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![]() One of my favorite characters to play in that vein was CotCT Varian. By the end, with a huge hand size, and a power to recharge/redraw nearly my whole hand, and a lot of examine/exploration spells, I felt like he was never caught flat footed. And with his cohort Radovan, even barriers were unscary. His turns definitely took a long time, and I would strongly advise against him in a live game, or maybe spec him in a different direction. And yeah, Raz being there for insurance was definitely unaccounted for. And with lots of armors and relatively small hand size, there are probably situations where charging in to take a hopeless fight still makes sense because it will hurt Raz less than the character that originally encountered it. I still think that knowing Ezren would have eventually built into the transmogrification god, I would have picked some different power feats, or maybe the alternate role. Also, it was super fun seeing the "evil" characters being used. They don't get as much play, though I think an all evil party playing through one of the newer seasons would be a lot of fun. ![]()
![]() Victory! Development:
Instead, you promised the vampire elder nothing more than you could deliver, and in exchange she infused you with the power of Hell itself. You suspect you even earned her admiration for your fearlessness and your commitment to diabolic subterfuge. When you leave Mechitar heading back toward first Katapesh, then the Grand Lodge, you view life through a fiery lens you never knew existed. You’re a force to be reckoned with. And you serve only yourself. Scenario Reward:
Acquired cards:
To the discussion page! Thanks all for playing! 1900+ posts, 8 players, 14 characters, 6 years + 2 1/2 months (over 2250 days!), and 3 box runners. And I might be undercounting some of those numbers! Thanks so much to all. Feel free to share upgrade desires if any, as well as any well-wishes and goodbyes on the Discussion tab. ![]()
![]() During This Adventure: The scourge die is 1d6+4. Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor. During This Scenario: Setup:
After creating the blessings deck, put the villain Canopic Soul on top of it. Additional Rules: Adventure rewards:
Contracts displayed: 4/4 Scenario Level (#): 7 Turn: 17, Mavaro/NathanDavis
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Hollow Serpent
MM Monster 6 Traits: Undead To Defeat: Combat 16 OR Stealth 12 The Hollow Serpent is immune to the Mental and Poison traits. Before you act, discard a random card. If it is an ally, the difficulty to defeat is increased by 3. While you act, other characters may not play cards. You may play no more than 1 card on the check to defeat. If the check to defeat has the Cold trait, add 1d8. Spoiler:
Thunder Lizard
MM Monster 3 Traits: Dragon Electricity To Defeat: Combat 13 The Thunder Lizard is immune to the Electricity trait. Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location. Spoiler:
Royal Naga
MM Monster 4 Traits: Aberration To Defeat: Combat 16 THEN Combat 16 You may succeed at a Stealth 8 check to evade the Royal Naga. For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it. If the check to defeat has the Cold trait, add 1d8. Spoiler:
Bonestorm
MM Monster 4 Traits: Undead Swarm To Defeat: Combat 17 The Bonestorm is immune to the Mental and Poison traits. Damage dealt by the Bonestorm may only be reduced by no more than half (round up). If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from. Spoiler:
Graven Guardian of Set
MM Monster 5 Traits: Construct To Defeat: Combat 21 The Graven Guardian of Set is immune to the Mental and Poison traits. If the Graven Guardian of Set would be defeated, reroll the dice; take the new result. Barriers Spoiler:
Symbol of Fear
MM Barrier 3 Traits: Trigger Trap Magic Curse To Defeat: None When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it. Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card. Spoiler:
Curse of the Netheshuun
MM Barrier 6 Traits: Trigger Curse Undead Cold Magic To Defeat: Wisdom Divine 16 OR Dexterity Disable 17 When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card. If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge. Spoiler:
Fiendish Sphinx
MM Barrier 4 Traits: Trigger Trap Arcane Magic Sphinx To Defeat: Intelligence Knowledge Arcane Wisdom 12 When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. Spoiler:
Steel Scorpion
MM Barrier 4 Traits: Trap Lock Poison To Defeat: Dexterity Disable Stealth 10 OR Strength 13 If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card. Spoiler:
Blast Glyph
MM Barrier 3 Traits: Trigger Trap Magic Cold Arcane To Defeat: Intelligence Arcane Knowledge 10 OR Wisdom 12 When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage. If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location. Weapons Spoiler:
Axe of the Imperative
MM Weapon 5 Traits: Axe Melee Slashing Magic To Acquire: Strength Melee Perception 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8. Spoiler:
Spellsword +2
MM Weapon 4 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee Arcane Divine 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. Recharge this card to recharge a random spell from your discard pile. Spoiler:
Flaming Ranseur +3
MM Weapon 5 Traits: Polearm Melee Slashing 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result. Spoiler:
Galvanic Kopis +2
MM Weapon 5 Traits: Knife Ranged Slashing Electricity Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll. On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait. Spoiler:
Disrupting Rapier +1
MM Weapon 3 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4. Spells Spoiler:
Mistform
MM Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait. Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it. Spoiler:
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:
Foresight
MM Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 14 Display this card. While displayed, you may ignore any non-villain power that happens when you examine a card. At the end of your turn, if you do not have either the Arcane or Divine skills, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 16 check to recharge it instead. Spoiler:
Named Bullet
MM Spell 5 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat check against a monster that shares a trait with the monster on this card other than Basic, Elite, or Veteran. At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card. Spoiler:
Volcanic Storm
MM Spell 3 Traits: Magic Arcane Divine Attack Bludgeoning Fire To Acquire: Intelligence Arcane Wisdom Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Armors Spoiler:
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:
Elemental Brass Mail
MM Armor 6 Traits: Light Armor Magic To Acquire: Constitution Fortitude 12 OR Intelligence Arcane Wisdom Divine 14 Reveal this card to reduce Combat damage dealt to you by 3. Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait. Spoiler:
Burglar's Buckler
MM Armor 1 Traits: Shield To Acquire: Constitution Fortitude Disable 6 Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor. Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor. Reveal this card to add 1 die to your Disable check. You may play another armor on this check. Spoiler:
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:
Reed Snake Armor
MM Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Sunrod
MM Item 4 Traits: Staff Attack Alchemical To Acquire: Strength Melee 10 OR Intelligence Craft 12 For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6. Spoiler:
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:
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:
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:
Pure Holy Water
MM Item 5 Traits: Liquid Magic Divine To Acquire: Wisdom Craft Divine 12 Discard this card to evade a bane that has the Outsider or Undead trait. Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait. 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:
Reed Moccasin
MM Ally 3 Traits: Animal Elemental Acid Poison To Acquire: Wisdom Survival 10 Recharge this card to add 1d10 to your Stealth non-combat check. Discard this card to examine the top card of your location deck; you may then explore your location. During this exploration, when you encounter a monster, you may add 1d6 and the Acid and Poison traits to your checks to defeat it. Spoiler:
Commander Abdallah
MM Ally 3 Traits: Human Fighter To Acquire: Combat 11 When you encounter this card, you may reveal a blessing that has the Abadar trait to automatically acquire it. Bury this card to recharge any number of blessings that have the Abadar trait from your discard pile. Discard this card to explore your location. During this exploration, add 1d8 to your combat checks. Spoiler:
The Viper
MM Ally 3 Traits: Human Rogue Aspis To Acquire: Charisma Diplomacy 9 Recharge this card to exchange a card in your hand with a card of the same type in your discard pile. Discard this card to explore your location. Spoiler:
Idorii
MM Ally 1 Traits: Half-Elf Fighter To Acquire: Melee Charisma Diplomacy 9 If you fail to acquire this card, you are dealt 1d4 Combat damage. Recharge this card to add 1d4 to a combat check by a character at your location. Discard this card to explore your location. During this exploration, add 2d4 to all combat checks. Blessings Spoiler:
Blessing of Maat
MM Blessing 2 Traits: Divine Maat Healing To Acquire: Divine 6 OR ConstitutionFortitude 10 After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result. Recharge this card to reduce damage dealt to you by 2. On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8. After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile. Spoiler:
Blessing of the 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 Nethys
MM Blessing C Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Ra
MM Blessing C Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of the 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: 14 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seoni/EmpTyger: Spoiler: Hourglass Card 2 Ezren/AbrahamZ: Hourglass Card 1 Seoni/EmpTyger
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: Hourglass Card 3 Raz/eddiephlash: Hourglass Card 2 Ezren/AbrahamZ
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: Hourglass Card 4 Mavaro/NathanDavis: Hourglass Card 3 Raz/eddiephlash
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 5 Seoni/EmpTyger: Hourglass Card 4 Mavaro/NathanDavis
Blessing of the Elements MM Blessing C Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 6 Ezren/AbrahamZ: Hourglass Card 5 Seoni/EmpTyger
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: Hourglass Card 7 Raz/eddiephlash: Hourglass Card 6 Ezren/AbrahamZ
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: Hourglass Card 8 Mavaro/NathanDavis: Hourglass Card 7 Raz/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. Spoiler: Hourglass Card 9 Seoni/EmpTyger: Hourglass Card 8 Mavaro/NathanDavis
Canopic Soul MM Villain 5 Type: Monster Traits: Undead Incorporeal Sorcerer To Defeat: Combat 24 The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated. Before you act, the Canopic Soul deals each character at your location 1 Mental damage that may not be reduced. After you act, the Canopic Soul deals each character at your location 1d4 Mental damage that may not be reduced. Spoiler: Hourglass Card 10 Ezren/AbrahamZ: Hourglass Card 9 Seoni/EmpTyger
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: Hourglass Card 11 Raz/eddiephlash: Hourglass Card 10 Ezren/AbrahamZ
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: Hourglass Card 12 Mavaro/NathanDavis: Hourglass Card 11 Raz/eddiephlash
Blessing of Wadjet MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Spoiler: Hourglass Card 13 Seoni/EmpTyger: Hourglass Card 12 Mavaro/NathanDavis
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: Hourglass Card 14 Ezren/AbrahamZ: Hourglass Card 13 Seoni/EmpTyger
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: Hourglass Card 14 Ezren/AbrahamZ
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. Location #1: Guardian Vault
Lightning Storm (Displayed):
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. Yeleth the Soulbinder (Villain!), Djinn Favor Amulet, Blessing of Bastet, Ammut, Holy Word Trap (all shuffled) Guardian Vault Card 1: Yeleth the Soulbinder
None Villain B Type: Monster Traits: Aristocrat Mythic Undead Vampire To Defeat: Fortitude Arcane Knowledge Divine Perception Diplomacy 33 Yeleth the Soulbinder is immune to the Mental and Poison traits. Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat. While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card. All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced. Guardian Vault Card 2: Holy Word Trap
MM Barrier 5 Traits: Trigger Trap Magic Divine To Defeat: Wisdom Divine 11 OR Intelligence Perception 13 When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card. If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck. Guardian Vault Card 3: Djinn Favor Amulet
MM Item 1 Traits: Accessory Magic Healing To Acquire: Constitution Fortitude 4 OR Wisdom 7 Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile. Guardian Vault Card 4: Blessing of Bastet
MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Guardian Vault Card 5:
Ammut
MM Monster 6 Traits: Outsider Fire To Defeat: Combat 24 The Ammut is immune to the Fire and Poison traits. Before you act, each character at your location is dealt 1d4 Fire damage. If undefeated, suffer the scourge Curse of the Mummy. Location #2: Pleasure Barge At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage. When Closing: Succeed at Charisma or Diplomacy 9 check. When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Ezren/AbrahamZ, Blessing of the Lady of Graves, Nefti the Bard, Mummified Cat, Contract Devil (all known) Pleasure Barge Card 1 (Nefti the Bard): 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. Pleasure Barge Card 2 (Mummified Cat): 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. Pleasure Barge Card 3 (Contract Devil):
Contract Devil
None Henchman 6 Type: Monster Traits: Devil Outsider To Defeat: Combat 23 OR Banish an Ally or Blessing The Contract Devil is immune to the Fire and Poison traits. Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10. If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck. Location #3: Sepulcher of the Servant Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Location #4: Volcanic Vents
Location #5: Ruined Temple
Ruined Temple Card 1: Quickdraw Shield
MM Armor 5 Traits: Shield Finesse Magic To Acquire: Constitution Fortitude 10 Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor. During your turn, if proficient with light armors, you may recharge this card. Ruined Temple Card 2: Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Ruined Temple Card 3: Rukh
MM Monster 3 Traits: Animal Acid To Defeat: Combat 13 THEN Combat 13 All damage dealt by the Rukh is Acid damage. If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4. If undefeated, move to a random location. Ruined Temple Card 4: 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. Ruined Temple Card 5:
Infernal Contract
None Henchman 6 Type: Barrier Traits: Task To Defeat: Intelligence Arcane Knowledge Wisdom Perception Charisma Diplomacy 17 If undefeated, discard a card from the blessing deck, then each character discards a blessing. If defeated, you may immediately attempt to close the location this henchman came from, then display this card. While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait. Location #6: Vault of Hidden Wisdom Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Location #7: Peasant Tombs
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![]() During This Adventure: The scourge die is 1d6+4. Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor. During This Scenario: Setup:
After creating the blessings deck, put the villain Canopic Soul on top of it. Additional Rules: Adventure rewards:
Contracts displayed: 3/4 Scenario Level (#): 7 Turn: 13, Mavaro/NathanDavis
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Elder Ice Elemental
MM Monster 4 Traits: Elemental Outsider Cold To Defeat: Combat 16 The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage. Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat. If the check to defeat has the Electricity trait, you may reroll the dice; take the new result. Spoiler:
Sard
MM Monster 6 Traits: Plant Electricity Poison To Defeat: Combat 23 The Sard is immune to the Electricity, Mental, and Poison traits. After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage. 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:
Bonestorm
MM Monster 4 Traits: Undead Swarm To Defeat: Combat 17 The Bonestorm is immune to the Mental and Poison traits. Damage dealt by the Bonestorm may only be reduced by no more than half (round up). If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from. Spoiler:
Bonecrusher Chieftain
MM Monster 2 Traits: Trigger Gnoll Veteran To Defeat: Combat 12 When you examine this card, encounter it; the difficulty to defeat is increased by 3. The difficulty to defeat is increased by the scenario's adventure deck number. When you play a weapon on your check to defeat, discard it. Barriers Spoiler:
Polymorph Gas
MM Barrier 6 Traits: Curse Trap Magic Poison To Defeat: Constitution Fortitude Intelligence Perception 14 If undefeated, recharge your hand, then suffer the scourge Curse of the Mummy. 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:
Telekinetic Enucleation
MM Barrier 5 Traits: Trigger Curse To Defeat: Intelligence Perception Dexterity Disable 16 When you examine this card, encounter it. If undefeated, each character at your location suffers the scourge Curse of Blindness. Spoiler:
Thousand Suns
MM Barrier 6 Traits: Trap Obstacle Magic To Defeat: Intelligence Perception Arcane Disable 18 If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage. Spoiler:
Collapsing Sphinx
MM Barrier 4 Traits: Trigger Obstacle Sphinx To Defeat: Dexterity Stealth Perception Wisdom 12 When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced. If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat. Weapons Spoiler:
Glacial Hunga Munga
MM Weapon 6 Traits: Axe Ranged Piercing Cold Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength skill + 1d6 +2. You may additionally discard this card to add your Ranged skill. If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that happens before you act. On your combat check, if you played another weapon, discard this card to add your Strength or Melee skill. Spoiler:
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:
Thousand Stings Whip
MM Weapon 4 Traits: Whip Melee Piercing Poison Finesse Magic To Acquire: Strength Melee 11 When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead. Spoiler:
Staff of the Hooded Cobra
MM Weapon 6 Traits: Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee 14 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait. You may use the result for any subsequent combat checks against the same bane. Reveal this card and discard a spell to reduce all Combat or Poison damage dealt to you to 0. Spoiler:
Spellsword +2
MM Weapon 4 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee Arcane Divine 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. Recharge this card to recharge a random spell from your discard pile. Spells Spoiler:
Find Traps
MM Spell B Traits: Magic Divine To Acquire: Wisdom Divine 6 Discard this card to add 2 dice to any check to defeat a barrier. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it. Spoiler:
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:
Monstrous Physique
MM Spell 5 Traits: Magic Arcane To Acquire: Intelligence Arcane 13 Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead. Spoiler:
Elemental Mastery
MM Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 11 Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait. Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Spoiler:
Augury
MM Spell B Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Armors Spoiler:
Burglar's Buckler
MM Armor 1 Traits: Shield To Acquire: Constitution Fortitude Disable 6 Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor. Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor. Reveal this card to add 1 die to your Disable check. You may play another armor on this check. Spoiler:
Silken Ceremonial Armor
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Charisma 11 On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result. Reveal this card to reduce damage dealt to you by 1. If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. Spoiler:
Mystic Silk Coat
MM Armor 2 Traits: Clothing Light Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3. Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Falcon Crown
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Wisdom Divine 10 Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor. For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6. If proficient with light armors, you may recharge this card when you play a spell. Spoiler:
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. Items Spoiler:
Ring of the Godless
MM Item B Traits: Accessory Magic To Acquire: Wisdom 5 During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait. Recharge this card to add the Magic trait to your check. Spoiler:
Sunrod
MM Item 4 Traits: Staff Attack Alchemical To Acquire: Strength Melee 10 OR Intelligence Craft 12 For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6. Spoiler:
Bird Feather Tokens
MM Item 3 Traits: Object Magic To Acquire: Intelligence Arcane 9 Recharge this card to reroll 1 die on a check by a character at your location. On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item. Spoiler:
Bottled Lightning
MM Item 5 Traits: Liquid Attack Electricity Ranged Alchemical To Acquire: Intelligence Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 16 check to recharge that card instead of discarding it. 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. Allies Spoiler:
Osirion Ancestor
MM Ally B Traits: Undead Ghost Incorporeal To Acquire: Divine Charisma Diplomacy 8 Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait. Spoiler:
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:
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:
Reta Bigbad
MM Ally P Traits: Goblin Fighter Veteran To Acquire: Combat 15 OR CharismaDiplomacy 10 Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location. Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check. Reta chop and Reta bite! Reta slay and Reta fight! Reta stab and Reta smite! Reta kills it all just right! ---Reta's song Spoiler:
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 Isis
MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler:
Blessing of Osiris
MM Blessing 4 Traits: Divine Osiris Healing To Acquire: Divine 8 Discard this card to add 1d4 to any check that invokes the Healing trait. When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile. Spoiler:
Blessing of Pharasma
MM Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Bastet
MM Blessing 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. Spoiler:
Blessing of Horus
MM Blessing C Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Current Hour: 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 Seoni/EmpTyger: Spoiler: Hourglass Card 2 Ezren/AbrahamZ: Hourglass Card 1 Seoni/EmpTyger
Blessing of Isis MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler: Hourglass Card 3 Raz/eddiephlash: Hourglass Card 2 Ezren/AbrahamZ
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: Hourglass Card 4 Mavaro/NathanDavis: Hourglass Card 3 Raz/eddiephlash
Blessing of Thoth MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Seoni/EmpTyger: Hourglass Card 4 Mavaro/NathanDavis
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: Hourglass Card 6 Ezren/AbrahamZ: Hourglass Card 5 Seoni/EmpTyger
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: Hourglass Card 7 Raz/eddiephlash: Hourglass Card 6 Ezren/AbrahamZ
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: Hourglass Card 8 Mavaro/NathanDavis: Hourglass Card 7 Raz/eddiephlash
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 9 Seoni/EmpTyger: Hourglass Card 8 Mavaro/NathanDavis
Blessing of the Elements MM Blessing C Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 10 Ezren/AbrahamZ: Hourglass Card 9 Seoni/EmpTyger
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: Hourglass Card 11 Raz/eddiephlash: Hourglass Card 10 Ezren/AbrahamZ
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: Hourglass Card 12 Mavaro/NathanDavis: Hourglass Card 11 Raz/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. Spoiler: Hourglass Card 13 Seoni/EmpTyger: Hourglass Card 12 Mavaro/NathanDavis
Canopic Soul MM Villain 5 Type: Monster Traits: Undead Incorporeal Sorcerer To Defeat: Combat 24 The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated. Before you act, the Canopic Soul deals each character at your location 1 Mental damage that may not be reduced. After you act, the Canopic Soul deals each character at your location 1d4 Mental damage that may not be reduced. Spoiler: Hourglass Card 14 Ezren/AbrahamZ: Hourglass Card 13 Seoni/EmpTyger
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: Hourglass Card 15 Raz/eddiephlash: Hourglass Card 14 Ezren/AbrahamZ
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: Hourglass Card 16 Mavaro/NathanDavis: Hourglass Card 15 Raz/eddiephlash
Blessing of Wadjet MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Spoiler: Hourglass Card 17 Seoni/EmpTyger: Hourglass Card 16 Mavaro/NathanDavis
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: Hourglass Card 18 Ezren/AbrahamZ: Hourglass Card 17 Seoni/EmpTyger
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: Hourglass Card 18 Ezren/AbrahamZ
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. Location #1: Guardian Vault
Lightning Storm (Displayed):
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. Frost Sling +1 (reloaded) Guardian Vault Card 1 (Frost Sling +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. Guardian Vault Card 2: Yeleth the Soulbinder
None Villain B Type: Monster Traits: Aristocrat Mythic Undead Vampire To Defeat: Fortitude Arcane Knowledge Divine Perception Diplomacy 33 Yeleth the Soulbinder is immune to the Mental and Poison traits. Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat. While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card. All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced. Guardian Vault Card 3: Djinn Favor Amulet
MM Item 1 Traits: Accessory Magic Healing To Acquire: Constitution Fortitude 4 OR Wisdom 7 Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile. Guardian Vault Card 4: Blessing of Bastet
MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Guardian Vault Card 5: Ammut
MM Monster 6 Traits: Outsider Fire To Defeat: Combat 24 The Ammut is immune to the Fire and Poison traits. Before you act, each character at your location is dealt 1d4 Fire damage. If undefeated, suffer the scourge Curse of the Mummy. Guardian Vault Card 6:
Holy Word Trap
MM Barrier 5 Traits: Trigger Trap Magic Divine To Defeat: Wisdom Divine 11 OR Intelligence Perception 13 When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card. If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck. Location #2: Pleasure Barge At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage. When Closing: Succeed at Charisma or Diplomacy 9 check. When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: Seoni/EmpTyger, Blessing of the Lady of Graves, Nefti the Bard, Mummified Cat, Contract Devil (all known) Pleasure Barge Card 1 (Blessing of the Lady of Graves): Blessing of the Lady of Graves
MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Pleasure Barge Card 2 (Nefti the Bard): 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. Pleasure Barge Card 3 (Mummified Cat): 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. Pleasure Barge Card 4 (Contract Devil):
Contract Devil
None Henchman 6 Type: Monster Traits: Devil Outsider To Defeat: Combat 23 OR Banish an Ally or Blessing The Contract Devil is immune to the Fire and Poison traits. Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10. If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck. Location #3: Sepulcher of the Servant Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Mavaro/NathanDavis, Location #4: Volcanic Vents
Location #5: Ruined Temple
Ruined Temple Card 1: Quickdraw Shield
MM Armor 5 Traits: Shield Finesse Magic To Acquire: Constitution Fortitude 10 Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor. During your turn, if proficient with light armors, you may recharge this card. Ruined Temple Card 2: Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Ruined Temple Card 3: Rukh
MM Monster 3 Traits: Animal Acid To Defeat: Combat 13 THEN Combat 13 All damage dealt by the Rukh is Acid damage. If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4. If undefeated, move to a random location. Ruined Temple Card 4: 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. Ruined Temple Card 5:
Infernal Contract
None Henchman 6 Type: Barrier Traits: Task To Defeat: Intelligence Arcane Knowledge Wisdom Perception Charisma Diplomacy 17 If undefeated, discard a card from the blessing deck, then each character discards a blessing. If defeated, you may immediately attempt to close the location this henchman came from, then display this card. While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait. Location #6: Vault of Hidden Wisdom Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Ezren/AbrahamZ, Location #7: Peasant Tombs
Peasant Tombs Card 1: Poison Spiked Pit Trap
MM Barrier 1 Traits: Trap Poison Veteran To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn. If defeated, you may explore your location. Peasant Tombs Card 2: 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. Peasant Tombs Card 3: 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. Peasant Tombs Card 4: Hollow Serpent
MM Monster 6 Traits: Undead To Defeat: Combat 16 OR Stealth 12 The Hollow Serpent is immune to the Mental and Poison traits. Before you act, discard a random card. If it is an ally, the difficulty to defeat is increased by 3. While you act, other characters may not play cards. You may play no more than 1 card on the check to defeat. If the check to defeat has the Cold trait, add 1d8. Peasant Tombs Card 5: Carpet of Flying
MM Item 6 Traits: Object Magic To Acquire: Intelligence Craft Charisma Suvival 13 Recharge this card to evade a bane you encounter, then move all characters at your location to another location. Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. Recharge this card at the end of the turn. Peasant Tombs Card 6: 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. Peasant Tombs Card 7: Infernal Contract
None Henchman 6 Type: Barrier Traits: Task To Defeat: Intelligence Arcane Knowledge Wisdom Perception Charisma Diplomacy 17 If undefeated, discard a card from the blessing deck, then each character discards a blessing. If defeated, you may immediately attempt to close the location this henchman came from, then display this card. While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait. Peasant Tombs Card 8: Dagger of Doubling
MM Weapon 3 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it. On your combat check, if you played another weapon, discard this card to add 2d4. Peasant Tombs Card 9: Ambush
MM Barrier 2 Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck. If defeated, you may immediately explore again. ![]()
![]() During This Adventure: The scourge die is 1d6+4. Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor. During This Scenario: Setup:
After creating the blessings deck, put the villain Canopic Soul on top of it. Additional Rules: Adventure rewards:
Contracts displayed: 0/4 Scenario Level (#): 7 Turn: 9, Mavaro/NathanDavis
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Mummy
MM Monster 4 Traits: Undead Mummy To Defeat: Combat 21 The Mummy is immune to the Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. If undefeated, bury your discard pile. Spoiler:
Hollow Serpent
MM Monster 6 Traits: Undead To Defeat: Combat 16 OR Stealth 12 The Hollow Serpent is immune to the Mental and Poison traits. Before you act, discard a random card. If it is an ally, the difficulty to defeat is increased by 3. While you act, other characters may not play cards. You may play no more than 1 card on the check to defeat. If the check to defeat has the Cold trait, add 1d8. Spoiler:
Thunder Lizard
MM Monster 3 Traits: Dragon Electricity To Defeat: Combat 13 The Thunder Lizard is immune to the Electricity trait. Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location. Spoiler:
Girtablilu Ranger
MM Monster 4 Traits: Trigger Girtablilu Poison To Defeat: Combat 17 When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3. Before you act, you are dealt 1d4 Poison damage. Spoiler:
Kalnaka
MM Monster 5 Traits: Undead Mummy To Defeat: Combat 22 The Kalnaka is immune to the Cold, Mental, and Poison traits. If the check to defeat has the Electricity trait, add 1d8. If undefeated, bury your discard pile. Barriers Spoiler:
Rolling Sphere
MM Barrier 3 Traits: Trap Obstacle To Defeat: Dexterity Acrobatics 12 OR Disable 9 Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand. If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location. After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated. Spoiler:
Hungry Fog
MM Barrier 3 Traits: Obstacle Magic Acid To Defeat: Wisdom Perception 10 The Hungry Fog is immune to the Acid and Electricity traits. When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it. If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck. 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:
Telekinetic Enucleation
MM Barrier 5 Traits: Trigger Curse To Defeat: Intelligence Perception Dexterity Disable 16 When you examine this card, encounter it. If undefeated, each character at your location suffers the scourge Curse of Blindness. Spoiler:
Symbol of Fear
MM Barrier 3 Traits: Trigger Trap Magic Curse To Defeat: None When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it. Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card. 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:
Shattertouch Shotel +2
MM Weapon 4 Traits: Scythe Melee Slashing Finesse Magic To Acquire: Strength Melee Wisdom Dexterity 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits. Spoiler:
Shocking Scimitar +2
MM Weapon 3 Traits: Sword Melee Slashing Finesse Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait. If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act. Spoiler:
Chakram of Ruin
MM Weapon 6 Traits: Knife Ranged Slashing Acid Magic To Acquire: Dexterity Ranged 13 For your combat check or your check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally discard this card to add another 1d6+1. During your encounter, discard this card to ignore a non-villain monster's power that happens before you act. On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid trait. Spoiler:
Disrupting Rapier +1
MM Weapon 3 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4. 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:
Ice Storm
MM Spell 4 Traits: Magic Arcane Divine Attack Cold To Acquire: Intelligence Arcane Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Spoiler:
Ride the Lightning
MM Spell 6 Traits: Magic Arcane Attack Electricity To Acquire: Intelligence Arcane 15 Display this card. While displayed, reduce Electricity damage dealt to you to 0. For your combat check, you may discard a card to use your Arcane skill + 4d6+4 and add the Electricity trait; if you do, you may move after the encounter. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 17 check to recharge it instead. Spoiler:
Mistform
MM Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait. Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it. Spoiler:
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:
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:
Parade Armor
MM Armor 5 Traits: Light Armor Alchemical To Acquire: Constitution Fortitude Charisma Diplomacy 12 Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead. Spoiler:
Burglar's Buckler
MM Armor 1 Traits: Shield To Acquire: Constitution Fortitude Disable 6 Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor. Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor. Reveal this card to add 1 die to your Disable check. You may play another armor on this check. Spoiler:
Reed Snake Armor
MM Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Horn Lamellar
MM Armor 6 Traits: Light Armor To Acquire: Constitution Fortitude 10 OR Intelligence Craft 11 Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead. Items Spoiler:
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:
Necklace of Fireballs
MM Item 4 Traits: Accessory Attack Fire Magic To Acquire: Intelligence Arcane 9 For your combat check, banish this card to roll 3d6+12. You may succeed at an Arcane 9 check to recharge this card instead of banishing it. Spoiler:
Alchemist's Kit
MM Item B Traits: Tool Alchemical To Acquire: Intelligence Craft 6 Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead. While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck. Spoiler:
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:
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. Allies Spoiler:
Bal Themm
MM Ally 2 Traits: Human Cleric To Acquire: CharismaDiplomacy 10 Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait. Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat a bane that has the Undead trait. Spoiler:
Library Curator
MM Ally 3 Traits: Human Cleric To Acquire: Intelligence Knowledge 8 OR Charisma Diplomacy 9 Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card. Discard this card to explore your location. Spoiler:
The Viper
MM Ally 3 Traits: Human Rogue Aspis To Acquire: Charisma Diplomacy 9 Recharge this card to exchange a card in your hand with a card of the same type in 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. Spoiler:
Basif Iosep
MM Ally 2 Traits: Half-Elf Shopkeeper Aspis To Acquire: Charisma Diplomacy 6 At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card. Discard this card to explore your location. Blessings Spoiler:
Blessing of Pharasma
MM Blessing C Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Isis
MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler:
Blessing of 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 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 Isis
MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. 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: 22 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seoni/EmpTyger: Spoiler: Hourglass Card 2 Ezren/AbrahamZ: Hourglass Card 1 Seoni/EmpTyger
Blessing of Isis MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler: Hourglass Card 3 Raz/eddiephlash: Hourglass Card 2 Ezren/AbrahamZ
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: Hourglass Card 4 Mavaro/NathanDavis: Hourglass Card 3 Raz/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. Spoiler: Hourglass Card 5 Seoni/EmpTyger: Hourglass Card 4 Mavaro/NathanDavis
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: Hourglass Card 6 Ezren/AbrahamZ: Hourglass Card 5 Seoni/EmpTyger
Blessing of Isis MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler: Hourglass Card 7 Raz/eddiephlash: Hourglass Card 6 Ezren/AbrahamZ
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: Hourglass Card 8 Mavaro/NathanDavis: Hourglass Card 7 Raz/eddiephlash
Blessing of Thoth MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Seoni/EmpTyger: Hourglass Card 8 Mavaro/NathanDavis
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: Hourglass Card 10 Ezren/AbrahamZ: Hourglass Card 9 Seoni/EmpTyger
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: Hourglass Card 11 Raz/eddiephlash: Hourglass Card 10 Ezren/AbrahamZ
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: Hourglass Card 12 Mavaro/NathanDavis: Hourglass Card 11 Raz/eddiephlash
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 13 Seoni/EmpTyger: Hourglass Card 12 Mavaro/NathanDavis
Blessing of the Elements MM Blessing C Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 14 Ezren/AbrahamZ: Hourglass Card 13 Seoni/EmpTyger
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: Hourglass Card 15 Raz/eddiephlash: Hourglass Card 14 Ezren/AbrahamZ
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: Hourglass Card 16 Mavaro/NathanDavis: Hourglass Card 15 Raz/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. Spoiler: Hourglass Card 17 Seoni/EmpTyger: Hourglass Card 16 Mavaro/NathanDavis
Canopic Soul MM Villain 5 Type: Monster Traits: Undead Incorporeal Sorcerer To Defeat: Combat 24 The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated. Before you act, the Canopic Soul deals each character at your location 1 Mental damage that may not be reduced. After you act, the Canopic Soul deals each character at your location 1d4 Mental damage that may not be reduced. Spoiler: Hourglass Card 18 Ezren/AbrahamZ: Hourglass Card 17 Seoni/EmpTyger
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: Hourglass Card 19 Raz/eddiephlash: Hourglass Card 18 Ezren/AbrahamZ
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: Hourglass Card 20 Mavaro/NathanDavis: Hourglass Card 19 Raz/eddiephlash
Blessing of Wadjet MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Spoiler: Hourglass Card 21 Seoni/EmpTyger: Hourglass Card 20 Mavaro/NathanDavis
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: Hourglass Card 22 Ezren/AbrahamZ: Hourglass Card 21 Seoni/EmpTyger
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: Hourglass Card 22 Ezren/AbrahamZ
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. Location #1: Guardian Vault
Lightning Storm (Displayed):
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. Frost Sling +1 (reloaded) Guardian Vault Card 1 (Frost Sling +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. Guardian Vault Card 2: Yeleth the Soulbinder
None Villain B Type: Monster Traits: Aristocrat Mythic Undead Vampire To Defeat: Fortitude Arcane Knowledge Divine Perception Diplomacy 33 Yeleth the Soulbinder is immune to the Mental and Poison traits. Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat. While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card. All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced. Guardian Vault Card 3: Djinn Favor Amulet
MM Item 1 Traits: Accessory Magic Healing To Acquire: Constitution Fortitude 4 OR Wisdom 7 Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile. Guardian Vault Card 4: Blessing of Bastet
MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Guardian Vault Card 5: Ammut
MM Monster 6 Traits: Outsider Fire To Defeat: Combat 24 The Ammut is immune to the Fire and Poison traits. Before you act, each character at your location is dealt 1d4 Fire damage. If undefeated, suffer the scourge Curse of the Mummy. Guardian Vault Card 6:
Holy Word Trap
MM Barrier 5 Traits: Trigger Trap Magic Divine To Defeat: Wisdom Divine 11 OR Intelligence Perception 13 When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card. If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck. Location #2: Pleasure Barge At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage. When Closing: Succeed at Charisma or Diplomacy 9 check. When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile. M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: Pillar of Life (reloaded) Pleasure Barge Card 1 (Pillar of Life): Pillar of Life
MM Spell 4 Traits: Magic Divine Healing To Acquire: Wisdom Divine 12 Display this card next to your location. While displayed, each character at this location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Instead of the first exploration of his turn, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 14 check to recharge it instead. Pleasure Barge Card 2: Blessing of the Lady of Graves
MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Pleasure Barge Card 3: 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. Pleasure Barge Card 4: Mummified Cat
MM Item 1 Traits: Object Magic Mummy To Acquire: Wisdom Divine Survival 6 Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it. Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0. Pleasure Barge Card 5:
Contract Devil
None Henchman 6 Type: Monster Traits: Devil Outsider To Defeat: Combat 23 OR Banish an Ally or Blessing The Contract Devil is immune to the Fire and Poison traits. Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10. If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck. Location #3: Sepulcher of the Servant At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits. When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering. When Permanently Closed: No effect. M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Seoni/EmpTyger, Void Glyph (shuffled), Infernal contract (reloaded) Sepulcher of the Servant Card 1 (Infernal Contract): Infernal Contract
None Henchman 6 Type: Barrier Traits: Task To Defeat: Intelligence Arcane Knowledge Wisdom Perception Charisma Diplomacy 17 If undefeated, discard a card from the blessing deck, then each character discards a blessing. If defeated, you may immediately attempt to close the location this henchman came from, then display this card. While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait. Sepulcher of the Servant Card 2: Venomous Heavy Crossbow +2
MM Weapon 5 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4. If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location. Sepulcher of the Servant Card 3: 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. Sepulcher of the Servant Card 4: Hanshepsu
MM Monster 5 Traits: Construct To Defeat: Combat 20 The Hanshepsu is immune to the Attack, Mental, and Poison traits. Before you act, roll 1d4: 1. You are dealt 1d4 Poison damage. 2. The difficulty to defeat is increased by 3. 3. The Hanshepsu is evaded. 4. Bury the top card of your deck. Sepulcher of the Servant Card 5:
Mummified Sphinx
MM Monster 3 Traits: Undead Sphinx Mummy To Defeat: Combat 17 The Mummified Sphinx is immune to the Mental and Poison traits. Before you act, recharge your hand, reset your hand, and bury a card. If the check to defeat has the Fire trait, add 1d8. Location #4: Volcanic Vents At This Location: All monsters are immune to Poison. When Closing: All characters at this location are dealt 1 Fire damage. When Permanently Closed: No effect. M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Raz/eddiephlash, Volcanic Vents Card 1: Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Volcanic Vents Card 2: Ubashki Swarm
MM Monster 1 Traits: Trigger Undead Mummy Swarm To Defeat: Combat 8 THEN Combat 8 When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm. The Ubashki Swarm is immune to the Mental and Poison traits. If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card. Volcanic Vents Card 3: Infernal Contract
None Henchman 6 Type: Barrier Traits: Task To Defeat: Intelligence Arcane Knowledge Wisdom Perception Charisma Diplomacy 17 If undefeated, discard a card from the blessing deck, then each character discards a blessing. If defeated, you may immediately attempt to close the location this henchman came from, then display this card. While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait. Volcanic Vents Card 4: Enchanter
MM Monster C Traits: Human Sorcerer Veteran To Defeat: Combat 8 The difficulty to defeat is increased by the scenario's adventure deck number. Before you act, the Enchanter deals 1 Force damage to you. After you act, the Enchanter deals 1 Fire damage to you. Volcanic Vents Card 5: 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. Volcanic Vents Card 6: Axe of the Imperative
MM Weapon 5 Traits: Axe Melee Slashing Magic To Acquire: Strength Melee Perception 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8. Volcanic Vents Card 7:
Lightning Storm
MM Barrier B Traits: Obstacle Weather Electricity To Defeat: None Display this barrier next to the location deck. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location. Location #5: Ruined Temple At This Location: When you play a card that has the Divine trait, bury it. When Closing: Bury a blessing. When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box. M: 1 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1 Located/Displayed Here: Grave Goods, Mahga Threefingers, Blessing of Thoth (all reloaded) Ruined Temple Card 1 (Grave Goods): Grave Goods
MM Barrier 3 Traits: Trigger Cache Curse To Defeat: Disable 10 OR Dexterity Craft 12 When you examine this card, discard a blessing. If undefeated, suffer the scourge Curse of Fevered Dreams. If defeated, choose a type of boon other than loot and draw a card of that type from the box. Ruined Temple Card 2 (Mahga Threefingers): 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. Ruined Temple Card 3 (Blessing of Thoth): Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Ruined Temple Card 4: Quickdraw Shield
MM Armor 5 Traits: Shield Finesse Magic To Acquire: Constitution Fortitude 10 Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor. During your turn, if proficient with light armors, you may recharge this card. Ruined Temple Card 5: Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Ruined Temple Card 6: Rukh
MM Monster 3 Traits: Animal Acid To Defeat: Combat 13 THEN Combat 13 All damage dealt by the Rukh is Acid damage. If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4. If undefeated, move to a random location. Ruined Temple Card 7: 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. Ruined Temple Card 8:
Infernal Contract
None Henchman 6 Type: Barrier Traits: Task To Defeat: Intelligence Arcane Knowledge Wisdom Perception Charisma Diplomacy 17 If undefeated, discard a card from the blessing deck, then each character discards a blessing. If defeated, you may immediately attempt to close the location this henchman came from, then display this card. While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait. Location #6: Vault of Hidden Wisdom At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location. When Closing: Summon and defeat a random barrier. When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile. M: 0 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Blessing of Abadar (reloaded) Vault of Hidden Wisdom Card 1 (Blessing of Abadar): Blessing of Abadar
MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Vault of Hidden Wisdom Card 2: Infernal Contract
None Henchman 6 Type: Barrier Traits: Task To Defeat: Intelligence Arcane Knowledge Wisdom Perception Charisma Diplomacy 17 If undefeated, discard a card from the blessing deck, then each character discards a blessing. If defeated, you may immediately attempt to close the location this henchman came from, then display this card. While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait. Vault of Hidden Wisdom Card 3: Venomous Heavy Crossbow +2
MM Weapon 5 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4. If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location. Vault of Hidden Wisdom Card 4: 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. Vault of Hidden Wisdom Card 5: Thousand Suns
MM Barrier 6 Traits: Trap Obstacle Magic To Defeat: Intelligence Perception Arcane Disable 18 If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage. Vault of Hidden Wisdom Card 6:
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. Location #7: Peasant Tombs At This Location: After playing a boon that has the Fire trait, bury it. When Closing: Bury a card that has the Divine trait. When Permanently Closed: No effect. M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Ezren/AbrahamZ, Mavaro/NathanDavis, Peasant Tombs Card 1: Poison Spiked Pit Trap
MM Barrier 1 Traits: Trap Poison Veteran To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn. If defeated, you may explore your location. Peasant Tombs Card 2: 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. Peasant Tombs Card 3: 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. Peasant Tombs Card 4: Hollow Serpent
MM Monster 6 Traits: Undead To Defeat: Combat 16 OR Stealth 12 The Hollow Serpent is immune to the Mental and Poison traits. Before you act, discard a random card. If it is an ally, the difficulty to defeat is increased by 3. While you act, other characters may not play cards. You may play no more than 1 card on the check to defeat. If the check to defeat has the Cold trait, add 1d8. Peasant Tombs Card 5: Carpet of Flying
MM Item 6 Traits: Object Magic To Acquire: Intelligence Craft Charisma Suvival 13 Recharge this card to evade a bane you encounter, then move all characters at your location to another location. Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. Recharge this card at the end of the turn. Peasant Tombs Card 6: 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. Peasant Tombs Card 7: Infernal Contract
None Henchman 6 Type: Barrier Traits: Task To Defeat: Intelligence Arcane Knowledge Wisdom Perception Charisma Diplomacy 17 If undefeated, discard a card from the blessing deck, then each character discards a blessing. If defeated, you may immediately attempt to close the location this henchman came from, then display this card. While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait. Peasant Tombs Card 8: Dagger of Doubling
MM Weapon 3 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it. On your combat check, if you played another weapon, discard this card to add 2d4. Peasant Tombs Card 9: Ambush
MM Barrier 2 Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck. If defeated, you may immediately explore again. ![]()
![]() During This Adventure: The scourge die is 1d6+4. Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor. During This Scenario: Setup:
After creating the blessings deck, put the villain Canopic Soul on top of it. Additional Rules: Adventure rewards:
Scenario Level (#): 7 Turn: 5, Mavaro/NathanDavis
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters 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:
Living Sandstorms
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. 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:
Furies of the Drowned Desert
MM Monster 6 Traits: Elemental Outsider Acid To Defeat: Combat 21 The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage. Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat. Spoiler:
Desert Trapper
MM Monster B Traits: Human Veteran To Defeat: Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number. Each character may play no more than 1 card on the check to defeat. Barriers Spoiler:
Curse of the Netheshuun
MM Barrier 6 Traits: Trigger Curse Undead Cold Magic To Defeat: Wisdom Divine 16 OR Dexterity Disable 17 When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card. If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge. Spoiler:
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:
Dance of the Dead
MM Barrier P Traits: Trigger Curse Magic Cache To Defeat: DexterityCharisma 10 When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck. If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location. Spoiler:
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. Weapons Spoiler:
Chakram of Ruin
MM Weapon 6 Traits: Knife Ranged Slashing Acid Magic To Acquire: Dexterity Ranged 13 For your combat check or your check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally discard this card to add another 1d6+1. During your encounter, discard this card to ignore a non-villain monster's power that happens before you act. On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid trait. Spoiler:
Thousand Stings Whip
MM Weapon 4 Traits: Whip Melee Piercing Poison Finesse Magic To Acquire: Strength Melee 11 When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead. Spoiler:
Rod of the Devoured Dawn
MM Weapon 5 Traits: Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. Reveal this card and discard a card that has the Divine trait to ignore a non-villain monster's power that happens after you act. Spoiler:
Shattertouch Shotel +2
MM Weapon 4 Traits: Scythe Melee Slashing Finesse Magic To Acquire: Strength Melee Wisdom Dexterity 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits. Spoiler:
Iceblade Spelldagger
MM Weapon 5 Traits: Knife Ranged Piercing Cold Magic To Acquire: Dexterity Ranged 12 OR Arcane Divine 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3. On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait. Spells Spoiler:
Good Omen
MM Spell B Traits: Magic Arcane Divine Mental Veteran To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Spoiler:
Eruption
MM Spell 4 Traits: Magic Arcane Divine Attack Electricity Fire To Acquire: Intelligence Arcane Wisdom Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 4d6; ignore any non-villain monster's power that happens after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Spoiler:
Mistform
MM Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait. Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it. Spoiler:
Named Bullet
MM Spell 5 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat check against a monster that shares a trait with the monster on this card other than Basic, Elite, or Veteran. At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card. Spoiler:
Ice Storm
MM Spell 4 Traits: Magic Arcane Divine Attack Cold To Acquire: Intelligence Arcane Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Armors Spoiler:
Skyplate Armor
MM Armor 5 Traits: Light Armor Magic To Acquire: Constitution Fortitude Craft Divine 12 Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move. Recharge this card to add 1 die to your check that invokes the Electricity trait. If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead. Spoiler:
Falcon Crown
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Wisdom Divine 10 Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor. For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6. If proficient with light armors, you may recharge this card when you play a spell. Spoiler:
Aegis of Recovery
MM Armor 5 Traits: Light Armor Magic To Acquire: Constitution Fortitude Wisdom Divine 12 At the end of your turn, reveal this card to recharge a random card from your discard pile. Recharge this card to add 1 die to your Constitution or Fortitude non-combat check. Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0. If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck. Spoiler:
Burglar's Buckler
MM Armor 1 Traits: Shield To Acquire: Constitution Fortitude Disable 6 Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor. Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor. Reveal this card to add 1 die to your Disable check. You may play another armor on this check. Spoiler:
Clawhand Shield
MM Armor 3 Traits: Shield Offhand To Acquire: Constitution Fortitude 6 OR Melee 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check. On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait. 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:
Evocation Staff
MM Item 5 Traits: Staff Attack Magic Arcane To Acquire: Intelligence Arcane 14 For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait. When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck. Spoiler:
Candle of Comity
None Item 2 Traits: Object Magic To Acquire: Chairsma Craft Diplomacy 8 Reharge this card to add 1d8 to a character at your location's Charisma or Diplomacy non-combat check. Bury this card to shuffle the top card of the blessings discard pile into the blessings deck. You may not use this card during an encounter. Spoiler:
Glyphbane Gloves
MM Item 2 Traits: Accessory Magic To Acquire: Intelligence Disable Arcane Wisdom Divine 7 Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait. Spoiler:
Ring of Energy Resistance
MM Item 6 Traits: Accessory Magic To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4. 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:
Giant Slug
MM Ally B Traits: Animal Acid To Acquire: Wisdom Survival 6 Recharge this card to add 1d4 and the Acid trait to your combat check. Recharge this card and discard a card from the blessings deck to explore your location. During this exploration, you may add 1d4 and the Acid trait to your combat checks. Spoiler:
Fire Gecko
MM Ally C Traits: Animal Elemental Fire To Acquire: Wisdom Survival 4 Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage. Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration. Spoiler:
Bal Themm
MM Ally 2 Traits: Human Cleric To Acquire: CharismaDiplomacy 10 Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait. Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat a bane that has the Undead trait. 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 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 Osiris
MM Blessing 4 Traits: Divine Osiris Healing To Acquire: Divine 8 Discard this card to add 1d4 to any check that invokes the Healing trait. When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile. 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 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 Pharasma
MM Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of Wadjet:
Blessing of Wadjet
MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Hours Remaining: 26 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seoni/EmpTyger: Spoiler: Hourglass Card 2 Ezren/AbrahamZ: Hourglass Card 1 Seoni/EmpTyger
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 3 Raz/eddiephlash: Hourglass Card 2 Ezren/AbrahamZ
Canopic Soul MM Villain 5 Type: Monster Traits: Undead Incorporeal Sorcerer To Defeat: Combat 24 The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated. Before you act, the Canopic Soul deals each character at your location 1 Mental damage that may not be reduced. After you act, the Canopic Soul deals each character at your location 1d4 Mental damage that may not be reduced. Spoiler: Hourglass Card 4 Mavaro/NathanDavis: Hourglass Card 3 Raz/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. Spoiler: Hourglass Card 5 Seoni/EmpTyger: Hourglass Card 4 Mavaro/NathanDavis
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: Hourglass Card 6 Ezren/AbrahamZ: Hourglass Card 5 Seoni/EmpTyger
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: Hourglass Card 7 Raz/eddiephlash: Hourglass Card 6 Ezren/AbrahamZ
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 8 Mavaro/NathanDavis: Hourglass Card 7 Raz/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. Spoiler: Hourglass Card 9 Seoni/EmpTyger: Hourglass Card 8 Mavaro/NathanDavis
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: Hourglass Card 10 Ezren/AbrahamZ: Hourglass Card 9 Seoni/EmpTyger
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: Hourglass Card 11 Raz/eddiephlash: Hourglass Card 10 Ezren/AbrahamZ
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: Hourglass Card 12 Mavaro/NathanDavis: Hourglass Card 11 Raz/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. Spoiler: Hourglass Card 13 Seoni/EmpTyger: Hourglass Card 12 Mavaro/NathanDavis
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: Hourglass Card 14 Ezren/AbrahamZ: Hourglass Card 13 Seoni/EmpTyger
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: Hourglass Card 15 Raz/eddiephlash: Hourglass Card 14 Ezren/AbrahamZ
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: Hourglass Card 16 Mavaro/NathanDavis: Hourglass Card 15 Raz/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. Spoiler: Hourglass Card 17 Seoni/EmpTyger: Hourglass Card 16 Mavaro/NathanDavis
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: Hourglass Card 18 Ezren/AbrahamZ: Hourglass Card 17 Seoni/EmpTyger
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: Hourglass Card 19 Raz/eddiephlash: Hourglass Card 18 Ezren/AbrahamZ
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: Hourglass Card 20 Mavaro/NathanDavis: Hourglass Card 19 Raz/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. Spoiler: Hourglass Card 21 Seoni/EmpTyger: Hourglass Card 20 Mavaro/NathanDavis
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: Hourglass Card 22 Ezren/AbrahamZ: Hourglass Card 21 Seoni/EmpTyger
Blessing of Wadjet MM Blessing C Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Spoiler: Hourglass Card 23 Raz/eddiephlash: Hourglass Card 22 Ezren/AbrahamZ
Blessing of the Elements MM Blessing C Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 24 Mavaro/NathanDavis: Hourglass Card 23 Raz/eddiephlash
Blessing of Isis MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler: Hourglass Card 25 Seoni/EmpTyger: Hourglass Card 24 Mavaro/NathanDavis
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: Hourglass Card 26 Ezren/AbrahamZ: Hourglass Card 25 Seoni/EmpTyger
Blessing of Isis MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler: Hourglass Card 26 Ezren/AbrahamZ
Blessing of Nethys MM Blessing B Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Location #1: Guardian Vault
Lightning Storm (Displayed):
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. Guardian Vault Card 1: Meehr Zet
MM Ally B Traits: Dwarf Aristocrat Hireling To Acquire: Charisma Diplomacy 7 Bury this card to draw 1d4+1 allies that do not have the Animal trait from your discard pile. Discard this card to explore your location. During this exploration, add 1d8 to your Diplomacy checks. Guardian Vault 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. Guardian Vault Card 3: Yeleth the Soulbinder
None Villain B Type: Monster Traits: Aristocrat Mythic Undead Vampire To Defeat: Fortitude Arcane Knowledge Divine Perception Diplomacy 33 Yeleth the Soulbinder is immune to the Mental and Poison traits. Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat. While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card. All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced. Guardian Vault Card 4: Djinn Favor Amulet
MM Item 1 Traits: Accessory Magic Healing To Acquire: Constitution Fortitude 4 OR Wisdom 7 Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile. Guardian Vault Card 5: 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. Guardian Vault Card 6: Ammut
MM Monster 6 Traits: Outsider Fire To Defeat: Combat 24 The Ammut is immune to the Fire and Poison traits. Before you act, each character at your location is dealt 1d4 Fire damage. If undefeated, suffer the scourge Curse of the Mummy. Guardian Vault Card 7:
Holy Word Trap
MM Barrier 5 Traits: Trigger Trap Magic Divine To Defeat: Wisdom Divine 11 OR Intelligence Perception 13 When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card. If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck. Location #2: Pleasure Barge At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage. When Closing: Succeed at Charisma or Diplomacy 9 check. When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile. M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: Seoni/EmpTyger, Pillar of Life (reloaded) Pleasure Barge Card 1 (Pillar of Life): Pillar of Life
MM Spell 4 Traits: Magic Divine Healing To Acquire: Wisdom Divine 12 Display this card next to your location. While displayed, each character at this location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Instead of the first exploration of his turn, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 14 check to recharge it instead. Pleasure Barge Card 2: Blessing of the Lady of Graves
MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Pleasure Barge Card 3: 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. Pleasure Barge Card 4: Mummified Cat
MM Item 1 Traits: Object Magic Mummy To Acquire: Wisdom Divine Survival 6 Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it. Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0. Pleasure Barge Card 5:
Contract Devil
None Henchman 6 Type: Monster Traits: Devil Outsider To Defeat: Combat 23 OR Banish an Ally or Blessing The Contract Devil is immune to the Fire and Poison traits. Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10. If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck. Location #3: Sepulcher of the Servant At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits. When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1 Located/Displayed Here: Dune of Doom (reloaded) Sepulcher of the Servant Card 1 (Dune of Doom): Dune of Doom
MM Spell 5 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 13 For your combat check, discard this card to use your Arcane or Divine skill + 3d10. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it. Sepulcher of the Servant Card 2: Void Glyph
MM Barrier 1 Traits: Trigger Trap Cold Arcane Veteran To Defeat: Intelligence Arcane Knowledge 6 OR Wisdom 8 When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location. Sepulcher of the Servant Card 3: 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. Sepulcher of the Servant Card 4: Mummy Lord
MM Monster 6 Traits: Undead Mummy To Defeat: Combat 23 The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits. Before you act, summon and encounter a random monster that has the Undead trait from the box. If undefeated, bury your discard pile, then shuffle this card into a random open location deck. Sepulcher of the Servant Card 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. Sepulcher of the Servant Card 6: Infernal Contract
None Henchman 6 Type: Barrier Traits: Task To Defeat: Intelligence Arcane Knowledge Wisdom Perception Charisma Diplomacy 17 If undefeated, discard a card from the blessing deck, then each character discards a blessing. If defeated, you may immediately attempt to close the location this henchman came from, then display this card. While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait. Sepulcher of the Servant Card 7: Khamsin Coat
MM Armor 3 Traits: Clothing Light Armor Magic To Acquire: Constitution Fortitude 8 Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Sepulcher of the Servant Card 8: Hanshepsu
MM Monster 5 Traits: Construct To Defeat: Combat 20 The Hanshepsu is immune to the Attack, Mental, and Poison traits. Before you act, roll 1d4: 1. You are dealt 1d4 Poison damage. 2. The difficulty to defeat is increased by 3. 3. The Hanshepsu is evaded. 4. Bury the top card of your deck. Sepulcher of the Servant Card 9: Venomous Heavy Crossbow +2
MM Weapon 5 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4. If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location. Sepulcher of the Servant Card 10:
Mummified Sphinx
MM Monster 3 Traits: Undead Sphinx Mummy To Defeat: Combat 17 The Mummified Sphinx is immune to the Mental and Poison traits. Before you act, recharge your hand, reset your hand, and bury a card. If the check to defeat has the Fire trait, add 1d8. Location #4: Volcanic Vents At This Location: All monsters are immune to Poison. When Closing: All characters at this location are dealt 1 Fire damage. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Raz/eddiephlash, Guecubu (reloaded) Volcanic Vents Card 1 (Guecubu): Guecubu
MM Monster 3 Traits: Undead To Defeat: Combat 15 The Guecubu is immune to the Electricity, Mental, and Poison traits. After you act, suffer a scourge. Volcanic Vents Card 2: 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. Volcanic Vents Card 3: 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. Volcanic Vents Card 4: 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. Volcanic Vents 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. Volcanic Vents Card 6: Infernal Contract
None Henchman 6 Type: Barrier Traits: Task To Defeat: Intelligence Arcane Knowledge Wisdom Perception Charisma Diplomacy 17 If undefeated, discard a card from the blessing deck, then each character discards a blessing. If defeated, you may immediately attempt to close the location this henchman came from, then display this card. While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait. Volcanic Vents Card 7: 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. Volcanic Vents Card 8: 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. Volcanic Vents Card 9: Axe of the Imperative
MM Weapon 5 Traits: Axe Melee Slashing Magic To Acquire: Strength Melee Perception 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8. Volcanic Vents Card 10:
Lightning Storm
MM Barrier B Traits: Obstacle Weather Electricity To Defeat: None Display this barrier next to the location deck. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location. Location #5: Ruined Temple At This Location: When you play a card that has the Divine trait, bury it. When Closing: Bury a blessing. When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box. M: 1 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1 Located/Displayed Here: Ezren/AbrahamZ, Grave Goods (trigger! - but no blessing to discard, so n/a); 4:Mahga Threefingers; 5:Blessing of Thoth (all reloaded) Ruined Temple Card 1 (Grave Goods): Grave Goods
MM Barrier 3 Traits: Trigger Cache Curse To Defeat: Disable 10 OR Dexterity Craft 12 When you examine this card, discard a blessing. If undefeated, suffer the scourge Curse of Fevered Dreams. If defeated, choose a type of boon other than loot and draw a card of that type from the box. Ruined Temple Card 2 (Mahga Threefingers): 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. Ruined Temple Card 3 (Blessing of Thoth): Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Ruined Temple Card 4: Quickdraw Shield
MM Armor 5 Traits: Shield Finesse Magic To Acquire: Constitution Fortitude 10 Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor. During your turn, if proficient with light armors, you may recharge this card. Ruined Temple Card 5: Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Ruined Temple Card 6: Rukh
MM Monster 3 Traits: Animal Acid To Defeat: Combat 13 THEN Combat 13 All damage dealt by the Rukh is Acid damage. If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4. If undefeated, move to a random location. Ruined Temple Card 7: 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. Ruined Temple Card 8:
Infernal Contract
None Henchman 6 Type: Barrier Traits: Task To Defeat: Intelligence Arcane Knowledge Wisdom Perception Charisma Diplomacy 17 If undefeated, discard a card from the blessing deck, then each character discards a blessing. If defeated, you may immediately attempt to close the location this henchman came from, then display this card. While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait. Location #6: Vault of Hidden Wisdom At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location. When Closing: Summon and defeat a random barrier. When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile. M: 0 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Mavaro/NathanDavis, Blessing of Abadar (reloaded) Vault of Hidden Wisdom Card 1 (Blessing of Abadar): Blessing of Abadar
MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Vault of Hidden Wisdom Card 2: Infernal Contract
None Henchman 6 Type: Barrier Traits: Task To Defeat: Intelligence Arcane Knowledge Wisdom Perception Charisma Diplomacy 17 If undefeated, discard a card from the blessing deck, then each character discards a blessing. If defeated, you may immediately attempt to close the location this henchman came from, then display this card. While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait. Vault of Hidden Wisdom Card 3: Venomous Heavy Crossbow +2
MM Weapon 5 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4. If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location. Vault of Hidden Wisdom Card 4: 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. Vault of Hidden Wisdom Card 5: Thousand Suns
MM Barrier 6 Traits: Trap Obstacle Magic To Defeat: Intelligence Perception Arcane Disable 18 If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage. Vault of Hidden Wisdom Card 6:
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. Location #7: Peasant Tombs At This Location: After playing a boon that has the Fire trait, bury it. When Closing: Bury a card that has the Divine trait. When Permanently Closed: No effect. M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: The Viper (reloaded) Peasant Tombs Card 1 (The Viper): The Viper
MM Ally 3 Traits: Human Rogue Aspis To Acquire: Charisma Diplomacy 9 Recharge this card to exchange a card in your hand with a card of the same type in your discard pile. Discard this card to explore your location. Peasant Tombs Card 2: Poison Spiked Pit Trap
MM Barrier 1 Traits: Trap Poison Veteran To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn. If defeated, you may explore your location. Peasant Tombs Card 3: 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. Peasant Tombs Card 4: 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. Peasant Tombs Card 5: Hollow Serpent
MM Monster 6 Traits: Undead To Defeat: Combat 16 OR Stealth 12 The Hollow Serpent is immune to the Mental and Poison traits. Before you act, discard a random card. If it is an ally, the difficulty to defeat is increased by 3. While you act, other characters may not play cards. You may play no more than 1 card on the check to defeat. If the check to defeat has the Cold trait, add 1d8. Peasant Tombs Card 6: Carpet of Flying
MM Item 6 Traits: Object Magic To Acquire: Intelligence Craft Charisma Suvival 13 Recharge this card to evade a bane you encounter, then move all characters at your location to another location. Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. Recharge this card at the end of the turn. Peasant Tombs Card 7: 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. Peasant Tombs Card 8: Infernal Contract
None Henchman 6 Type: Barrier Traits: Task To Defeat: Intelligence Arcane Knowledge Wisdom Perception Charisma Diplomacy 17 If undefeated, discard a card from the blessing deck, then each character discards a blessing. If defeated, you may immediately attempt to close the location this henchman came from, then display this card. While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait. Peasant Tombs Card 9: Dagger of Doubling
MM Weapon 3 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it. On your combat check, if you played another weapon, discard this card to add 2d4. Peasant Tombs Card 10: Ambush
MM Barrier 2 Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck. If defeated, you may immediately explore again. ![]()
![]() During This Adventure: The scourge die is 1d6+4. Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor. During This Scenario: Setup:
After creating the blessings deck, put the villain Canopic Soul on top of it. Additional Rules: Adventure rewards:
Scenario Level (#): 7 Turn: 1, Mavaro/NathanDavis
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Girtablilu Ranger
MM Monster 4 Traits: Trigger Girtablilu Poison To Defeat: Combat 17 When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3. Before you act, you are dealt 1d4 Poison damage. Spoiler:
Guardian Thunderbirds
MM Monster 6 Traits: Animal Electricity To Defeat: Combat 22 The Guardian Thunderbird is immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. Before you act, a random character at your location is dealt 1d4 Electricity damage. If the check to defeat has the Ranged trait, the difficulty is increased by 3. Spoiler:
Kalnaka
MM Monster 5 Traits: Undead Mummy To Defeat: Combat 22 The Kalnaka is immune to the Cold, Mental, and Poison traits. If the check to defeat has the Electricity trait, add 1d8. If undefeated, bury your discard pile. Spoiler:
Furies of the Drowned Desert
MM Monster 6 Traits: Elemental Outsider Acid To Defeat: Combat 21 The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage. Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat. Spoiler:
Furies of the Drowned Desert
MM Monster 6 Traits: Elemental Outsider Acid To Defeat: Combat 21 The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage. Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat. Barriers Spoiler:
The Evil Eye
MM Barrier C Traits: Trigger Curse Arcane Veteran To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6 When you examine this card, suffer a scourge then banish this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge then banish this card. Spoiler:
Symbol of Fear
MM Barrier 3 Traits: Trigger Trap Magic Curse To Defeat: None When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it. Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card. 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:
Killing Box
MM Barrier 5 Traits: Obstacle Trap Magic Arcane Acid To Defeat: Intelligence Knowledge Perception 13 OR Disable 15 If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage. 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:
Iceblade Spelldagger
MM Weapon 5 Traits: Knife Ranged Piercing Cold Magic To Acquire: Dexterity Ranged 12 OR Arcane Divine 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3. On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait. Spoiler:
Staff of the Hooded Cobra
MM Weapon 6 Traits: Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee 14 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait. You may use the result for any subsequent combat checks against the same bane. Reveal this card and discard a spell to reduce all Combat or Poison damage dealt to you to 0. Spoiler:
Fate Blade
MM Weapon 4 Traits: Knife Ranged Piercing Magic Pharasma To Acquire: Dexterity Ranged Wisdom Divine 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8. On your combat check, if you played another weapon, discard this card to add 1d4+1. Spoiler:
Mace of Ruin
MM Weapon 4 Traits: Mace Melee Bludgeoning Acid Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4. Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait. 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:
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:
Canopic Conversion
MM Spell 6 Traits: Magic Arcane Divine Attack To Acquire: Intelligence Arcane Wisdom Divine 14 For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; while displayed, you may discard this card and banish the monster to add twice the monster's adventure deck number and the Undead trait to any check. When you would discard this card for its power, if you do not have either the Arcane or Divine skill, banish it instead; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it. Spoiler:
Safety Bubble
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 11 Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. 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 13 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:
Commune
MM Spell 1 Traits: Magic Divine To Acquire: Wisdom Divine 12 Bury this card to draw a random non-Basic blessing from the box and add it to your hand. After playing this card, if you do not have the Divine skill, banish this card instead of burying it. Armors Spoiler:
Portable Sarcophagus
MM Armor P Traits: Light Armor Magic To Acquire: Constitution Fortitude 6 Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card. If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand. Spoiler:
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:
Mystic Silk Coat
MM Armor 2 Traits: Clothing Light Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3. Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
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:
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:
Scarab of Khepri
MM Item 6 Traits: Object Magic Khepri To Acquire: Wisdom Survival 10 Reveal this card to add 1 die to your checks against a card that has the Animal or Vermin trait. Reveal this card and recharge a card that has the Animal or Vermin trait to add 1d6 to any Survival check. Bury this card to add 1d8 and the Poison trait to your combat check. Spoiler:
Bloodroot Poison
MM Item 3 Traits: Liquid Poison To Acquire: Intelligence Craft 9 If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck. Spoiler:
Ring of the Godless
MM Item B Traits: Accessory Magic To Acquire: Wisdom 5 During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait. Recharge this card to add the Magic trait to your check. Spoiler:
Cenovath
MM Item 5 Traits: Object Magic Mummy To Acquire: Intelligence Wisdom Survival 14 Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box. Spoiler:
Candle of Comity
None Item 2 Traits: Object Magic To Acquire: Chairsma Craft Diplomacy 8 Reharge this card to add 1d8 to a character at your location's Charisma or Diplomacy non-combat check. Bury this card to shuffle the top card of the blessings discard pile into the blessings deck. You may not use this card during an encounter. Allies Spoiler:
Black Kiss
MM Ally 1 Traits: Half-Elf Alchemist Hireling Aspis To Acquire: Intelligence Craft Charisma Diplomacy 10 If you fail to acquire this card, you are dealt 1d4 Poison damage. Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location. Discard this card to explore your location. Spoiler:
Aunty
MM Ally C Traits: Human Cleric To Acquire: Divine Charisma Diplomacy 8 Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait. Discard this card to examine the top 3 cards of your location deck. Then you may explore your location. Spoiler:
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:
Bal Themm
MM Ally 2 Traits: Human Cleric To Acquire: CharismaDiplomacy 10 Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait. Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat a bane that has the Undead trait. 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. Blessings Spoiler:
Blessing of Abadar
MM Blessing C Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Pharasma
MM Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler:
Blessing of Horus
MM Blessing C Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Current Hour: Canopic Soul:
Canopic Soul
MM Villain 5 Type: Monster Traits: Undead Incorporeal Sorcerer To Defeat: Combat 24 The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated. Before you act, the Canopic Soul deals each character at your location 1 Mental damage that may not be reduced. After you act, the Canopic Soul deals each character at your location 1d4 Mental damage that may not be reduced. Hours Remaining: 30 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seoni/EmpTyger: Spoiler: Hourglass Card 2 Ezren/AbrahamZ: Hourglass Card 1 Seoni/EmpTyger
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: Hourglass Card 3 Raz/eddiephlash: Hourglass Card 2 Ezren/AbrahamZ
Blessing of Wadjet MM Blessing C Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Spoiler: Hourglass Card 4 Mavaro/NathanDavis: Hourglass Card 3 Raz/eddiephlash
Blessing of Thoth MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Seoni/EmpTyger: Hourglass Card 4 Mavaro/NathanDavis
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 6 Ezren/AbrahamZ: Hourglass Card 5 Seoni/EmpTyger
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: Hourglass Card 7 Raz/eddiephlash: Hourglass Card 6 Ezren/AbrahamZ
Blessing of Isis MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler: Hourglass Card 8 Mavaro/NathanDavis: Hourglass Card 7 Raz/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. Spoiler: Hourglass Card 9 Seoni/EmpTyger: Hourglass Card 8 Mavaro/NathanDavis
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: Hourglass Card 10 Ezren/AbrahamZ: Hourglass Card 9 Seoni/EmpTyger
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: Hourglass Card 11 Raz/eddiephlash: Hourglass Card 10 Ezren/AbrahamZ
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: Hourglass Card 12 Mavaro/NathanDavis: Hourglass Card 11 Raz/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. Spoiler: Hourglass Card 13 Seoni/EmpTyger: Hourglass Card 12 Mavaro/NathanDavis
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: Hourglass Card 14 Ezren/AbrahamZ: Hourglass Card 13 Seoni/EmpTyger
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: Hourglass Card 15 Raz/eddiephlash: Hourglass Card 14 Ezren/AbrahamZ
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: Hourglass Card 16 Mavaro/NathanDavis: Hourglass Card 15 Raz/eddiephlash
Blessing of the Elements MM Blessing C Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 17 Seoni/EmpTyger: Hourglass Card 16 Mavaro/NathanDavis
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: Hourglass Card 18 Ezren/AbrahamZ: Hourglass Card 17 Seoni/EmpTyger
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: Hourglass Card 19 Raz/eddiephlash: Hourglass Card 18 Ezren/AbrahamZ
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: Hourglass Card 20 Mavaro/NathanDavis: Hourglass Card 19 Raz/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. Spoiler: Hourglass Card 21 Seoni/EmpTyger: Hourglass Card 20 Mavaro/NathanDavis
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: Hourglass Card 22 Ezren/AbrahamZ: Hourglass Card 21 Seoni/EmpTyger
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: Hourglass Card 23 Raz/eddiephlash: Hourglass Card 22 Ezren/AbrahamZ
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: Hourglass Card 24 Mavaro/NathanDavis: Hourglass Card 23 Raz/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. Spoiler: Hourglass Card 25 Seoni/EmpTyger: Hourglass Card 24 Mavaro/NathanDavis
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: Hourglass Card 26 Ezren/AbrahamZ: Hourglass Card 25 Seoni/EmpTyger
Grand Lodge's Favor None Favor 6 Traits: When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile. While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage. Spoiler: Hourglass Card 27 Raz/eddiephlash: Hourglass Card 26 Ezren/AbrahamZ
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: Hourglass Card 28 Mavaro/NathanDavis: Hourglass Card 27 Raz/eddiephlash
Blessing of Wadjet MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Spoiler: Hourglass Card 29 Seoni/EmpTyger: Hourglass Card 28 Mavaro/NathanDavis
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: Hourglass Card 30 Ezren/AbrahamZ: Hourglass Card 29 Seoni/EmpTyger
Blessing of Isis MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler: Hourglass Card 30 Ezren/AbrahamZ
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Location #1: Guardian Vault
Guardian Vault Card 1: 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. Guardian Vault Card 2: Lightning Storm
MM Barrier C Traits: Obstacle Weather Electricity To Defeat: None Display this barrier next to your location. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location. Guardian Vault Card 3: Key of the Second Vault
MM Item C Traits: Object Magic Abadar To Acquire: Disable Perception Arcane Divine 10 Bury this card to banish a non-villain barrier that has the Lock, Obstacle, or Trap trait that you encounter or is displayed next to your location. After playing this card, you may discard a card that has the Abadar trait or succeed at a Disable, Arcane, or Divine 12 check to recharge this card instead of burying it. Guardian Vault Card 4: Meehr Zet
MM Ally B Traits: Dwarf Aristocrat Hireling To Acquire: Charisma Diplomacy 7 Bury this card to draw 1d4+1 allies that do not have the Animal trait from your discard pile. Discard this card to explore your location. During this exploration, add 1d8 to your Diplomacy checks. Guardian Vault Card 5: 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. Guardian Vault Card 6: Yeleth the Soulbinder
None Villain B Type: Monster Traits: Aristocrat Mythic Undead Vampire To Defeat: Fortitude Arcane Knowledge Divine Perception Diplomacy 33 Yeleth the Soulbinder is immune to the Mental and Poison traits. Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat. While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card. All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced. Guardian Vault Card 7: Djinn Favor Amulet
MM Item 1 Traits: Accessory Magic Healing To Acquire: Constitution Fortitude 4 OR Wisdom 7 Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile. Guardian Vault Card 8: 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. Guardian Vault Card 9: Ammut
MM Monster 6 Traits: Outsider Fire To Defeat: Combat 24 The Ammut is immune to the Fire and Poison traits. Before you act, each character at your location is dealt 1d4 Fire damage. If undefeated, suffer the scourge Curse of the Mummy. Guardian Vault Card 10:
Holy Word Trap
MM Barrier 5 Traits: Trigger Trap Magic Divine To Defeat: Wisdom Divine 11 OR Intelligence Perception 13 When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card. If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck. Location #2: Pleasure Barge At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage. When Closing: Succeed at Charisma or Diplomacy 9 check. When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile. M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 2 ?: 1 Located/Displayed Here: Seoni/EmpTyger, None Pleasure Barge Card 1: Clockwork Menial
MM Ally 3 Traits: Automaton To Acquire: Intelligence Craft 9 Discard this card to add 1 die to a check against a barrier, or to any check to acquire a boon. Discard this card to explore your location. Pleasure Barge Card 2: Sophronia
MM Ally 4 Traits: Undead Ghost Incorporeal To Acquire: Charisma Diplomacy 12 Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead. Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks. Pleasure Barge Card 3: Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Pleasure Barge Card 4: Mad Dog Marrn
MM Ally 1 Traits: Halfling Barbarian Hireling To Acquire: Survival Charisma Diplomacy 9 If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage. Recharge this card to add 1d8 to a Survival check by a character at your location. Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it. Pleasure Barge Card 5: Fire Gecko
MM Ally C Traits: Animal Elemental Fire To Acquire: Wisdom Survival 4 Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage. Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration. Pleasure Barge Card 6: Pillar of Life
MM Spell 4 Traits: Magic Divine Healing To Acquire: Wisdom Divine 12 Display this card next to your location. While displayed, each character at this location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Instead of the first exploration of his turn, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 14 check to recharge it instead. Pleasure Barge Card 7: Blessing of the Lady of Graves
MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Pleasure Barge Card 8: 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. Pleasure Barge Card 9: 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. Pleasure Barge Card 10:
Contract Devil
None Henchman 6 Type: Monster Traits: Devil Outsider To Defeat: Combat 23 OR Banish an Ally or Blessing The Contract Devil is immune to the Fire and Poison traits. Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10. If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck. Location #3: Sepulcher of the Servant At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits. When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1 Located/Displayed Here: None Sepulcher of the Servant Card 1: Dune of Doom
MM Spell 5 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 13 For your combat check, discard this card to use your Arcane or Divine skill + 3d10. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it. Sepulcher of the Servant Card 2: Void Glyph
MM Barrier 1 Traits: Trigger Trap Cold Arcane Veteran To Defeat: Intelligence Arcane Knowledge 6 OR Wisdom 8 When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location. Sepulcher of the Servant Card 3: 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. Sepulcher of the Servant Card 4: Mummy Lord
MM Monster 6 Traits: Undead Mummy To Defeat: Combat 23 The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits. Before you act, summon and encounter a random monster that has the Undead trait from the box. If undefeated, bury your discard pile, then shuffle this card into a random open location deck. Sepulcher of the Servant Card 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. Sepulcher of the Servant Card 6: Infernal Contract
None Henchman 6 Type: Barrier Traits: Task To Defeat: Intelligence Arcane Knowledge Wisdom Perception Charisma Diplomacy 17 If undefeated, discard a card from the blessing deck, then each character discards a blessing. If defeated, you may immediately attempt to close the location this henchman came from, then display this card. While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait. Sepulcher of the Servant Card 7: Khamsin Coat
MM Armor 3 Traits: Clothing Light Armor Magic To Acquire: Constitution Fortitude 8 Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Sepulcher of the Servant Card 8: Hanshepsu
MM Monster 5 Traits: Construct To Defeat: Combat 20 The Hanshepsu is immune to the Attack, Mental, and Poison traits. Before you act, roll 1d4: 1. You are dealt 1d4 Poison damage. 2. The difficulty to defeat is increased by 3. 3. The Hanshepsu is evaded. 4. Bury the top card of your deck. Sepulcher of the Servant Card 9: Venomous Heavy Crossbow +2
MM Weapon 5 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4. If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location. Sepulcher of the Servant Card 10:
Mummified Sphinx
MM Monster 3 Traits: Undead Sphinx Mummy To Defeat: Combat 17 The Mummified Sphinx is immune to the Mental and Poison traits. Before you act, recharge your hand, reset your hand, and bury a card. If the check to defeat has the Fire trait, add 1d8. Location #4: Volcanic Vents At This Location: All monsters are immune to Poison. When Closing: All characters at this location are dealt 1 Fire damage. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Volcanic Vents Card 1: Guecubu
MM Monster 3 Traits: Undead To Defeat: Combat 15 The Guecubu is immune to the Electricity, Mental, and Poison traits. After you act, suffer a scourge. Volcanic Vents Card 2: 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. Volcanic Vents Card 3: 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. Volcanic Vents Card 4: 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. Volcanic Vents 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. Volcanic Vents Card 6: Infernal Contract
None Henchman 6 Type: Barrier Traits: Task To Defeat: Intelligence Arcane Knowledge Wisdom Perception Charisma Diplomacy 17 If undefeated, discard a card from the blessing deck, then each character discards a blessing. If defeated, you may immediately attempt to close the location this henchman came from, then display this card. While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait. Volcanic Vents Card 7: 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. Volcanic Vents Card 8: 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. Volcanic Vents Card 9: Axe of the Imperative
MM Weapon 5 Traits: Axe Melee Slashing Magic To Acquire: Strength Melee Perception 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8. Volcanic Vents Card 10:
Lightning Storm
MM Barrier B Traits: Obstacle Weather Electricity To Defeat: None Display this barrier next to the location deck. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location. Location #5: Ruined Temple At This Location: When you play a card that has the Divine trait, bury it. When Closing: Bury a blessing. When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box. M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1 Located/Displayed Here: None Ruined Temple Card 1: 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. Ruined Temple Card 2: 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. Ruined Temple Card 3: Grave Goods
MM Barrier 3 Traits: Trigger Cache Curse To Defeat: Disable 10 OR Dexterity Craft 12 When you examine this card, discard a blessing. If undefeated, suffer the scourge Curse of Fevered Dreams. If defeated, choose a type of boon other than loot and draw a card of that type from the box. Ruined Temple Card 4: 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. Ruined Temple Card 5: 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. Ruined Temple Card 6: Quickdraw Shield
MM Armor 5 Traits: Shield Finesse Magic To Acquire: Constitution Fortitude 10 Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor. During your turn, if proficient with light armors, you may recharge this card. Ruined Temple 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. Ruined Temple Card 8: Rukh
MM Monster 3 Traits: Animal Acid To Defeat: Combat 13 THEN Combat 13 All damage dealt by the Rukh is Acid damage. If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4. If undefeated, move to a random location. Ruined Temple Card 9: 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. Ruined Temple Card 10:
Infernal Contract
None Henchman 6 Type: Barrier Traits: Task To Defeat: Intelligence Arcane Knowledge Wisdom Perception Charisma Diplomacy 17 If undefeated, discard a card from the blessing deck, then each character discards a blessing. If defeated, you may immediately attempt to close the location this henchman came from, then display this card. While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait. Location #6: Vault of Hidden Wisdom At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location. When Closing: Summon and defeat a random barrier. When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile. M: 1 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Ezren/AbrahamZ, Mavaro/NathanDavis, None Vault of Hidden Wisdom Card 1: Coffer Corpse
MM Monster 1 Traits: Undead To Defeat: Combat 8 THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits. If undefeated, move to a random location. Vault of Hidden Wisdom Card 2: Eruption
MM Spell 4 Traits: Magic Arcane Divine Attack Electricity Fire To Acquire: Intelligence Arcane Wisdom Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 4d6; ignore any non-villain monster's power that happens after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Vault of Hidden Wisdom Card 3: Inevitable Trap
MM Barrier 3 Traits: Trigger Trap Skirmish Magic To Defeat: Intelligence Arcane Knowledge 13 OR Wisdom Survival 10 When you examine this card, encounter it. If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card. Vault of Hidden Wisdom Card 4: Sightless Starvation
MM Barrier 5 Traits: Trigger Curse Undead Poison To Defeat: SEE BELOW When you examine this card, encounter it. Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated. Vault of Hidden Wisdom Card 5: 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. Vault of Hidden Wisdom Card 6: Infernal Contract
None Henchman 6 Type: Barrier Traits: Task To Defeat: Intelligence Arcane Knowledge Wisdom Perception Charisma Diplomacy 17 If undefeated, discard a card from the blessing deck, then each character discards a blessing. If defeated, you may immediately attempt to close the location this henchman came from, then display this card. While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait. Vault of Hidden Wisdom Card 7: Venomous Heavy Crossbow +2
MM Weapon 5 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4. If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location. Vault of Hidden Wisdom Card 8: 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. Vault of Hidden Wisdom Card 9: Thousand Suns
MM Barrier 6 Traits: Trap Obstacle Magic To Defeat: Intelligence Perception Arcane Disable 18 If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage. Vault of Hidden Wisdom Card 10:
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. Location #7: Peasant Tombs At This Location: After playing a boon that has the Fire trait, bury it. When Closing: Bury a card that has the Divine trait. When Permanently Closed: No effect. M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Peasant Tombs Card 1: The Viper
MM Ally 3 Traits: Human Rogue Aspis To Acquire: Charisma Diplomacy 9 Recharge this card to exchange a card in your hand with a card of the same type in your discard pile. Discard this card to explore your location. Peasant Tombs Card 2: Poison Spiked Pit Trap
MM Barrier 1 Traits: Trap Poison Veteran To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn. If defeated, you may explore your location. Peasant Tombs Card 3: 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. Peasant Tombs Card 4: 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. Peasant Tombs Card 5: Hollow Serpent
MM Monster 6 Traits: Undead To Defeat: Combat 16 OR Stealth 12 The Hollow Serpent is immune to the Mental and Poison traits. Before you act, discard a random card. If it is an ally, the difficulty to defeat is increased by 3. While you act, other characters may not play cards. You may play no more than 1 card on the check to defeat. If the check to defeat has the Cold trait, add 1d8. Peasant Tombs Card 6: Carpet of Flying
MM Item 6 Traits: Object Magic To Acquire: Intelligence Craft Charisma Suvival 13 Recharge this card to evade a bane you encounter, then move all characters at your location to another location. Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. Recharge this card at the end of the turn. Peasant Tombs Card 7: 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. Peasant Tombs Card 8: Infernal Contract
None Henchman 6 Type: Barrier Traits: Task To Defeat: Intelligence Arcane Knowledge Wisdom Perception Charisma Diplomacy 17 If undefeated, discard a card from the blessing deck, then each character discards a blessing. If defeated, you may immediately attempt to close the location this henchman came from, then display this card. While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait. Peasant Tombs Card 9: Dagger of Doubling
MM Weapon 3 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it. On your combat check, if you played another weapon, discard this card to add 2d4. Peasant Tombs Card 10: Ambush
MM Barrier 2 Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck. If defeated, you may immediately explore again. ![]()
![]() Scenario Yeleth of the First Blood-Deal
================================== Traders 1, maybe, to Agymah. 2 Arcane Spells:
Symbol of Fortune: MM Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 14 On any check, after the roll, discard this card to add or subtract 3 from the result. 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 16 check to recharge this card instead of discarding it. Boneshatter:
MM Spell 6 Traits: Magic Arcane Divine Attack To Acquire: Intelligence Arcane Wisdom Divine 13 For your combat check against a monster that does not have the Incorporeal or Ooze trait, discard this card to use your Arcane or Divine skill + 2d12; if the check is against a non-villain monster, ignore its powers that happen after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it. 1 to Ghoul Market. 2 Armors:
Gravewatcher Chain Mail: MM Armor 6 Traits: Light Armor Magic Pharasma To Acquire: Constitution Fortitude Wisdom Divine 13 Reveal this card to reduce all damage dealt to you by 3. Recharge this card to add 1 die to a check that invokes the Undead trait by a character at your location. When any character plays a blessing that has the Pharasma trait on a check, recharge this card to add 1 die. If proficient with light armors, recharge this card to examine the top card of your deck. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. Rhino Hide Armor:
MM Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Reveal this card to reduce all damage dealt to you by 3. Recharge this card to add 1 die to your Constitution or Fortitude non-combat check. If proficient with heavy armors, recharge this card to reroll 1 die on your Strength check; take the new result. Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead. Rest to Trove of Tef-Naju. One of each type:
Staff of the Hooded Cobra: MM Weapon 6 Traits: Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee 14 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait. You may use the result for any subsequent combat checks against the same bane. Reveal this card and discard a spell to reduce all Combat or Poison damage dealt to you to 0. Ride the Lightning: MM Spell 6 Traits: Magic Arcane Attack Electricity To Acquire: Intelligence Arcane 15 Display this card. While displayed, reduce Electricity damage dealt to you to 0. For your combat check, you may discard a card to use your Arcane skill + 4d6+4 and add the Electricity trait; if you do, you may move after the encounter. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 17 check to recharge it instead. Elemental Brass Mail: MM Armor 6 Traits: Light Armor Magic To Acquire: Constitution Fortitude 12 OR Intelligence Arcane Wisdom Divine 14 Reveal this card to reduce Combat damage dealt to you by 3. Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait. Scarab of Khepri: MM Item 6 Traits: Object Magic Khepri To Acquire: Wisdom Survival 10 Reveal this card to add 1 die to your checks against a card that has the Animal or Vermin trait. Reveal this card and recharge a card that has the Animal or Vermin trait to add 1d6 to any Survival check. Bury this card to add 1d8 and the Poison trait to your combat check. Fortune-Teller: MM Ally 6 Traits: Human Oracle To Acquire: Charisma Diplomacy 11 At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it. Discard this card to explore your location. Blessing of Ptah:
MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. ===================================== During This Adventure: The scourge die is 1d6+4. Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor. During This Scenario: Setup:
After creating the blessings deck, put the villain Canopic Soul on top of it. Additional Rules: Adventure rewards:
Scenario Level (#): 7 Turn: 0, Raz/eddiephlash
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters 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:
Earth Ossumental
MM Monster 5 Traits: Trigger Undead To Defeat: Combat 19 When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck. The Earth Ossumental is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage. Spoiler:
Desert Trapper
MM Monster B Traits: Human Veteran To Defeat: Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number. Each character may play no more than 1 card on the check to defeat. Spoiler:
Bonecrusher Chieftain
MM Monster 2 Traits: Trigger Gnoll Veteran To Defeat: Combat 12 When you examine this card, encounter it; the difficulty to defeat is increased by 3. The difficulty to defeat is increased by the scenario's adventure deck number. When you play a weapon on your check to defeat, discard it. Spoiler:
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:
Symbol of Fear
MM Barrier 3 Traits: Trigger Trap Magic Curse To Defeat: None When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it. Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card. Spoiler:
Insanity Mist
MM Barrier 3 Traits: Trigger Trap Magic To Defeat: None When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage. Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage. Spoiler:
Steel Scorpion
MM Barrier 4 Traits: Trap Lock Poison To Defeat: Dexterity Disable Stealth 10 OR Strength 13 If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card. Spoiler:
Pharaoh's Altar
MM Barrier 5 Traits: Trigger Cache Lock Curse To Defeat: Dexterity Disable 12 OR Craft 14 When you examine this card, suffer a scourge. If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number. If undefeated, suffer the scourge Curse of Blindness. Spoiler:
Sky Pharaoh's Curse
MM Barrier 5 Traits: Trigger Curse To Defeat: Intelligence Perception Arcane 15 OR Divine 14 When you examine this card, display it next to your deck. If undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge. Weapons Spoiler:
Chakram of Ruin
MM Weapon 6 Traits: Knife Ranged Slashing Acid Magic To Acquire: Dexterity Ranged 13 For your combat check or your check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally discard this card to add another 1d6+1. During your encounter, discard this card to ignore a non-villain monster's power that happens before you act. On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid trait. Spoiler:
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:
Galvanic Kopis +2
MM Weapon 5 Traits: Knife Ranged Slashing Electricity Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll. On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait. Spoiler:
Sling Staff +2
MM Weapon 6 Traits: Sling Staff Ranged Bludgeoning 2-Handed Magic To Acquire: Dexterity Ranged 12 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill. If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character. If proficient with weapons, discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to any combat check. Spoiler:
Dagger of Doubling
MM Weapon 3 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it. On your combat check, if you played another weapon, discard this card to add 2d4. 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:
Channel the Gift
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card to allow a character at your location to search his deck for a spell and draw it. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it. Spoiler:
Mistform
MM Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait. Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it. Spoiler:
Safety Bubble
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 11 Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. 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 13 check to recharge it instead. Spoiler:
Ice Storm
MM Spell 4 Traits: Magic Arcane Divine Attack Cold To Acquire: Intelligence Arcane Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Armors Spoiler:
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:
Portable Sarcophagus
MM Armor P Traits: Light Armor Magic To Acquire: Constitution Fortitude 6 Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card. If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand. Spoiler:
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:
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. Spoiler:
Horn Lamellar
MM Armor 6 Traits: Light Armor To Acquire: Constitution Fortitude 10 OR Intelligence Craft 11 Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead. Items Spoiler:
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:
Ring of Energy Resistance
MM Item 6 Traits: Accessory Magic To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4. Spoiler:
Effigy of Anubis
MM Item 3 Traits: Trigger Object Magic Anubis To Acquire: Intelligence 10 OR Charisma Diplomacy 8 When you examine this card, you may reveal a blessing that has the Anubis trait to automatically acquire this card. When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck. Spoiler:
Cenovath
MM Item 5 Traits: Object Magic Mummy To Acquire: Intelligence Wisdom Survival 14 Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box. Spoiler:
Bird Feather Tokens
MM Item 3 Traits: Object Magic To Acquire: Intelligence Arcane 9 Recharge this card to reroll 1 die on a check by a character at your location. On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item. Allies Spoiler:
Hippopotamus Mud Elemental
MM Ally 6 Traits: Elemental Acid To Acquire: Wisdom Survival 14 Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4. Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location. Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait. Spoiler:
Basif Iosep
MM Ally 2 Traits: Half-Elf Shopkeeper Aspis To Acquire: Charisma Diplomacy 6 At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card. Discard this card to explore your location. Spoiler:
Stained Glass Elemental
MM Ally C Traits: Elemental Electricity Veteran To Acquire: Charisma Survival Arcane 9 Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck. Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check. Spoiler:
Aunty
MM Ally C Traits: Human Cleric To Acquire: Divine Charisma Diplomacy 8 Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait. Discard this card to examine the top 3 cards of your location deck. Then you may explore your location. Spoiler:
Cloud Elemental
MM Ally 5 Traits: Outsider Elemental Electricity To Acquire: Wisdom Survival 11 Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card. When the scenario ends, if this card is displayed, discard it. Blessings Spoiler:
Blessing of Pharasma
MM Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of 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 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 Osiris
MM Blessing 4 Traits: Divine Osiris Healing To Acquire: Divine 8 Discard this card to add 1d4 to any check that invokes the Healing trait. When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile. Current Hour: :
[/b]
Traits:
Hours Remaining: 0 [b]Hourglass
Hourglass Cards/Turn Order:
Location #1: Guardian Vault
Location #2: Pleasure Barge
Location #3: Sepulcher of the Servant
Location #4: Volcanic Vents
Location #5: Ruined Temple
Location #6: Vault of Hidden Wisdom
Location #7: Peasant Tombs
=============================== Please post starting info: ![]()
![]() Scenario Yeleth of the First Blood-Duel LOCATIONS:
Story Banes:
DURING THIS SCENARIO:
==================================== Scenario Yeleth of the First Blood-Deal SETUP:
LOCATIONS:
Story Banes:
DURING THIS SCENARIO:
![]()
![]() Adventure 7: Yeleth of the First Blood
As Nightcrescent’s final earthly remains fall like snow, you realize that the room’s imagery is far more sinister than you had previously noticed. Carved into the stonework are the snarling visages of horned devils, pit fiends, and other diabolic horrors, alongside depictions of what you presume are the remains of their victims. You realize that, before you accosted him, Nightcrescent had been chanting before an altar ringed with unnervingly realistic statues of skeletons. Encompassing the entire top of the dais, drawn in dark, sludgy ink—it is ink, isn’t it?—is a pentagram, gently pulsing with an unknowable light. And, of course, there’s the gasping, seething portal behind it that you believe is a hellmouth straight to the Pit. The hairs on the back of your neck stand as you slink toward the altar. The open book atop it provides some clues. It takes you some time to parse the written Infernal, but the tome contains diabolic devotions to hellish forces. Specifically, Nightcrescent paid obeisance to Moloch, the Ashen Bull and archdevil of Malebolge, the sixth layer of Hell. Through Moloch, Nightcrescent had sought ties to something called the Revenant Court—ancient catacombs beneath a bolgia in Malebolge that are home to the eldest of vampirekind. Most of these vampires slumber, except when roused by powerful and unholy faithful who offer proper fealty. The unholy tome lists a contingent of the Court’s elder Hell-vampires, and one name catches your eye. Yeleth of the First Blood. The name the woman who emerged from the hellmouth claimed before she chuckled at your destruction of Nightcrescent and sauntered back to the Pit. That hellmouth is still open, and Nightcrescent’s unholy devotions suggest that it leads straight to Yeleth’s lair. It’s time to confront the vampire who pulled a Blood Lord’s strings once and for all. But do you choose to face her in battle, or seek a deal—one that might place the power of Hell itself into your hands?
Yeleth of the First Blood presents a choice to the party. The decision you make will affect the villain and henchmen you face, the rules for the scenario, the reward, and the story development text. Read During This Scenario on the two scenario cards before setting up, then choose to duel or deal. If you choose duel, use the scenario card Yeleth of the First Blood—Duel. If you choose deal, use the scenario card Yeleth of the First Blood—Deal. (When replaying, you may earn the reward for each card once, but must choose a different character for each reward.) ![]()
![]() Scenario 4-6E wrap-up: Please list the following, assuming this is not a replay: Upgrade pool:
Please double check that I didn't miss anything! ![]()
![]() Victory! Development:
Your question is answered when a woman, pale as the winter moon with eyes like a starless night, blinks into existence just in front of the rift. She floats above the ground, black curls billowing and a smirk on her blood-red lips. “Stavros always was weak,” she says, chuckling ominously. “Why else would he wake me, Yeleth of the First Blood, and expect my help with his petty schemes? But you are strong. I respect this. Take the toys you came for, and rest assured that Hell shall not follow you—if you are wise.” And with that, the woman disappears. The hellmouth, though, remains. Scenario Reward:
Adventure Reward:
Adventure Path Reward:
Shining Wayfinder:
Loot Type: Item Traits: Magic Object To Acquire: Recharge this card to move, then you may examine the top 2 cards of your location deck. If you examine a non-villain, non-henchman monster, you may immediately encounter it. You may not use this power during an encounter. Discard this card to examine the top card of your location deck, then you may shuffle the location deck, then you may explore your location. During this exploration, add 1d6 to your checks against monsters. Acquired cards:
To the discussion page! ![]()
![]() During This Adventure: The scourge die is 1d10. When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined. If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge. During This Scenario: The difficulty to defeat banes that have the Undead trait is increased by 1d12. When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck.
Additional Rules: Adventure rewards:
Mortevia Strassel:
None Henchman 6 Type: Monster Traits: Ghast Soldier Undead To Defeat: Constitution Fortitude Charisma Arcane 13 Mortevia Strassel is immune to the Mental and Poison traits. Before you act, recharge a random card. If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card. Xandhul Bloodsbane III:
None Henchman 6 Type: Monster Traits: Human Rogue To Defeat: Strength Melee Stealth Diplomacy 13 Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1. If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power. Varanthe the Paralyzer:
None Henchman 6 Type: Monster Traits: Aristocrat Undead To Defeat: Intelligence Knowledge Wisdom Divine 13 Varanthe the Paralyzer is immune to the Mental and Poison traits. Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings. If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead. Scenario Level (#): 6 Turn: 22, Mavaro/NathanDavis
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Graven Guardian of Set
MM Monster 5 Traits: Construct To Defeat: Combat 21 The Graven Guardian of Set is immune to the Mental and Poison traits. If the Graven Guardian of Set would be defeated, reroll the dice; take the new result. Spoiler:
Guecubu
MM Monster 3 Traits: Undead To Defeat: Combat 15 The Guecubu is immune to the Electricity, Mental, and Poison traits. After you act, suffer a scourge. Spoiler:
Guecubu
MM Monster 3 Traits: Undead To Defeat: Combat 15 The Guecubu is immune to the Electricity, Mental, and Poison traits. After you act, suffer a scourge. Spoiler:
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:
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. Barriers Spoiler:
Baited Jewel Box
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Spoiler:
Corridor Dart Trap
MM Barrier B Traits: Trap Construct Veteran To Defeat: Dexterity Disable Stealth Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any. Spoiler:
Baited Jewel Box
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Spoiler:
The Evil Eye
MM Barrier C Traits: Trigger Curse Arcane Veteran To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6 When you examine this card, suffer a scourge then banish this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge then banish this card. Spoiler:
Sightless Starvation
MM Barrier 5 Traits: Trigger Curse Undead Poison To Defeat: SEE BELOW When you examine this card, encounter it. Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated. Weapons Spoiler:
Staff of the Hooded Cobra
MM Weapon 6 Traits: Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee 14 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait. You may use the result for any subsequent combat checks against the same bane. Reveal this card and discard a spell to reduce all Combat or Poison damage dealt to you to 0. Spoiler:
Venomous Heavy Crossbow +2
MM Weapon 5 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4. If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location. Spoiler:
Dancing Scimitar +2
MM Weapon 6 Traits: Sword Melee Slashing Finesse Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4. On your combat check, if you played another weapon, discard this card to add 1d6+2. Spoiler:
Chakram of Ruin
MM Weapon 6 Traits: Knife Ranged Slashing Acid Magic To Acquire: Dexterity Ranged 13 For your combat check or your check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally discard this card to add another 1d6+1. During your encounter, discard this card to ignore a non-villain monster's power that happens before you act. On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid trait. Spoiler:
Fate Blade
MM Weapon 4 Traits: Knife Ranged Piercing Magic Pharasma To Acquire: Dexterity Ranged Wisdom Divine 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8. On your combat check, if you played another weapon, discard this card to add 1d4+1. Spells Spoiler:
Elemental Mastery
MM Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 11 Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait. Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Spoiler:
Foresight
MM Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 14 Display this card. While displayed, you may ignore any non-villain power that happens when you examine a card. At the end of your turn, if you do not have either the Arcane or Divine skills, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 16 check to recharge it instead. Spoiler:
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:
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:
Ride the Lightning
MM Spell 6 Traits: Magic Arcane Attack Electricity To Acquire: Intelligence Arcane 15 Display this card. While displayed, reduce Electricity damage dealt to you to 0. For your combat check, you may discard a card to use your Arcane skill + 4d6+4 and add the Electricity trait; if you do, you may move after the encounter. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 17 check to recharge it instead. Armors Spoiler:
Day Star Half-Plate
MM Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Divine 10 Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead. If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait. Spoiler:
Khamsin Coat
MM Armor 3 Traits: Clothing Light Armor Magic To Acquire: Constitution Fortitude 8 Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Rhino Hide Armor
MM Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Reveal this card to reduce all damage dealt to you by 3. Recharge this card to add 1 die to your Constitution or Fortitude non-combat check. If proficient with heavy armors, recharge this card to reroll 1 die on your Strength check; take the new result. Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead. Spoiler:
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:
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. Items Spoiler:
Ring of Stony Flesh
MM Item 5 Traits: Accessory Magic To Acquire: Strength Melee 10 OR Constitution Fortitude 8 Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check. Put this card on top of your deck to add 1 die to your Constitution non-combat check. Put this card on top of your deck to reduce all damage dealt to you by 2. Spoiler:
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:
Evocation Staff
MM Item 5 Traits: Staff Attack Magic Arcane To Acquire: Intelligence Arcane 14 For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait. When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck. Spoiler:
Wand of Scorching Ray
MM Item 3 Traits: Wand Attack Fire Ranged Magic Arcane To Acquire: Intelligence Arcane 8 For your combat check, bury this card to roll 4d6. After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it. Spoiler:
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:
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:
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:
Minnothet
MM Ally 2 Traits: Human Shopkeeper Aspis To Acquire: FortitudeCharismaDiplomacy 8 Recharge this card to recharge a random armor or item from your discard pile. Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors. Spoiler:
Sophronia
MM Ally 4 Traits: Undead Ghost Incorporeal To Acquire: Charisma Diplomacy 12 Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead. Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks. Spoiler:
Library Curator
MM Ally 3 Traits: Human Cleric To Acquire: Intelligence Knowledge 8 OR Charisma Diplomacy 9 Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card. Discard this card to explore your location. Blessings Spoiler:
Blessing of Ra
MM Blessing C Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of 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 Ptah
MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Spoiler:
Blessing of Horus
MM Blessing B Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. 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: 8 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seoni/EmpTyger: Spoiler: Hourglass Card 2 Ezren/AbrahamZ: Hourglass Card 1 Seoni/EmpTyger
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: Hourglass Card 3 Raz/eddiephlash: Hourglass Card 2 Ezren/AbrahamZ
Blessing of Pharasma MM Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Mavaro/NathanDavis: Hourglass Card 3 Raz/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. Spoiler: Hourglass Card 5 Seoni/EmpTyger: Hourglass Card 4 Mavaro/NathanDavis
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: Hourglass Card 6 Ezren/AbrahamZ: Hourglass Card 5 Seoni/EmpTyger
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: Hourglass Card 7 Raz/eddiephlash: Hourglass Card 6 Ezren/AbrahamZ
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: Hourglass Card 8 Mavaro/NathanDavis: Hourglass Card 7 Raz/eddiephlash
Blessing of Abadar MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Mavaro/NathanDavis
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. Location #1: Chisisek's Tomb
Location #2: Crypt
Crypt Card 1:
Insanity Mist
MM Barrier 3 Traits: Trigger Trap Magic To Defeat: None When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage. Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage. Location #3: Sepulcher of the Servant Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Location #4: Hall of the Crocodile Kings
Location #5: Forgery of Ra
Location #6: Hall of Winged Chaos
Lightning Storm (displayed):
MM Barrier B Traits: Obstacle Weather Electricity To Defeat: None Display this barrier next to the location deck. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location. Location #7: Eternal Arena
Eternal Arena Card 1: Ammut
MM Monster 6 Traits: Outsider Fire To Defeat: Combat 24 The Ammut is immune to the Fire and Poison traits. Before you act, each character at your location is dealt 1d4 Fire damage. If undefeated, suffer the scourge Curse of the Mummy. Eternal Arena Card 2 (Fiendish Sphinx): Fiendish Sphinx
MM Barrier 4 Traits: Trigger Trap Arcane Magic Sphinx To Defeat: Intelligence Knowledge Arcane Wisdom 12 When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. Eternal Arena Card 3 (Geniekin): 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. Eternal Arena Card 4: Flaming Ranseur +3
MM Weapon 5 Traits: Polearm Melee Slashing 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result. Eternal Arena Card 5: Stavros Nightcrescent
None Villain 2 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Wisdom Charisma 6 THEN Combat 16 Stavros Nightcrescent is immune to the Mental and Poison traits. While you act, before any character plays a card, that character must discard a card. If undefeated, bury your discard pile. Eternal Arena Card 6: Falcon Crown
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Wisdom Divine 10 Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor. For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6. If proficient with light armors, you may recharge this card when you play a spell. Eternal Arena Card 7: Living Sandstorms
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. Eternal Arena Card 8: Channel the Gift
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card to allow a character at your location to search his deck for a spell and draw it. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it. Eternal Arena Card 9: Hippopotamus Mud Elemental
MM Ally 6 Traits: Elemental Acid To Acquire: Wisdom Survival 14 Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4. Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location. Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait. Eternal Arena Card 10: Skull Ripper
MM Monster 3 Traits: Construct To Defeat: Combat 14 The Skill Ripper is immune to the Attack and Mental traits. If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced. ![]()
![]() During This Adventure: The scourge die is 1d10. When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined. If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge. During This Scenario: The difficulty to defeat banes that have the Undead trait is increased by 1d12. When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck. The first time you would defeat Stavros Nightcrescent, he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location. Additional Rules: Adventure rewards:
Mortevia Strassel:
None Henchman 6 Type: Monster Traits: Ghast Soldier Undead To Defeat: Constitution Fortitude Charisma Arcane 13 Mortevia Strassel is immune to the Mental and Poison traits. Before you act, recharge a random card. If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card. Xandhul Bloodsbane III:
None Henchman 6 Type: Monster Traits: Human Rogue To Defeat: Strength Melee Stealth Diplomacy 13 Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1. If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power. Varanthe the Paralyzer:
None Henchman 6 Type: Monster Traits: Aristocrat Undead To Defeat: Intelligence Knowledge Wisdom Divine 13 Varanthe the Paralyzer is immune to the Mental and Poison traits. Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings. If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead. Scenario Level (#): 6 Turn: 18, Mavaro/NathanDavis
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Elemental Arachnid
MM Monster 4 Traits: Construct To Defeat: Combat 17 The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter. Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage. If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage. Spoiler:
Girtablilu Ranger
MM Monster 4 Traits: Trigger Girtablilu Poison To Defeat: Combat 17 When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3. Before you act, you are dealt 1d4 Poison damage. Spoiler:
Burning Child
MM Monster 3 Traits: Undead Fire To Defeat: Combat 16 OR Charisma 10 The Burning Child is immune to the Fire, Mental, and Poison traits. If the check to defeat the Burning Child has the Cold trait, add 1d8. If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage. Spoiler:
Furies of the Drowned Desert
MM Monster 6 Traits: Elemental Outsider Acid To Defeat: Combat 21 The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage. Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat. Spoiler:
Girtablilu Ranger
MM Monster 4 Traits: Trigger Girtablilu Poison To Defeat: Combat 17 When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3. Before you act, you are dealt 1d4 Poison damage. Barriers Spoiler:
The Evil Eye
MM Barrier C Traits: Trigger Curse Arcane Veteran To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6 When you examine this card, suffer a scourge then banish this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge then banish this card. Spoiler:
Hungry Fog
MM Barrier 3 Traits: Obstacle Magic Acid To Defeat: Wisdom Perception 10 The Hungry Fog is immune to the Acid and Electricity traits. When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it. If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck. Spoiler:
Shocking Chest
MM Barrier 4 Traits: Cache Lock Trap To Defeat: DexterityDisable 12 OR Strength 15 After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage. If undefeated, you may banish this barrier. If defeated, draw a weapon, a spell, and an item from the box. Spoiler:
Word of Ra
MM Barrier 6 Traits: Lock Trap Fire To Defeat: Dexterity Disable Stealth 17 If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage. Spoiler:
Symbol of Fear
MM Barrier 3 Traits: Trigger Trap Magic Curse To Defeat: None When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it. Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card. Weapons Spoiler:
Crook and Flail of Kings
MM Weapon 6 Traits: Mace Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee Arcane Divine 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait. Recharge this card to add 1 die to your combat check that has the Attack trait. Spoiler:
Rod of the Devoured Dawn
MM Weapon 5 Traits: Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. Reveal this card and discard a card that has the Divine trait to ignore a non-villain monster's power that happens after you act. 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:
Iceblade Spelldagger
MM Weapon 5 Traits: Knife Ranged Piercing Cold Magic To Acquire: Dexterity Ranged 12 OR Arcane Divine 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3. On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait. Spoiler:
Shock Glaive +1
MM Weapon 1 Traits: Polearm Melee Slashing 2-Handed Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result. Spells Spoiler:
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:
Spite Cloud
MM Spell 5 Traits: Magic Arcane Attack Acid To Acquire: Intelligence Arcane 12 For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it. Spoiler:
Eruption
MM Spell 4 Traits: Magic Arcane Divine Attack Electricity Fire To Acquire: Intelligence Arcane Wisdom Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 4d6; ignore any non-villain monster's power that happens after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Spoiler:
Corrosion
MM Spell 2 Traits: Magic Arcane Divine Acid To Acquire: Intelligence Arcane Wisdom Divine 7 Discard this card to add 1 die to any check to defeat a barrier. Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it. Spoiler:
Elemental Mastery
MM Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 11 Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait. Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Armors Spoiler:
Horn Lamellar
MM Armor 6 Traits: Light Armor To Acquire: Constitution Fortitude 10 OR Intelligence Craft 11 Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead. Spoiler:
Steel Ibis Lamellar
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10 Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3. Recharge this card to add 1d6 to your Dexterity or Constitution check. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead. Spoiler:
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:
Reed Snake Armor
MM Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Clawhand Shield
MM Armor 3 Traits: Shield Offhand To Acquire: Constitution Fortitude 6 OR Melee 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check. On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait. Items Spoiler:
Ghost Battling Ring
MM Item B Traits: Accessory Magic Pharasma Veteran To Acquire: Arcane Divine Knowledge 8 Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead. Spoiler:
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:
Canteen
MM Item B Traits: Object Alchemical To Acquire: Intelligence Craft 6 Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it on this card instead. You may bury this card to bury all the items on this card; if you have the Craft skill, you may draw all the items on this card instead of burying them. Spoiler:
Wyvern Poison
MM Item 5 Traits: Liquid Poison To Acquire: Intelligence Craft 11 When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck. Spoiler:
Djinn Favor Amulet
MM Item 1 Traits: Accessory Magic Healing To Acquire: Constitution Fortitude 4 OR Wisdom 7 Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile. Allies Spoiler:
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:
Sebti the Crocodile
MM Ally 1 Traits: Trigger Human Cleric To Acquire: CharismaDiplomacyDivine 9 When you examine this card, you may reveal a blessing that has the Pharasma trait to acquire acquire this card. If you fail to acquire this card, shuffle 3 random monsters from the box into your location deck. Recharge this card to examine the top 2 cards of any location deck. Discard this card to explore your location. During this exploration, add 1d6 to your Diplomacy checks. Spoiler:
Hearth Elemental
MM Ally 4 Traits: Elemental Fire To Acquire: See Below None You may automatically acquire this card; if you do, you are dealt 1d6+1 Fire damage. Recharge this card to draw a weapon or an armor from your discard pile. Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location. Spoiler:
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:
Reta Bigbad
MM Ally P Traits: Goblin Fighter Veteran To Acquire: Combat 15 OR CharismaDiplomacy 10 Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location. Discard this card to explore your location. During this exploration add 1d4+1 to your first combat check. Reta chop and Reta bite! Reta slay and Reta fight! Reta stab and Reta smite! Reta kills it all just right! ---Reta's song Blessings Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler:
Blessing of Anubis
MM Blessing 4 Traits: Divine Anubis Poison Mummy To Acquire: Divine 8 OR Charisma Diplomacy 11 Discard this card to add 1 die and the Poison trait to any check. Discard this card to add 2 dice to any Charisma check. Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Isis
MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Current Hour: Blessing of Ra:
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. Hours Remaining: 12 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seoni/EmpTyger: Spoiler: Hourglass Card 2 Ezren/AbrahamZ: Hourglass Card 1 Seoni/EmpTyger
Grand Lodge's Favor None Favor 6 Traits: When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile. While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage. Spoiler: Hourglass Card 3 Raz/eddiephlash: Hourglass Card 2 Ezren/AbrahamZ
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: Hourglass Card 4 Mavaro/NathanDavis: Hourglass Card 3 Raz/eddiephlash
Blessing of the Ancients MM Blessing C Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Seoni/EmpTyger: Hourglass Card 4 Mavaro/NathanDavis
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: Hourglass Card 6 Ezren/AbrahamZ: Hourglass Card 5 Seoni/EmpTyger
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: Hourglass Card 7 Raz/eddiephlash: Hourglass Card 6 Ezren/AbrahamZ
Blessing of Pharasma MM Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Mavaro/NathanDavis: Hourglass Card 7 Raz/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. Spoiler: Hourglass Card 9 Seoni/EmpTyger: Hourglass Card 8 Mavaro/NathanDavis
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: Hourglass Card 10 Ezren/AbrahamZ: Hourglass Card 9 Seoni/EmpTyger
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: Hourglass Card 11 Raz/eddiephlash: Hourglass Card 10 Ezren/AbrahamZ
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: Hourglass Card 12 Mavaro/NathanDavis: Hourglass Card 11 Raz/eddiephlash
Blessing of Abadar MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Mavaro/NathanDavis
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. Location #1: Chisisek's Tomb
Location #2: Crypt
Crypt Card 1:
Insanity Mist
MM Barrier 3 Traits: Trigger Trap Magic To Defeat: None When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage. Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage. Location #3: Sepulcher of the Servant Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Location #4: Hall of the Crocodile Kings
Location #5: Forgery of Ra
Forgery of Ra Card 1 (Poison Spiked Pit Trap): 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. Forgery of Ra Card 2 (Pharaoh's Altar): Pharaoh's Altar
MM Barrier 5 Traits: Trigger Cache Lock Curse To Defeat: Dexterity Disable 12 OR Craft 14 When you examine this card, suffer a scourge. If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number. If undefeated, suffer the scourge Curse of Blindness. Forgery of Ra Card 3 (Shield Cloak): 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. Forgery of Ra Card 4 (Catching Cape):
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. Location #6: Hall of Winged Chaos Closed At This Location: At the end of your turn, you may shuffle a boon from your hand into this location, then open this location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Lightning Storm (displayed):
MM Barrier B Traits: Obstacle Weather Electricity To Defeat: None Display this barrier next to the location deck. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location. Location #7: Eternal Arena
Eternal Arena Card 1 (Stavros Nightcrescent): Stavros Nightcrescent
None Villain 2 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Wisdom Charisma 6 THEN Combat 16 Stavros Nightcrescent is immune to the Mental and Poison traits. While you act, before any character plays a card, that character must discard a card. If undefeated, bury your discard pile. Eternal Arena Card 2: Ammut
MM Monster 6 Traits: Outsider Fire To Defeat: Combat 24 The Ammut is immune to the Fire and Poison traits. Before you act, each character at your location is dealt 1d4 Fire damage. If undefeated, suffer the scourge Curse of the Mummy. Eternal Arena Card 3: Skull Ripper
MM Monster 3 Traits: Construct To Defeat: Combat 14 The Skill Ripper is immune to the Attack and Mental traits. If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced. Eternal Arena Card 4: Living Sandstorms
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. Eternal Arena Card 5: Channel the Gift
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card to allow a character at your location to search his deck for a spell and draw it. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it. Eternal Arena Card 6: Hippopotamus Mud Elemental
MM Ally 6 Traits: Elemental Acid To Acquire: Wisdom Survival 14 Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4. Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location. Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait. Eternal Arena Card 7: Falcon Crown
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Wisdom Divine 10 Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor. For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6. If proficient with light armors, you may recharge this card when you play a spell. Eternal Arena Card 8: 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. Eternal Arena Card 9: Flaming Ranseur +3
MM Weapon 5 Traits: Polearm Melee Slashing 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result. Eternal Arena Card 10: Fiendish Sphinx
MM Barrier 4 Traits: Trigger Trap Arcane Magic Sphinx To Defeat: Intelligence Knowledge Arcane Wisdom 12 When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. ![]()
![]() Scenario 3-P wrap-up: Please list the following, assuming this is not a replay: Upgrade pool:
Please double check that I didn't miss anything! I had a blast playing through this AP, it was my last Start to finish Card society AP to complete, I had BR'd it once before, but never played it. It's nice to finally have this reward. Hope you all had fun! I really enjoyed Meligaster even though the mental trait got in the way quite a bit. ![]()
![]() Victory! Development:
You put everything you had into defeating this beast once more. Given the lengths that a mighty pharaoh went to millennia ago to defeat Ulunat the first time, you thank the gods that it apparently returned to life at only partial strength. Sothis is shaken to its core, and recovering from Ulunat’s destruction is likely to take months. But the city survives. In fact, it thrives. For that, you plan to celebrate! Scenario Reward:
Acquired cards:
To the discussion page! ![]()
![]() During This Adventure: Scourge List:
1-2: Curse of Poisoning Curse, Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. "Lo! The fire burns hot in your veins!" 3: Curse of Vulnerability Curse While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card. "O, wretches! You stand helpless before me!" 4: Curse of Daybane Curse, Undead While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card. "Know this! The Orb of Ra destroys!" 5: Curse of the Ravenous Curse While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1. blessings 2. allies 3. spells and weapons 4. items If you already have Curse of the Ravenous displayed, banish this card. "A plague of famine upon the nation!" 6: Curse of Withering Curse While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice. If you already have Curse of Withering displayed, banish this card. "To all your hopes, a decrepit demise!" 7: Curse of Fevered Dreams Curse Arcane Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards. You may only have 1 copy of this card displayed. "Sir, your sanity is imperiled!" 8: Curse of the Sphinx MM Scourge 4 Traits: Curse Sphinx While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card. "I watch over all! There is no escaping my gaze!" 9: Curse of Blindness Scourge Traits: Curse While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card. "On the brightest noon, darkness shall reign!" 10: Curse of the Mummy Scourge Traits: Curse Undead Mummy While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card. "Send your best raiders! All will be lost!" During This Scenario: Setup:
* When building the location decks, add an additional ally to each, and display a Conflagration henchman next to each. * When creating the blessings deck, use only 15 blessings. Additional Rules: Displayed Allies: 6/6! Smoking Den closed! For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait. Festering Ulunat Closed! For the rest of the scenario, add 2d12 to checks against Ulunat by characters at any location. Scenario Level (#): 7 Turn: 18, Sajan/Bigguyinblack Random Cards:
Monsters 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:
Skull Ripper
MM Monster 3 Traits: Construct To Defeat: Combat 14 The Skill Ripper is immune to the Attack and Mental traits. If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced. Spoiler:
Geniekin
MM Monster B Traits: Trigger Elemental Outsider Janni Veteran To Defeat: Combat 8 When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait. The difficulty to defeat is increased by twice the scenario's adventure deck number. Spoiler:
Scarab Swarm
MM Monster B Traits: Trigger Vermin Swarm Poison Veteran To Defeat: Combat 6 When you examine this card, you are dealt 1 Poison damage. Then encounter this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from. Spoiler:
Hollow Serpent
MM Monster 6 Traits: Undead To Defeat: Combat 16 OR Stealth 12 The Hollow Serpent is immune to the Mental and Poison traits. Before you act, discard a random card. If it is an ally, the difficulty to defeat is increased by 3. While you act, other characters may not play cards. You may play no more than 1 card on the check to defeat. If the check to defeat has the Cold trait, add 1d8. Barriers Spoiler:
Tabe's Last Jest
MM Barrier 6 Traits: Curse Lock Acid To Defeat: Intelligence Perception Dexterity Disable 15 If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid 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:
Eternal Captives
MM Barrier 4 Traits: Curse Undead To Defeat: Wisdom Divine 10 OR Charisma Diplomacy 8 Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx. Spoiler:
Fiendish Sphinx
MM Barrier 4 Traits: Trigger Trap Arcane Magic Sphinx To Defeat: Intelligence Knowledge Arcane Wisdom 12 When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. Spoiler:
Grave Goods
MM Barrier 3 Traits: Trigger Cache Curse To Defeat: Disable 10 OR Dexterity Craft 12 When you examine this card, discard a blessing. If undefeated, suffer the scourge Curse of Fevered Dreams. If defeated, choose a type of boon other than loot and draw a card of that type from the box. Weapons Spoiler:
Glacial Hunga Munga
MM Weapon 6 Traits: Axe Ranged Piercing Cold Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength skill + 1d6 +2. You may additionally discard this card to add your Ranged skill. If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that happens before you act. On your combat check, if you played another weapon, discard this card to add your Strength or Melee skill. Spoiler:
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:
Iceblade Spelldagger
MM Weapon 5 Traits: Knife Ranged Piercing Cold Magic To Acquire: Dexterity Ranged 12 OR Arcane Divine 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3. On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait. Spoiler:
Fate Blade
MM Weapon 4 Traits: Knife Ranged Piercing Magic Pharasma To Acquire: Dexterity Ranged Wisdom Divine 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8. On your combat check, if you played another weapon, discard this card to add 1d4+1. Spoiler:
Staff of the Hooded Cobra
MM Weapon 6 Traits: Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee 14 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait. You may use the result for any subsequent combat checks against the same bane. Reveal this card and discard a spell to reduce all Combat or Poison damage dealt to you to 0. Spells Spoiler:
Icy Prison
MM Spell 5 Traits: Magic Arcane Divine Attack Cold To Acquire: Intelligence Arcane Wisdom Divine 12 For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Speak with Dead
MM Spell 1 Traits: Magic Divine Undead To Acquire: Wisdom Divine 4 When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Symbol of Pain
MM Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 9 Display this card. While displayed, when you examine a bane that has the Trigger trait, add 1 die to your checks against it; ignore any effects that increase its check to defeat. 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 11 check to recharge it instead. Spoiler:
Sands of Time
MM Spell 1 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 8 Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead. Spoiler:
Mistform
MM Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait. Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it. Armors Spoiler:
Gravewatcher Chain Mail
MM Armor 6 Traits: Light Armor Magic Pharasma To Acquire: Constitution Fortitude Wisdom Divine 13 Reveal this card to reduce all damage dealt to you by 3. Recharge this card to add 1 die to a check that invokes the Undead trait by a character at your location. When any character plays a blessing that has the Pharasma trait on a check, recharge this card to add 1 die. If proficient with light armors, recharge this card to examine the top card of your deck. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. Spoiler:
Reed Snake Armor
MM Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Clawhand Shield
MM Armor 3 Traits: Shield Offhand To Acquire: Constitution Fortitude 6 OR Melee 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check. On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait. Spoiler:
Advocate's Armor
MM Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude Charisma Diplomacy 9 Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check. Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, recharge this card to draw an ally from your discard pile. Spoiler:
Aegis of Recovery
MM Armor 5 Traits: Light Armor Magic To Acquire: Constitution Fortitude Wisdom Divine 12 At the end of your turn, reveal this card to recharge a random card from your discard pile. Recharge this card to add 1 die to your Constitution or Fortitude non-combat check. Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0. If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck. Items Spoiler:
Staff of Minor Healing
MM Item 1 Traits: Staff Magic Divine Healing To Acquire: Wisdom Divine 7 Recharge this card and choose a character at your location to recharge a random card from his discard pile. Spoiler:
Knot of Isis
MM Item 3 Traits: Trigger Object Magic To Acquire: Intelligence Arcane 11 When you examine this card, you may reveal a blessing that has the Isis trait to automatically acquire this card. Recharge this card to add 1 die to your Intelligence non-combat check or your check that invokes the Acid trait. Recharge this card to add the Acid trait to your check. 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:
Deliquescent Gloves
MM Item 3 Traits: Accessory Alchemical Acid To Acquire: Dexterity Intelligence Craft 8 Reveal this card to add the Acid trait to your Melee check. You may play another item on this check. Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check. Spoiler:
Canteen
MM Item C Traits: Object Alchemical To Acquire: Intelligence Craft 6 Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand. Allies Spoiler:
Idorii
MM Ally 1 Traits: Half-Elf Fighter To Acquire: Melee Charisma Diplomacy 9 If you fail to acquire this card, you are dealt 1d4 Combat damage. Recharge this card to add 1d4 to a combat check by a character at your location. Discard this card to explore your location. During this exploration, add 2d4 to all combat checks. Spoiler:
Mahga Threefingers
MM Ally B Traits: Half-Orc Ranger To Acquire: Charisma Diplomacy 8 On your check, after the roll, recharge this card to add 3 or subtract 2 from the result. Discard this card to explore your location. Spoiler:
Marianix Karn
MM Ally B Traits: Human Aspis Sage To Acquire: Charisma Diplomacy 9 Reveal this card to add 1 to your check to acquire a boon. Recharge this card to add 1d6 to your check to defeat a barrier. Discard this card to explore your location. Spoiler:
Dredge
MM Ally B Traits: Halfling Rogue Aspis To Acquire: Charisma Diplomacy 8 When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead. Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items. Spoiler:
Freed Soul
MM Ally 5 Traits: Undead Incorporeal Ghost To Acquire: Charisma Diplomacy 13 Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card. 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 Abadar
MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler:
Blessing of Horus
MM Blessing B Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Current Hour: Blessing of 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: 3 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Kyra/Nickademus: Spoiler: Hourglass Card 2 Meligaster/eddiephlash: Hourglass Card 1 Kyra/Nickademus
Sandstorm MM Villain B Type: Barrier Traits: Trigger Obstacle Weather To Defeat: None None When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card. "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx Spoiler: Hourglass Card 3 Sajan/Bigguyinblack: Hourglass Card 2 Meligaster/eddiephlash
Sandstorm MM Villain B Type: Barrier Traits: Trigger Obstacle Weather To Defeat: None None When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card. "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx Spoiler: Hourglass Card 3 Sajan/Bigguyinblack
Sandstorm MM Villain B Type: Barrier Traits: Trigger Obstacle Weather To Defeat: None None When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card. "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx Location #1: Smoking Den
Location #2: Surgery
Surgery Card 1 (Ulunat): Ulunat
None Villain B Type: Monster Traits: Vermin To Defeat: Combat 40 OR Constitution Fortitude Wisdom 20 THEN Combat 50 Ulunat is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage. While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced. If undefeated, move to the location Festering Ulunat and shuffle your token into its deck. If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat. Surgery Card 2 (Aghash): Aghash
MM Henchman B Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Surgery Card 3 (Mummy Golem): Mummy Golem
MM Monster 4 Traits: Construct Golem Mummy To Defeat: Combat 18 The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. Surgery Card 4: Sky Pharaoh's Curse
MM Barrier 5 Traits: Trigger Curse To Defeat: Intelligence Perception Arcane 15 OR Divine 14 When you examine this card, display it next to your deck. If undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge. Surgery Card 5: Tomb Artisan
MM Ally 6 Traits: Undead Ghost Incorporeal To Acquire: Charisma Diplomacy 14 Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by characters at your location. When you suffer a scourge, bury this card. Surgery Card 6:
Blessing of Bastet
MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Location #3: Tooth and Hookah Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Sajan/Bigguyinblack, Location #4: Golden Lake
Location #5: Vizier's Hill
Vizier's Hill Card 1: Aghash
MM Henchman B Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Vizier's Hill Card 2: Furies of the Drowned Desert
MM Monster 6 Traits: Elemental Outsider Acid To Defeat: Combat 21 The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage. Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat. Vizier's Hill Card 3: 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. Vizier's Hill Card 4: Proxy Item 1
None Item B Traits: To Acquire: Proxy 1 This is a proxy for an item. Vizier's Hill Card 5: Word of Ra
MM Barrier 6 Traits: Lock Trap Fire To Defeat: Dexterity Disable Stealth 17 If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage. Vizier's Hill Card 6: Living Sandstorms
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. Vizier's Hill Card 7: Rolling Sphere
MM Barrier 3 Traits: Trap Obstacle To Defeat: Dexterity Acrobatics 12 OR Disable 9 Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand. If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location. After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated. Vizier's Hill Card 8:
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. Location #6: Festering Ulunat Closed At This Location: For the rest of the scenario, add 2d12 to checks against Ulunat by characters at any location. When Permanently Closed: M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
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![]() During This Adventure: The scourge die is 1d10. When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined. If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge. During This Scenario: The difficulty to defeat banes that have the Undead trait is increased by 1d12. When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck. The first time you would defeat Stavros Nightcrescent, he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location. Additional Rules: Adventure rewards:
Mortevia Strassel:
None Henchman 6 Type: Monster Traits: Ghast Soldier Undead To Defeat: Constitution Fortitude Charisma Arcane 13 Mortevia Strassel is immune to the Mental and Poison traits. Before you act, recharge a random card. If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card. Xandhul Bloodsbane III:
None Henchman 6 Type: Monster Traits: Human Rogue To Defeat: Strength Melee Stealth Diplomacy 13 Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1. If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power. Varanthe the Paralyzer:
None Henchman 6 Type: Monster Traits: Aristocrat Undead To Defeat: Intelligence Knowledge Wisdom Divine 13 Varanthe the Paralyzer is immune to the Mental and Poison traits. Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings. If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead. Scenario Level (#): 6 Turn: 14, Mavaro/NathanDavis
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Bonestorm
MM Monster 4 Traits: Undead Swarm To Defeat: Combat 17 The Bonestorm is immune to the Mental and Poison traits. Damage dealt by the Bonestorm may only be reduced by no more than half (round up). If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from. Spoiler:
Shaitan Ghul
MM Monster 5 Traits: Elemental Undead Janni To Defeat: Combat 20 The Shaitan Ghul is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, the difficulty is increased by 3. Before you act, discard a weapon or an armor. Spoiler:
Sard
MM Monster 6 Traits: Plant Electricity Poison To Defeat: Combat 23 The Sard is immune to the Electricity, Mental, and Poison traits. After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage. Spoiler:
Royal Naga
MM Monster 4 Traits: Aberration To Defeat: Combat 16 THEN Combat 16 You may succeed at a Stealth 8 check to evade the Royal Naga. For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it. If the check to defeat has the Cold trait, add 1d8. Spoiler:
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. Barriers Spoiler:
Tar Tomb
MM Barrier 5 Traits: Obstacle Magic Acid Fire To Defeat: Strength Dexterity 14 OR Intelligence Disable 13 If undefeated, you are dealt 1d6 Acid damage; display this card next to your location. While displayed, if you start your turn at this location, attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage. Spoiler:
Steel Scorpion
MM Barrier 4 Traits: Trap Lock Poison To Defeat: Dexterity Disable Stealth 10 OR Strength 13 If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card. Spoiler:
Shocking Chest
MM Barrier 4 Traits: Cache Lock Trap To Defeat: DexterityDisable 12 OR Strength 15 After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage. If undefeated, you may banish this barrier. If defeated, draw a weapon, a spell, and an item from the box. Spoiler:
Baited Jewel Box
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Spoiler:
Toxic Geyser
MM Barrier B Traits: Trap Acid Fire Poison Veteran To Defeat: Dexterity Acrobatics Wisdom Survival 5 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each: 1-2. You are dealt 2 Fire damage. 3-4. You are dealt 2 Acid damage; discard a weapon or an armor. 5-6. You are dealt 2 Poison damage. 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:
Venomous Heavy Crossbow +2
MM Weapon 5 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4. If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location. Spoiler:
Disrupting Rapier +1
MM Weapon 3 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Shocking Scimitar +2
MM Weapon 3 Traits: Sword Melee Slashing Finesse Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait. If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act. Spoiler:
Galvanic Kopis +2
MM Weapon 5 Traits: Knife Ranged Slashing Electricity Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll. On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait. Spells Spoiler:
Volcanic Storm
MM Spell 3 Traits: Magic Arcane Divine Attack Bludgeoning Fire To Acquire: Intelligence Arcane Wisdom Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Spoiler:
Eruption
MM Spell 4 Traits: Magic Arcane Divine Attack Electricity Fire To Acquire: Intelligence Arcane Wisdom Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 4d6; ignore any non-villain monster's power that happens after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Spoiler:
Monstrous Physique
MM Spell 5 Traits: Magic Arcane To Acquire: Intelligence Arcane 13 Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead. Spoiler:
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:
Commune
MM Spell 1 Traits: Magic Divine To Acquire: Wisdom Divine 12 Bury this card to draw a random non-Basic blessing from the box and add it to your hand. After playing this card, if you do not have the Divine skill, banish this card instead of burying it. Armors Spoiler:
Burglar's Buckler
MM Armor 1 Traits: Shield To Acquire: Constitution Fortitude Disable 6 Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor. Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor. Reveal this card to add 1 die to your Disable check. You may play another armor on this check. Spoiler:
Advocate's Armor
MM Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude Charisma Diplomacy 9 Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check. Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, recharge this card to draw an ally from your discard pile. Spoiler:
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. Spoiler:
Steel Ibis Lamellar
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10 Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3. Recharge this card to add 1d6 to your Dexterity or Constitution check. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead. Spoiler:
Clawhand Shield
MM Armor 3 Traits: Shield Offhand To Acquire: Constitution Fortitude 6 OR Melee 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check. On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait. Items Spoiler:
Ring of Rejection
MM Item P Traits: Accessory Magic To Acquire: Constitution 1 Bury this card to evade your encounter. Bury this card to ignore any power on a card that happens when it is examined. "No." 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:
Wyvern Poison
MM Item 5 Traits: Liquid Poison To Acquire: Intelligence Craft 11 When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck. Spoiler:
Alchemist's Kit
MM Item B Traits: Tool Alchemical To Acquire: Intelligence Craft 6 Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead. While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck. Spoiler:
Healer's Kit
MM Item B Traits: Tool Healing To Acquire: Wisdom Survival Divine 6 Bury this card to draw 1d4+1 cards that have the Healing trait from your discard pile. Then you may shuffle any number of cards that have the Healing trait into your deck. Allies Spoiler:
Fire Gecko
MM Ally C Traits: Animal Elemental Fire To Acquire: Wisdom Survival 4 Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage. Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration. Spoiler:
Fire Gecko
MM Ally B Traits: Animal Elemental Fire To Acquire: Wisdom Survival 4 Reveal this card to add 1d4 and the Fire trait to your combat check. If you fail to defeat the bane, discard this card before you take damage. Discard this card to explore your location. During this exploration, add 1d4 and the Fire trait to your combat checks. Spoiler:
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:
Ausetitha
MM Ally 4 Traits: Undead Banshee Incorporeal To Acquire: Combat 15 Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card. Spoiler:
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. Blessings Spoiler:
Blessing of Osiris
MM Blessing 4 Traits: Divine Osiris Healing To Acquire: Divine 8 Discard this card to add 1d4 to any check that invokes the Healing trait. When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile. 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 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 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 Wadjet:
Blessing of Wadjet
MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Hours Remaining: 16 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seoni/EmpTyger: Spoiler: Hourglass Card 2 Ezren/AbrahamZ: Hourglass Card 1 Seoni/EmpTyger
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 3 Raz/eddiephlash: Hourglass Card 2 Ezren/AbrahamZ
Blessing of Ptah MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Spoiler: Hourglass Card 4 Mavaro/NathanDavis: Hourglass Card 3 Raz/eddiephlash
Blessing of Anubis MM Blessing 4 Traits: Divine Anubis Poison Mummy To Acquire: Divine 8 OR Charisma Diplomacy 11 Discard this card to add 1 die and the Poison trait to any check. Discard this card to add 2 dice to any Charisma check. Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Seoni/EmpTyger: Hourglass Card 4 Mavaro/NathanDavis
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: Hourglass Card 6 Ezren/AbrahamZ: Hourglass Card 5 Seoni/EmpTyger
Grand Lodge's Favor None Favor 6 Traits: When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile. While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage. Spoiler: Hourglass Card 7 Raz/eddiephlash: Hourglass Card 6 Ezren/AbrahamZ
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: Hourglass Card 8 Mavaro/NathanDavis: Hourglass Card 7 Raz/eddiephlash
Blessing of the Ancients MM Blessing C Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Seoni/EmpTyger: Hourglass Card 8 Mavaro/NathanDavis
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: Hourglass Card 10 Ezren/AbrahamZ: Hourglass Card 9 Seoni/EmpTyger
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: Hourglass Card 11 Raz/eddiephlash: Hourglass Card 10 Ezren/AbrahamZ
Blessing of Pharasma MM Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Mavaro/NathanDavis: Hourglass Card 11 Raz/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. Spoiler: Hourglass Card 13 Seoni/EmpTyger: Hourglass Card 12 Mavaro/NathanDavis
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: Hourglass Card 14 Ezren/AbrahamZ: Hourglass Card 13 Seoni/EmpTyger
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: Hourglass Card 15 Raz/eddiephlash: Hourglass Card 14 Ezren/AbrahamZ
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: Hourglass Card 16 Mavaro/NathanDavis: Hourglass Card 15 Raz/eddiephlash
Blessing of Abadar MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Mavaro/NathanDavis
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. Location #1: Chisisek's Tomb
Location #2: Crypt
Crypt Card 1:
Insanity Mist
MM Barrier 3 Traits: Trigger Trap Magic To Defeat: None When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage. Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage. Location #3: Sepulcher of the Servant Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Location #4: Hall of the Crocodile Kings
Location #5: Forgery of Ra
Forgery of Ra Card 1 (Desert Trapper): Desert Trapper
MM Monster B Traits: Human Veteran To Defeat: Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number. Each character may play no more than 1 card on the check to defeat. Forgery of Ra Card 2 (Shattertouch Shotel +2): Shattertouch Shotel +2
MM Weapon 4 Traits: Scythe Melee Slashing Finesse Magic To Acquire: Strength Melee Wisdom Dexterity 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits. Forgery of Ra Card 3 (Poison Spiked Pit Trap): 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. Forgery of Ra Card 4 (Pharaoh's Altar): Pharaoh's Altar
MM Barrier 5 Traits: Trigger Cache Lock Curse To Defeat: Dexterity Disable 12 OR Craft 14 When you examine this card, suffer a scourge. If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number. If undefeated, suffer the scourge Curse of Blindness. Forgery of Ra Card 5 (Shield Cloak): 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. Forgery of Ra Card 6 (Catching Cape):
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. Location #6: Hall of Winged Chaos At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage. When Closing: You may close this location automatically. When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box. At the end of your turn, you may shuffle a boon from your hand into this location, then open this location. M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Raz/eddiephlash, None Hall of Winged Chaos Card 1: Deliquescent Gloves
MM Item 3 Traits: Accessory Alchemical Acid To Acquire: Dexterity Intelligence Craft 8 Reveal this card to add the Acid trait to your Melee check. You may play another item on this check. Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check. Hall of Winged Chaos Card 2: Burning Child
MM Monster 3 Traits: Undead Fire To Defeat: Combat 16 OR Charisma 10 The Burning Child is immune to the Fire, Mental, and Poison traits. If the check to defeat the Burning Child has the Cold trait, add 1d8. If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage. Hall of Winged Chaos Card 3: Ain-Mekh
MM Henchman 6 Type: Monster Traits: Undead To Defeat: Combat 30 Ain-Mekh is immune to the Mental and Poison traits. Before you act, succeed at a Wisdom or Knowledge 9 check or you are dealt 1d4 Mental damage that may not be reduced, then Ain-Mekh is evaded. If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering. If defeated, you may immediately attempt to close the location this henchman came from. Hall of Winged Chaos Card 4: Earth Ossumental
MM Monster 5 Traits: Trigger Undead To Defeat: Combat 19 When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck. The Earth Ossumental is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage. Hall of Winged Chaos Card 5: Lightning Storm
MM Barrier B Traits: Obstacle Weather Electricity To Defeat: None Display this barrier next to the location deck. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location. Hall of Winged Chaos Card 6: Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Hall of Winged Chaos Card 7:
Baited Jewel Box
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Location #7: Eternal Arena At This Location: When you move during your move step you are dealt 1d6 Combat damage. When Closing: Summon and defeat a monster from the box. When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile. M: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Stavros Nightcrescent (Villain! Reloaded) Eternal Arena Card 1 (Stavros Nightcrescent): Stavros Nightcrescent
None Villain 2 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Wisdom Charisma 6 THEN Combat 16 Stavros Nightcrescent is immune to the Mental and Poison traits. While you act, before any character plays a card, that character must discard a card. If undefeated, bury your discard pile. Eternal Arena Card 2: Ammut
MM Monster 6 Traits: Outsider Fire To Defeat: Combat 24 The Ammut is immune to the Fire and Poison traits. Before you act, each character at your location is dealt 1d4 Fire damage. If undefeated, suffer the scourge Curse of the Mummy. Eternal Arena Card 3: Skull Ripper
MM Monster 3 Traits: Construct To Defeat: Combat 14 The Skill Ripper is immune to the Attack and Mental traits. If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced. Eternal Arena Card 4: Living Sandstorms
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. Eternal Arena Card 5: Channel the Gift
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card to allow a character at your location to search his deck for a spell and draw it. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it. Eternal Arena Card 6: Hippopotamus Mud Elemental
MM Ally 6 Traits: Elemental Acid To Acquire: Wisdom Survival 14 Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4. Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location. Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait. Eternal Arena Card 7: Falcon Crown
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Wisdom Divine 10 Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor. For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6. If proficient with light armors, you may recharge this card when you play a spell. Eternal Arena Card 8: 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. Eternal Arena Card 9: Flaming Ranseur +3
MM Weapon 5 Traits: Polearm Melee Slashing 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result. Eternal Arena Card 10: Fiendish Sphinx
MM Barrier 4 Traits: Trigger Trap Arcane Magic Sphinx To Defeat: Intelligence Knowledge Arcane Wisdom 12 When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. ![]()
![]() During This Adventure: Scourge List:
1-2: Curse of Poisoning Curse, Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. "Lo! The fire burns hot in your veins!" 3: Curse of Vulnerability Curse While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card. "O, wretches! You stand helpless before me!" 4: Curse of Daybane Curse, Undead While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card. "Know this! The Orb of Ra destroys!" 5: Curse of the Ravenous Curse While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1. blessings 2. allies 3. spells and weapons 4. items If you already have Curse of the Ravenous displayed, banish this card. "A plague of famine upon the nation!" 6: Curse of Withering Curse While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice. If you already have Curse of Withering displayed, banish this card. "To all your hopes, a decrepit demise!" 7: Curse of Fevered Dreams Curse Arcane Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards. You may only have 1 copy of this card displayed. "Sir, your sanity is imperiled!" 8: Curse of the Sphinx MM Scourge 4 Traits: Curse Sphinx While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card. "I watch over all! There is no escaping my gaze!" 9: Curse of Blindness Scourge Traits: Curse While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card. "On the brightest noon, darkness shall reign!" 10: Curse of the Mummy Scourge Traits: Curse Undead Mummy While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card. "Send your best raiders! All will be lost!" During This Scenario: Setup:
* When building the location decks, add an additional ally to each, and display a Conflagration henchman next to each. * When creating the blessings deck, use only 15 blessings. Additional Rules: Displayed Allies: 6/6! Smoking Den closed! For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait. Festering Ulunat Closed! For the rest of the scenario, add 2d12 to checks against Ulunat by characters at any location. Scenario Level (#): 7 Turn: 16, Kyra/Nickademus Random Cards:
Monsters Spoiler:
Bonestorm
MM Monster 4 Traits: Undead Swarm To Defeat: Combat 17 The Bonestorm is immune to the Mental and Poison traits. Damage dealt by the Bonestorm may only be reduced by no more than half (round up). If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from. 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:
Geniekin
MM Monster B Traits: Trigger Elemental Outsider Janni Veteran To Defeat: Combat 8 When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait. The difficulty to defeat is increased by twice the scenario's adventure deck number. Spoiler:
Desert Trapper
MM Monster B Traits: Human Veteran To Defeat: Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number. Each character may play no more than 1 card on the check to defeat. Spoiler:
Burning Child
MM Monster 3 Traits: Undead Fire To Defeat: Combat 16 OR Charisma 10 The Burning Child is immune to the Fire, Mental, and Poison traits. If the check to defeat the Burning Child has the Cold trait, add 1d8. If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage. Barriers Spoiler:
The Evil Eye
MM Barrier B Traits: Trigger Curse Arcane Veteran To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6 When you examine this card, suffer a scourge then banish this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge then banish this card. Spoiler:
Fiendish Sphinx
MM Barrier 4 Traits: Trigger Trap Arcane Magic Sphinx To Defeat: Intelligence Knowledge Arcane Wisdom 12 When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. Spoiler:
The Evil Eye
MM Barrier C Traits: Trigger Curse Arcane Veteran To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6 When you examine this card, suffer a scourge then banish this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge then banish this card. Spoiler:
Baited Jewel Box
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Spoiler:
Collapsing Sphinx
MM Barrier 4 Traits: Trigger Obstacle Sphinx To Defeat: Dexterity Stealth Perception Wisdom 12 When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced. If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat. Weapons Spoiler:
Shocking Scimitar +2
MM Weapon 3 Traits: Sword Melee Slashing Finesse Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait. If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act. Spoiler:
Flaming Ranseur +3
MM Weapon 5 Traits: Polearm Melee Slashing 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result. Spoiler:
Glacial Hunga Munga
MM Weapon 6 Traits: Axe Ranged Piercing Cold Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength skill + 1d6 +2. You may additionally discard this card to add your Ranged skill. If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that happens before you act. On your combat check, if you played another weapon, discard this card to add your Strength or Melee skill. Spoiler:
Chakram of Ruin
MM Weapon 6 Traits: Knife Ranged Slashing Acid Magic To Acquire: Dexterity Ranged 13 For your combat check or your check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally discard this card to add another 1d6+1. During your encounter, discard this card to ignore a non-villain monster's power that happens before you act. On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid trait. Spoiler:
Iceblade Spelldagger
MM Weapon 5 Traits: Knife Ranged Piercing Cold Magic To Acquire: Dexterity Ranged 12 OR Arcane Divine 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3. On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait. Spells Spoiler:
Canopic Conversion
MM Spell 6 Traits: Magic Arcane Divine Attack To Acquire: Intelligence Arcane Wisdom Divine 14 For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; while displayed, you may discard this card and banish the monster to add twice the monster's adventure deck number and the Undead trait to any check. When you would discard this card for its power, if you do not have either the Arcane or Divine skill, banish it instead; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it. Spoiler:
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:
Speak with Dead
MM Spell 1 Traits: Magic Divine Undead To Acquire: Wisdom Divine 4 When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Spite Cloud
MM Spell 5 Traits: Magic Arcane Attack Acid To Acquire: Intelligence Arcane 12 For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it. Spoiler:
Monstrous Physique
MM Spell 5 Traits: Magic Arcane To Acquire: Intelligence Arcane 13 Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead. Armors Spoiler:
Shield of Fire Resistance
MM Armor 1 Traits: Shield Offhand Magic To Acquire: Constitution Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
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:
Steel Ibis Lamellar
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10 Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3. Recharge this card to add 1d6 to your Dexterity or Constitution check. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead. Spoiler:
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. 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:
Alchemist's Kit
MM Item B Traits: Tool Alchemical To Acquire: Intelligence Craft 6 Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead. While displayed, bury this card to draw 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck. Spoiler:
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:
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:
Scarab of Khepri
MM Item 6 Traits: Object Magic Khepri To Acquire: Wisdom Survival 10 Reveal this card to add 1 die to your checks against a card that has the Animal or Vermin trait. Reveal this card and recharge a card that has the Animal or Vermin trait to add 1d6 to any Survival check. Bury this card to add 1d8 and the Poison trait to your combat check. Spoiler:
Ring of the Godless
MM Item B Traits: Accessory Magic To Acquire: Wisdom 5 During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait. Recharge this card to add the Magic trait to your check. Allies Spoiler:
Minnothet
MM Ally 2 Traits: Human Shopkeeper Aspis To Acquire: FortitudeCharismaDiplomacy 8 Recharge this card to recharge a random armor or item from your discard pile. Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors. Spoiler:
Black Kiss
MM Ally 1 Traits: Half-Elf Alchemist Hireling Aspis To Acquire: Intelligence Craft Charisma Diplomacy 10 If you fail to acquire this card, you are dealt 1d4 Poison damage. Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location. Discard this card to explore your location. Spoiler:
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:
Clockwork Menial
MM Ally 3 Traits: Automaton To Acquire: Intelligence Craft 9 Discard this card to add 1 die to a check against a barrier, or to any check to acquire a boon. Discard this card to explore your location. Spoiler:
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 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 Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Abadar
MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Ptah
MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Current Hour: Hidden:
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: 3 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Meligaster/eddiephlash: Spoiler: Hourglass Card 2 Sajan/Bigguyinblack: Hourglass Card 1 Meligaster/eddiephlash
Sandstorm MM Villain B Type: Barrier Traits: Trigger Obstacle Weather To Defeat: None None When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card. "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx Spoiler: Hourglass Card 3 Kyra/Nickademus: Hourglass Card 2 Sajan/Bigguyinblack
Sandstorm MM Villain B Type: Barrier Traits: Trigger Obstacle Weather To Defeat: None None When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card. "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx Spoiler: Hourglass Card 3 Kyra/Nickademus
Sandstorm MM Villain B Type: Barrier Traits: Trigger Obstacle Weather To Defeat: None None When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card. "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx Location #1: Smoking Den
Location #2: Surgery
Surgery Card 1 (Shaitan Ghul): Shaitan Ghul
MM Monster 5 Traits: Elemental Undead Janni To Defeat: Combat 20 The Shaitan Ghul is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, the difficulty is increased by 3. Before you act, discard a weapon or an armor. Surgery Card 2 (Ulunat): Ulunat
None Villain B Type: Monster Traits: Vermin To Defeat: Combat 40 OR Constitution Fortitude Wisdom 20 THEN Combat 50 Ulunat is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage. While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced. If undefeated, move to the location Festering Ulunat and shuffle your token into its deck. If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat. Surgery Card 3 (Aghash): Aghash
MM Henchman B Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Surgery Card 4 (Mummy Golem): Mummy Golem
MM Monster 4 Traits: Construct Golem Mummy To Defeat: Combat 18 The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. Surgery Card 5: Stained Glass Elemental
MM Ally C Traits: Elemental Electricity Veteran To Acquire: Charisma Survival Arcane 9 Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck. Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check. Surgery Card 6: 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. Surgery Card 7: Sky Pharaoh's Curse
MM Barrier 5 Traits: Trigger Curse To Defeat: Intelligence Perception Arcane 15 OR Divine 14 When you examine this card, display it next to your deck. If undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge. Surgery Card 8: Tomb Artisan
MM Ally 6 Traits: Undead Ghost Incorporeal To Acquire: Charisma Diplomacy 14 Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by characters at your location. When you suffer a scourge, bury this card. Surgery Card 9:
Blessing of Bastet
MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Location #3: Tooth and Hookah Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Location #4: Golden Lake
Location #5: Vizier's Hill
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
Vizier's Hill Card 1: 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. Vizier's Hill Card 2: Aghash
MM Henchman B Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Vizier's Hill Card 3: Furies of the Drowned Desert
MM Monster 6 Traits: Elemental Outsider Acid To Defeat: Combat 21 The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage. Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat. Vizier's Hill Card 4: 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. Vizier's Hill Card 5: Proxy Item 1
None Item B Traits: To Acquire: Proxy 1 This is a proxy for an item. Vizier's Hill Card 6: Word of Ra
MM Barrier 6 Traits: Lock Trap Fire To Defeat: Dexterity Disable Stealth 17 If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage. Vizier's Hill Card 7: Living Sandstorms
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. Vizier's Hill Card 8: Rolling Sphere
MM Barrier 3 Traits: Trap Obstacle To Defeat: Dexterity Acrobatics 12 OR Disable 9 Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand. If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location. After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated. Vizier's Hill Card 9:
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. Location #6: Festering Ulunat Closed At This Location: For the rest of the scenario, add 2d12 to checks against Ulunat by characters at any location. When Permanently Closed: M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
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![]() During This Adventure: The scourge die is 1d10. When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined. If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge. During This Scenario: The difficulty to defeat banes that have the Undead trait is increased by 1d12. When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck. The first time you would defeat Stavros Nightcrescent, he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location. Additional Rules: Adventure rewards:
Mortevia Strassel:
None Henchman 6 Type: Monster Traits: Ghast Soldier Undead To Defeat: Constitution Fortitude Charisma Arcane 13 Mortevia Strassel is immune to the Mental and Poison traits. Before you act, recharge a random card. If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card. Xandhul Bloodsbane III:
None Henchman 6 Type: Monster Traits: Human Rogue To Defeat: Strength Melee Stealth Diplomacy 13 Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1. If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power. Varanthe the Paralyzer:
None Henchman 6 Type: Monster Traits: Aristocrat Undead To Defeat: Intelligence Knowledge Wisdom Divine 13 Varanthe the Paralyzer is immune to the Mental and Poison traits. Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings. If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead. Scenario Level (#): 6 Turn: 10, Mavaro/NathanDavis
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy 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:
Ecorche
MM Monster 6 Traits: Undead To Defeat: Combat 20 The Ecorche is immune to the Mental and Poison traits. If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering. Spoiler:
Desert Trapper
MM Monster B Traits: Human Veteran To Defeat: Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number. Each character may play no more than 1 card on the check to defeat. Spoiler:
Elemental Arachnid
MM Monster 4 Traits: Construct To Defeat: Combat 17 The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter. Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage. If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage. Spoiler:
Elder Ifreeti
MM Monster 4 Traits: Elemental Outsider Janni Fire To Defeat: Combat 19 The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage. If the check to defeat has the Cold trait, add 1d8. If defeated, choose a type of boon other than loot and draw a boon of that type from the box. Barriers Spoiler:
Eternal Captives
MM Barrier 4 Traits: Curse Undead To Defeat: Wisdom Divine 10 OR Charisma Diplomacy 8 Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx. 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:
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:
Tabe's Last Jest
MM Barrier 6 Traits: Curse Lock Acid To Defeat: Intelligence Perception Dexterity Disable 15 If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage. Spoiler:
Dance of the Dead
MM Barrier P Traits: Trigger Curse Magic Cache To Defeat: DexterityCharisma 10 When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck. If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location. Weapons Spoiler:
Striking Wing Scimitar
MM Weapon 4 Traits: Sword Melee Slashing Magic Finesse To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4. Recharge this card to move. You may not use this power during an encounter. Spoiler:
Galvanic Kopis +2
MM Weapon 5 Traits: Knife Ranged Slashing Electricity Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll. On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait. Spoiler:
Staff of the Hooded Cobra
MM Weapon 6 Traits: Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee 14 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait. You may use the result for any subsequent combat checks against the same bane. Reveal this card and discard a spell to reduce all Combat or Poison damage dealt to you to 0. Spoiler:
Shocking Scimitar +2
MM Weapon 3 Traits: Sword Melee Slashing Finesse Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait. If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act. Spoiler:
Dancing Scimitar +2
MM Weapon 6 Traits: Sword Melee Slashing Finesse Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4. On your combat check, if you played another weapon, discard this card to add 1d6+2. Spells Spoiler:
Ice Storm
MM Spell 4 Traits: Magic Arcane Divine Attack Cold To Acquire: Intelligence Arcane Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Spoiler:
Symbol of Fortune
MM Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 14 On any check, after the roll, discard this card to add or subtract 3 from the result. 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 16 check to recharge this card instead of discarding it. Spoiler:
Volcanic Storm
MM Spell 3 Traits: Magic Arcane Divine Attack Bludgeoning Fire To Acquire: Intelligence Arcane Wisdom Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Spoiler:
Corrosion
MM Spell 2 Traits: Magic Arcane Divine Acid To Acquire: Intelligence Arcane Wisdom Divine 7 Discard this card to add 1 die to any check to defeat a barrier. Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it. Spoiler:
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. Armors Spoiler:
Clawhand Shield
MM Armor 3 Traits: Shield Offhand To Acquire: Constitution Fortitude 6 OR Melee 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check. On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait. 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:
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. 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:
Portable Sarcophagus
MM Armor P Traits: Light Armor Magic To Acquire: Constitution Fortitude 6 Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card. If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand. Items Spoiler:
Potion of Energy Resistance
MM Item B Traits: Liquid Alchemical To Acquire: Intelligence Craft 4 Banish this card to reduce Acid, Cold, Electricity, or Fire damage dealt to a character at your location by 4. Spoiler:
Frost Staff
MM Item C Traits: Staff Attack Magic Cold To Acquire: Arcane Divine 6 For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell. Bury this card to evade a non-villain, non-henchman monster you encounter. Spoiler:
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:
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:
Wayfinder
None Item 3 Traits: Object Magic To Acquire: Wisdom Survival 10 Recharge this card to move, then you may examine the top 2 cards of your location deck. You may not use this power during an encounter. Discard this card to examine the top card of your location deck, then you may shuffle the location deck, then you may explore your location. Allies Spoiler:
Meehr Zet
MM Ally B Traits: Dwarf Aristocrat Hireling To Acquire: Charisma Diplomacy 7 Bury this card to draw 1d4+1 allies that do not have the Animal trait from your discard pile. Discard this card to explore your location. During this exploration, add 1d8 to your Diplomacy checks. Spoiler:
Freed Soul
MM Ally 5 Traits: Undead Incorporeal Ghost To Acquire: Charisma Diplomacy 13 Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card. Spoiler:
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:
Aunty
MM Ally C Traits: Human Cleric To Acquire: Divine Charisma Diplomacy 8 Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait. Discard this card to examine the top 3 cards of your location deck. Then you may explore your location. Spoiler:
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 Nethys
MM Blessing C Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler:
Blessing of Horus
MM Blessing C Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Spoiler:
Blessing of Ptah
MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Current Hour: Blessing of Isis:
Blessing of Isis
MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Hours Remaining: 20 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seoni/EmpTyger: Spoiler: Hourglass Card 2 Ezren/AbrahamZ: Hourglass Card 1 Seoni/EmpTyger
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: Hourglass Card 3 Raz/eddiephlash: Hourglass Card 2 Ezren/AbrahamZ
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: Hourglass Card 4 Mavaro/NathanDavis: Hourglass Card 3 Raz/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. Spoiler: Hourglass Card 5 Seoni/EmpTyger: Hourglass Card 4 Mavaro/NathanDavis
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: Hourglass Card 6 Ezren/AbrahamZ: Hourglass Card 5 Seoni/EmpTyger
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 7 Raz/eddiephlash: Hourglass Card 6 Ezren/AbrahamZ
Blessing of Ptah MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Spoiler: Hourglass Card 8 Mavaro/NathanDavis: Hourglass Card 7 Raz/eddiephlash
Blessing of Anubis MM Blessing 4 Traits: Divine Anubis Poison Mummy To Acquire: Divine 8 OR Charisma Diplomacy 11 Discard this card to add 1 die and the Poison trait to any check. Discard this card to add 2 dice to any Charisma check. Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Seoni/EmpTyger: Hourglass Card 8 Mavaro/NathanDavis
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: Hourglass Card 10 Ezren/AbrahamZ: Hourglass Card 9 Seoni/EmpTyger
Grand Lodge's Favor None Favor 6 Traits: When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile. While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage. Spoiler: Hourglass Card 11 Raz/eddiephlash: Hourglass Card 10 Ezren/AbrahamZ
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: Hourglass Card 12 Mavaro/NathanDavis: Hourglass Card 11 Raz/eddiephlash
Blessing of the Ancients MM Blessing C Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Seoni/EmpTyger: Hourglass Card 12 Mavaro/NathanDavis
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: Hourglass Card 14 Ezren/AbrahamZ: Hourglass Card 13 Seoni/EmpTyger
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: Hourglass Card 15 Raz/eddiephlash: Hourglass Card 14 Ezren/AbrahamZ
Blessing of Pharasma MM Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 16 Mavaro/NathanDavis: Hourglass Card 15 Raz/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. Spoiler: Hourglass Card 17 Seoni/EmpTyger: Hourglass Card 16 Mavaro/NathanDavis
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: Hourglass Card 18 Ezren/AbrahamZ: Hourglass Card 17 Seoni/EmpTyger
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: Hourglass Card 19 Raz/eddiephlash: Hourglass Card 18 Ezren/AbrahamZ
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: Hourglass Card 20 Mavaro/NathanDavis: Hourglass Card 19 Raz/eddiephlash
Blessing of Abadar MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Mavaro/NathanDavis
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. Location #1: Chisisek's Tomb
Location #2: Crypt
Crypt Card 1: Queen Neferuset
MM Henchman 6 Type: Monster Traits: Undead Mummy Oracle Cold To Defeat: Combat 27 OR Divine 20 Queen Neferuset is immune to the Fire, Mental, and Poison traits. All damage dealt by Queen Neferuset is Cold damage. If undefeated, examine the top card of your deck; if it does not have the Divine trait, bury the top 1d4 cards of your deck. If defeated, draw a random spell that has the Divine trait from the box. After the encounter, bury all weapons and armors played during the encounter. Crypt Card 2:
Insanity Mist
MM Barrier 3 Traits: Trigger Trap Magic To Defeat: None When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage. Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage. Location #3: Sepulcher of the Servant Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Seoni/EmpTyger, Mavaro/NathanDavis, Location #4: Hall of the Crocodile Kings
Hall of the Crocodile Kings Card 1: 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. Hall of the Crocodile Kings Card 2: 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. Hall of the Crocodile Kings Card 3: Sightless Starvation
MM Barrier 5 Traits: Trigger Curse Undead Poison To Defeat: SEE BELOW When you examine this card, encounter it. Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated. Hall of the Crocodile Kings Card 4: Wand of Scorching Ray
MM Item 3 Traits: Wand Attack Fire Ranged Magic Arcane To Acquire: Intelligence Arcane 8 For your combat check, bury this card to roll 4d6. After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it. Hall of the Crocodile Kings Card 5: Shocking Chest
MM Barrier 4 Traits: Cache Lock Trap To Defeat: DexterityDisable 12 OR Strength 15 After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage. If undefeated, you may banish this barrier. If defeated, draw a weapon, a spell, and an item from the box. Hall of the Crocodile Kings Card 6: Mummy Golem
MM Monster 4 Traits: Construct Golem Mummy To Defeat: Combat 18 The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. Hall of the Crocodile Kings Card 7: Picasi
MM Henchman 4 Type: Monster Traits: Outsider Elemental Janni Monk To Defeat: Combat 20 THEN Combat 16 Before you act, succeed at a Wisdom, Stealth, Perception, or Survival 9 check or you are dealt 2 Combat damage. If the check to defeat has the Acid or Bludgeoning trait, add 1d6. If defeated, you may immediately attempt to close the location this henchman came from. Hall of the Crocodile Kings Card 8: Symbol of Fear
MM Barrier 3 Traits: Trigger Trap Magic Curse To Defeat: None When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it. Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card. Hall of the Crocodile Kings Card 9: Carpet of Flying
MM Item 6 Traits: Object Magic To Acquire: Intelligence Craft Charisma Suvival 13 Recharge this card to evade a bane you encounter, then move all characters at your location to another location. Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. Recharge this card at the end of the turn. Hall of the Crocodile Kings Card 10:
Royal Naga
MM Monster 4 Traits: Aberration To Defeat: Combat 16 THEN Combat 16 You may succeed at a Stealth 8 check to evade the Royal Naga. For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it. If the check to defeat has the Cold trait, add 1d8. Location #5: Forgery of Ra At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage. When Closing: You are dealt 1d6 Fire damage. When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile. M: 2 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Forgery of Ra Card 1: Desert Trapper
MM Monster B Traits: Human Veteran To Defeat: Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number. Each character may play no more than 1 card on the check to defeat. Forgery of Ra Card 2: Shattertouch Shotel +2
MM Weapon 4 Traits: Scythe Melee Slashing Finesse Magic To Acquire: Strength Melee Wisdom Dexterity 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits. Forgery of Ra Card 3: Bonecrusher Chieftain
MM Monster 2 Traits: Trigger Gnoll Veteran To Defeat: Combat 12 When you examine this card, encounter it; the difficulty to defeat is increased by 3. The difficulty to defeat is increased by the scenario's adventure deck number. When you play a weapon on your check to defeat, discard it. Forgery of Ra Card 4: Poison Spiked Pit Trap
MM Barrier 1 Traits: Trap Poison Veteran To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn. If defeated, you may explore your location. Forgery of Ra Card 5: Pharaoh's Altar
MM Barrier 5 Traits: Trigger Cache Lock Curse To Defeat: Dexterity Disable 12 OR Craft 14 When you examine this card, suffer a scourge. If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number. If undefeated, suffer the scourge Curse of Blindness. Forgery of Ra Card 6: 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. Forgery of Ra Card 7: 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. Forgery of Ra Card 8: 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. Forgery of Ra Card 9: Nailah
MM Henchman 6 Type: Monster Traits: Undead Banshee Incorporeal Acid To Defeat: Combat 22 Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage. Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 1d6 Acid damage. If the check to defeat does not have the Acid or Electricity trait, Nailah is undefeated. If defeated, you may immediately attempt to close the location this henchman came from. Forgery of Ra Card 10:
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. Location #6: Hall of Winged Chaos At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage. When Closing: You may close this location automatically. When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box. At the end of your turn, you may shuffle a boon from your hand into this location, then open this location. M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Hall of Winged Chaos Card 1: Scarab of Ptah
MM Item 6 Traits: Trigger Object Magic Ptah To Acquire: Constitution Fortitude 12 When you examine this card, you may reveal a blessing that has the Ptah trait to automatically acquire this card. Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. Hall of Winged Chaos Card 2: Giant Slug
MM Ally B Traits: Animal Acid To Acquire: Wisdom Survival 6 Recharge this card to add 1d4 and the Acid trait to your combat check. Recharge this card and discard a card from the blessings deck to explore your location. During this exploration, you may add 1d4 and the Acid trait to your combat checks. Hall of Winged Chaos Card 3: Collapsing Sphinx
MM Barrier 4 Traits: Trigger Obstacle Sphinx To Defeat: Dexterity Stealth Perception Wisdom 12 When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced. If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat. Hall of Winged Chaos Card 4: Deliquescent Gloves
MM Item 3 Traits: Accessory Alchemical Acid To Acquire: Dexterity Intelligence Craft 8 Reveal this card to add the Acid trait to your Melee check. You may play another item on this check. Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check. Hall of Winged Chaos Card 5: Burning Child
MM Monster 3 Traits: Undead Fire To Defeat: Combat 16 OR Charisma 10 The Burning Child is immune to the Fire, Mental, and Poison traits. If the check to defeat the Burning Child has the Cold trait, add 1d8. If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage. Hall of Winged Chaos Card 6: Ain-Mekh
MM Henchman 6 Type: Monster Traits: Undead To Defeat: Combat 30 Ain-Mekh is immune to the Mental and Poison traits. Before you act, succeed at a Wisdom or Knowledge 9 check or you are dealt 1d4 Mental damage that may not be reduced, then Ain-Mekh is evaded. If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering. If defeated, you may immediately attempt to close the location this henchman came from. Hall of Winged Chaos Card 7: Earth Ossumental
MM Monster 5 Traits: Trigger Undead To Defeat: Combat 19 When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck. The Earth Ossumental is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage. Hall of Winged Chaos Card 8: Lightning Storm
MM Barrier B Traits: Obstacle Weather Electricity To Defeat: None Display this barrier next to the location deck. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location. Hall of Winged Chaos Card 9: Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Hall of Winged Chaos Card 10:
Baited Jewel Box
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Location #7: Eternal Arena At This Location: When you move during your move step you are dealt 1d6 Combat damage. When Closing: Summon and defeat a monster from the box. When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile. M: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Stavros Nightcrescent (Villain! Reloaded) Eternal Arena Card 1 (Stavros Nightcrescent): Stavros Nightcrescent
None Villain 2 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Wisdom Charisma 6 THEN Combat 16 Stavros Nightcrescent is immune to the Mental and Poison traits. While you act, before any character plays a card, that character must discard a card. If undefeated, bury your discard pile. Eternal Arena Card 2: Ammut
MM Monster 6 Traits: Outsider Fire To Defeat: Combat 24 The Ammut is immune to the Fire and Poison traits. Before you act, each character at your location is dealt 1d4 Fire damage. If undefeated, suffer the scourge Curse of the Mummy. Eternal Arena Card 3: Skull Ripper
MM Monster 3 Traits: Construct To Defeat: Combat 14 The Skill Ripper is immune to the Attack and Mental traits. If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced. Eternal Arena Card 4: Living Sandstorms
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. Eternal Arena Card 5: Channel the Gift
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card to allow a character at your location to search his deck for a spell and draw it. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it. Eternal Arena Card 6: Hippopotamus Mud Elemental
MM Ally 6 Traits: Elemental Acid To Acquire: Wisdom Survival 14 Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4. Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location. Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait. Eternal Arena Card 7: Falcon Crown
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Wisdom Divine 10 Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor. For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6. If proficient with light armors, you may recharge this card when you play a spell. Eternal Arena Card 8: 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. Eternal Arena Card 9: Flaming Ranseur +3
MM Weapon 5 Traits: Polearm Melee Slashing 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result. Eternal Arena Card 10: Fiendish Sphinx
MM Barrier 4 Traits: Trigger Trap Arcane Magic Sphinx To Defeat: Intelligence Knowledge Arcane Wisdom 12 When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. ![]()
![]() During This Adventure: Scourge List:
1-2: Curse of Poisoning Curse, Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. "Lo! The fire burns hot in your veins!" 3: Curse of Vulnerability Curse While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card. "O, wretches! You stand helpless before me!" 4: Curse of Daybane Curse, Undead While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card. "Know this! The Orb of Ra destroys!" 5: Curse of the Ravenous Curse While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1. blessings 2. allies 3. spells and weapons 4. items If you already have Curse of the Ravenous displayed, banish this card. "A plague of famine upon the nation!" 6: Curse of Withering Curse While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice. If you already have Curse of Withering displayed, banish this card. "To all your hopes, a decrepit demise!" 7: Curse of Fevered Dreams Curse Arcane Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards. You may only have 1 copy of this card displayed. "Sir, your sanity is imperiled!" 8: Curse of the Sphinx MM Scourge 4 Traits: Curse Sphinx While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card. "I watch over all! There is no escaping my gaze!" 9: Curse of Blindness Scourge Traits: Curse While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card. "On the brightest noon, darkness shall reign!" 10: Curse of the Mummy Scourge Traits: Curse Undead Mummy While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card. "Send your best raiders! All will be lost!" During This Scenario: Setup:
* When building the location decks, add an additional ally to each, and display a Conflagration henchman next to each. * When creating the blessings deck, use only 15 blessings. Additional Rules:
Smoking Den closed! For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait. Scenario Level (#): 7 Turn: 15, Sajan/Bigguyinblack Random Cards:
Monsters Spoiler:
Coffer Corpse
MM Monster 1 Traits: Undead To Defeat: Combat 8 THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits. If undefeated, move to a random location. Spoiler:
Guecubu
MM Monster 3 Traits: Undead To Defeat: Combat 15 The Guecubu is immune to the Electricity, Mental, and Poison traits. After you act, suffer a scourge. Spoiler:
Rukh
MM Monster 3 Traits: Animal Acid To Defeat: Combat 13 THEN Combat 13 All damage dealt by the Rukh is Acid damage. If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4. If undefeated, move to a random location. Spoiler:
Hollow Serpent
MM Monster 6 Traits: Undead To Defeat: Combat 16 OR Stealth 12 The Hollow Serpent is immune to the Mental and Poison traits. Before you act, discard a random card. If it is an ally, the difficulty to defeat is increased by 3. While you act, other characters may not play cards. You may play no more than 1 card on the check to defeat. If the check to defeat has the Cold trait, add 1d8. Spoiler:
Bonestorm
MM Monster 4 Traits: Undead Swarm To Defeat: Combat 17 The Bonestorm is immune to the Mental and Poison traits. Damage dealt by the Bonestorm may only be reduced by no more than half (round up). If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from. Barriers Spoiler:
Ambush
MM Barrier 2 Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck. If defeated, you may immediately explore again. 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:
Steel Scorpion
MM Barrier 4 Traits: Trap Lock Poison To Defeat: Dexterity Disable Stealth 10 OR Strength 13 If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card. Spoiler:
Insanity Mist
MM Barrier 3 Traits: Trigger Trap Magic To Defeat: None When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage. Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage. Spoiler:
Curse of the Netheshuun
MM Barrier 6 Traits: Trigger Curse Undead Cold Magic To Defeat: Wisdom Divine 16 OR Dexterity Disable 17 When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card. If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge. Weapons Spoiler:
Crook and Flail of Kings
MM Weapon 6 Traits: Mace Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee Arcane Divine 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait. Recharge this card to add 1 die to your combat check that has the Attack trait. Spoiler:
Rod of the Devoured Dawn
MM Weapon 5 Traits: Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. Reveal this card and discard a card that has the Divine trait to ignore a non-villain monster's power that happens after you act. Spoiler:
Chakram of Ruin
MM Weapon 6 Traits: Knife Ranged Slashing Acid Magic To Acquire: Dexterity Ranged 13 For your combat check or your check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally discard this card to add another 1d6+1. During your encounter, discard this card to ignore a non-villain monster's power that happens before you act. On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid trait. Spoiler:
Chakram of Ruin
MM Weapon 6 Traits: Knife Ranged Slashing Acid Magic To Acquire: Dexterity Ranged 13 For your combat check or your check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally discard this card to add another 1d6+1. During your encounter, discard this card to ignore a non-villain monster's power that happens before you act. On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid trait. Spoiler:
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:
Speak with Dead
MM Spell 1 Traits: Magic Divine Undead To Acquire: Wisdom Divine 4 When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Dune of Doom
MM Spell 5 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 13 For your combat check, discard this card to use your Arcane or Divine skill + 3d10. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it. Spoiler:
Corrosion
MM Spell 2 Traits: Magic Arcane Divine Acid To Acquire: Intelligence Arcane Wisdom Divine 7 Discard this card to add 1 die to any check to defeat a barrier. Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it. Spoiler:
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:
Detonate
MM Spell 3 Traits: Magic Arcane Attack To Acquire: Intelligence Arcane 10 For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it. Armors Spoiler:
Shield Cloak
MM Armor 1 Traits: Clothing Light Armor Offhand Magic To Acquire: Intelligence Knowledge 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor. Spoiler:
Parade Armor
MM Armor 5 Traits: Light Armor Alchemical To Acquire: Constitution Fortitude Charisma Diplomacy 12 Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead. Spoiler:
Reed Snake Armor
MM Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Khamsin Coat
MM Armor 3 Traits: Clothing Light Armor Magic To Acquire: Constitution Fortitude 8 Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Catching Cape
MM Armor B Traits: Clothing Light Armor Offhand Magic To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor. If proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Frost Staff
MM Item C Traits: Staff Attack Magic Cold To Acquire: Arcane Divine 6 For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell. Bury this card to evade a non-villain, non-henchman monster you encounter. Spoiler:
Jet of Anubis
MM Item 4 Traits: Object Magic Anubis To Acquire: Charisma Diplomacy Stealth 11 On your Charisma check or your check that invokes the Poison trait, recharge this card to add 1 die or to remove any 1 die. You may reveal a blessing that has the Anubis trait to reveal this card instead. On your combat check, recharge this card to add 1d4 and the Poison check. Spoiler:
Djinn Favor Amulet
MM Item 1 Traits: Accessory Magic Healing To Acquire: Constitution Fortitude 4 OR Wisdom 7 Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile. Spoiler:
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:
Sandstorm Dust
MM Item 4 Traits: Object Alchemical To Acquire: Intelligence Craft 9 Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck. Allies Spoiler:
Osirion Ancestor
MM Ally B Traits: Undead Ghost Incorporeal To Acquire: Divine Charisma Diplomacy 8 Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait. Spoiler:
Sand Elemental
MM Ally 5 Traits: Outsider Elemental To Acquire: Constitution Fortitude 9 Recharge this card to reduce Cold or Fire damage dealt to any character to 0. Recharge this card to ignore a non-villain bane's power that happens before you act. Discard this card to explore your location. Spoiler:
Freed Soul
MM Ally 5 Traits: Undead Incorporeal Ghost To Acquire: Charisma Diplomacy 13 Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card. Spoiler:
Unwrapped Harmony
MM Ally 2 Traits: Trigger Caligni Oracle To Acquire: Perception Charisma Diplomacy 11 When you examine this card, shuffle it into the deck it came from. If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn. Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location. Spoiler:
Hippopotamus Mud Elemental
MM Ally 6 Traits: Elemental Acid To Acquire: Wisdom Survival 14 Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4. Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location. Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait. 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 Lady of Graves
MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler:
Blessing of the 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 Nethys
MM Blessing C Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Elements
MM Blessing C Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Current Hour: Hidden:
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: 3 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Kyra/Nickademus: Spoiler: Hourglass Card 2 Meligaster/eddiephlash: Hourglass Card 1 Kyra/Nickademus
Sandstorm MM Villain B Type: Barrier Traits: Trigger Obstacle Weather To Defeat: None None When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card. "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx Spoiler: Hourglass Card 3 Sajan/Bigguyinblack: Hourglass Card 2 Meligaster/eddiephlash
Sandstorm MM Villain B Type: Barrier Traits: Trigger Obstacle Weather To Defeat: None None When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card. "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx Spoiler: Hourglass Card 3 Sajan/Bigguyinblack
Sandstorm MM Villain B Type: Barrier Traits: Trigger Obstacle Weather To Defeat: None None When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card. "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx Location #1: Smoking Den
Location #2: Surgery
Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Shaitan Ghul, Ulunat (villain), Aghash (henchman), Mummy Golem (all reloaded) Surgery Card 1 (Shaitan Ghul): Shaitan Ghul
MM Monster 5 Traits: Elemental Undead Janni To Defeat: Combat 20 The Shaitan Ghul is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, the difficulty is increased by 3. Before you act, discard a weapon or an armor. Surgery Card 2 (Ulunat): Ulunat
None Villain B Type: Monster Traits: Vermin To Defeat: Combat 40 OR Constitution Fortitude Wisdom 20 THEN Combat 50 Ulunat is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage. While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced. If undefeated, move to the location Festering Ulunat and shuffle your token into its deck. If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat. Surgery Card 3 (Aghash): Aghash
MM Henchman B Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Surgery Card 4 (Mummy Golem): Mummy Golem
MM Monster 4 Traits: Construct Golem Mummy To Defeat: Combat 18 The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. Surgery Card 5: Stained Glass Elemental
MM Ally C Traits: Elemental Electricity Veteran To Acquire: Charisma Survival Arcane 9 Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck. Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check. Surgery Card 6: 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. Surgery Card 7: Sky Pharaoh's Curse
MM Barrier 5 Traits: Trigger Curse To Defeat: Intelligence Perception Arcane 15 OR Divine 14 When you examine this card, display it next to your deck. If undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge. Surgery Card 8: Tomb Artisan
MM Ally 6 Traits: Undead Ghost Incorporeal To Acquire: Charisma Diplomacy 14 Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by characters at your location. When you suffer a scourge, bury this card. Surgery Card 9:
Blessing of Bastet
MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Location #3: Tooth and Hookah Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Location #4: Golden Lake
Location #5: Vizier's Hill
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
Vizier's Hill Card 1: Furies of the Drowned Desert
MM Monster 6 Traits: Elemental Outsider Acid To Defeat: Combat 21 The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage. Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat. Vizier's Hill Card 2: 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. Vizier's Hill Card 3: 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. Vizier's Hill Card 4: Galvanic Kopis +2
MM Weapon 5 Traits: Knife Ranged Slashing Electricity Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll. On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait. Vizier's Hill Card 5: 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. Vizier's Hill Card 6: Living Sandstorms
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. Vizier's Hill Card 7: 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. Vizier's Hill Card 8: Rolling Sphere
MM Barrier 3 Traits: Trap Obstacle To Defeat: Dexterity Acrobatics 12 OR Disable 9 Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand. If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location. After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated. Vizier's Hill Card 9: Aghash
MM Henchman B Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Vizier's Hill Card 10:
Word of Ra
MM Barrier 6 Traits: Lock Trap Fire To Defeat: Dexterity Disable Stealth 17 If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage. Location #6: Festering Ulunat At This Location: This location is always temporarily closed. At the end of your turn, you are dealt 1d4-1 Combat damage, then 1d4+1 Acid damage. When Closing: If the number of allies displayed next to the scenario is equal to at least 3 plus the number of characters, you may close this location automatically. When Permanently Closed: For the rest of the scenario, add 2d12 to checks against Ulunat by characters at any location. M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Sajan/Bigguyinblack, Hanshepsu (reloaded) Festering Ulunat Card 1 (Hanshepsu): Hanshepsu
MM Monster 5 Traits: Construct To Defeat: Combat 20 The Hanshepsu is immune to the Attack, Mental, and Poison traits. Before you act, roll 1d4: 1. You are dealt 1d4 Poison damage. 2. The difficulty to defeat is increased by 3. 3. The Hanshepsu is evaded. 4. Bury the top card of your deck. Festering Ulunat Card 2: Skull Ripper
MM Monster 3 Traits: Construct To Defeat: Combat 14 The Skill Ripper is immune to the Attack and Mental traits. If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced. Festering Ulunat Card 3: Girtablilu Ranger
MM Monster 4 Traits: Trigger Girtablilu Poison To Defeat: Combat 17 When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3. Before you act, you are dealt 1d4 Poison damage. ![]()
![]() During This Adventure: Scourge List:
1-2: Curse of Poisoning Curse, Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. "Lo! The fire burns hot in your veins!" 3: Curse of Vulnerability Curse While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card. "O, wretches! You stand helpless before me!" 4: Curse of Daybane Curse, Undead While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card. "Know this! The Orb of Ra destroys!" 5: Curse of the Ravenous Curse While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1. blessings 2. allies 3. spells and weapons 4. items If you already have Curse of the Ravenous displayed, banish this card. "A plague of famine upon the nation!" 6: Curse of Withering Curse While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice. If you already have Curse of Withering displayed, banish this card. "To all your hopes, a decrepit demise!" 7: Curse of Fevered Dreams Curse Arcane Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards. You may only have 1 copy of this card displayed. "Sir, your sanity is imperiled!" 8: Curse of the Sphinx MM Scourge 4 Traits: Curse Sphinx While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card. "I watch over all! There is no escaping my gaze!" 9: Curse of Blindness Scourge Traits: Curse While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card. "On the brightest noon, darkness shall reign!" 10: Curse of the Mummy Scourge Traits: Curse Undead Mummy While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card. "Send your best raiders! All will be lost!" During This Scenario: Setup:
* When building the location decks, add an additional ally to each, and display a Conflagration henchman next to each. * When creating the blessings deck, use only 15 blessings. Additional Rules: Displayed Allies: 6/6! Scenario Level (#): 7 Turn: 13, Kyra/Nickademus Random Cards:
Monsters Spoiler:
Guardian Thunderbirds
MM Monster 6 Traits: Animal Electricity To Defeat: Combat 22 The Guardian Thunderbird is immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. Before you act, a random character at your location is dealt 1d4 Electricity damage. If the check to defeat has the Ranged trait, the difficulty is increased by 3. Spoiler:
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:
Ammut
MM Monster 6 Traits: Outsider Fire To Defeat: Combat 24 The Ammut is immune to the Fire and Poison traits. Before you act, each character at your location is dealt 1d4 Fire damage. If undefeated, suffer the scourge Curse of the Mummy. Spoiler:
Desert Trapper
MM Monster B Traits: Human Veteran To Defeat: Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number. Each character may play no more than 1 card on the check to defeat. Spoiler:
Rukh
MM Monster 3 Traits: Animal Acid To Defeat: Combat 13 THEN Combat 13 All damage dealt by the Rukh is Acid damage. If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4. If undefeated, move to a random location. Barriers Spoiler:
Pharaoh's Altar
MM Barrier 5 Traits: Trigger Cache Lock Curse To Defeat: Dexterity Disable 12 OR Craft 14 When you examine this card, suffer a scourge. If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number. If undefeated, suffer the scourge Curse of Blindness. Spoiler:
Sightless Starvation
MM Barrier 5 Traits: Trigger Curse Undead Poison To Defeat: SEE BELOW When you examine this card, encounter it. Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated. Spoiler:
Baited Jewel Box
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Spoiler:
Toxic Geyser
MM Barrier B Traits: Trap Acid Fire Poison Veteran To Defeat: Dexterity Acrobatics Wisdom Survival 5 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each: 1-2. You are dealt 2 Fire damage. 3-4. You are dealt 2 Acid damage; discard a weapon or an armor. 5-6. You are dealt 2 Poison damage. Spoiler:
Sightless Starvation
MM Barrier 5 Traits: Trigger Curse Undead Poison To Defeat: SEE BELOW When you examine this card, encounter it. Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated. Weapons Spoiler:
Chakram of Ruin
MM Weapon 6 Traits: Knife Ranged Slashing Acid Magic To Acquire: Dexterity Ranged 13 For your combat check or your check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally discard this card to add another 1d6+1. During your encounter, discard this card to ignore a non-villain monster's power that happens before you act. On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid trait. Spoiler:
Thousand Stings Whip
MM Weapon 4 Traits: Whip Melee Piercing Poison Finesse Magic To Acquire: Strength Melee 11 When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead. Spoiler:
Sling Staff +2
MM Weapon 6 Traits: Sling Staff Ranged Bludgeoning 2-Handed Magic To Acquire: Dexterity Ranged 12 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill. If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character. If proficient with weapons, discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to any combat check. Spoiler:
Shocking Scimitar +2
MM Weapon 3 Traits: Sword Melee Slashing Finesse Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait. If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act. Spoiler:
Dancing Scimitar +2
MM Weapon 6 Traits: Sword Melee Slashing Finesse Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4. On your combat check, if you played another weapon, discard this card to add 1d6+2. Spells Spoiler:
Symbol of Fortune
MM Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 14 On any check, after the roll, discard this card to add or subtract 3 from the result. 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 16 check to recharge this card instead of discarding it. Spoiler:
Corrosion
MM Spell 2 Traits: Magic Arcane Divine Acid To Acquire: Intelligence Arcane Wisdom Divine 7 Discard this card to add 1 die to any check to defeat a barrier. Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it. Spoiler:
Ride the Lightning
MM Spell 6 Traits: Magic Arcane Attack Electricity To Acquire: Intelligence Arcane 15 Display this card. While displayed, reduce Electricity damage dealt to you to 0. For your combat check, you may discard a card to use your Arcane skill + 4d6+4 and add the Electricity trait; if you do, you may move after the encounter. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 17 check to recharge it instead. Spoiler:
Flames of the Faithful
MM Spell 1 Traits: Magic Divine Fire Veteran To Acquire: Wisdom Divine 5 Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead. Spoiler:
Caustic Fog
MM Spell 3 Traits: Magic Divine Acid To Acquire: Wisdom Divine 11 Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 13 check to recharge it instead. Armors Spoiler:
Aegis of Recovery
MM Armor 5 Traits: Light Armor Magic To Acquire: Constitution Fortitude Wisdom Divine 12 At the end of your turn, reveal this card to recharge a random card from your discard pile. Recharge this card to add 1 die to your Constitution or Fortitude non-combat check. Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0. If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck. Spoiler:
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:
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:
Horn Lamellar
MM Armor 6 Traits: Light Armor To Acquire: Constitution Fortitude 10 OR Intelligence Craft 11 Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead. Spoiler:
Skyplate Armor
MM Armor 5 Traits: Light Armor Magic To Acquire: Constitution Fortitude Craft Divine 12 Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move. Recharge this card to add 1 die to your check that invokes the Electricity trait. If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead. Items Spoiler:
Staff of Revelations
MM Item 3 Traits: Staff Magic Arcane To Acquire: Intelligence Arcane 10 Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it; otherwise, put the cards back in any order. At the start of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck. Spoiler:
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:
Effigy of Anubis
MM Item 3 Traits: Trigger Object Magic Anubis To Acquire: Intelligence 10 OR Charisma Diplomacy 8 When you examine this card, you may reveal a blessing that has the Anubis trait to automatically acquire this card. When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck. Spoiler:
Spellbottle
MM Item 3 Traits: Object Magic Arcane Divine To Acquire: Arcane Divine 10 Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it. Spoiler:
Sandstorm Dust
MM Item 4 Traits: Object Alchemical To Acquire: Intelligence Craft 9 Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck. Allies 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:
Freed Soul
MM Ally 5 Traits: Undead Incorporeal Ghost To Acquire: Charisma Diplomacy 13 Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card. Spoiler:
Sophronia
MM Ally 4 Traits: Undead Ghost Incorporeal To Acquire: Charisma Diplomacy 12 Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead. Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks. Spoiler:
Ausetitha
MM Ally 4 Traits: Undead Banshee Incorporeal To Acquire: Combat 15 Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card. Spoiler:
Meehr Zet
MM Ally B Traits: Dwarf Aristocrat Hireling To Acquire: Charisma Diplomacy 7 Bury this card to draw 1d4+1 allies that do not have the Animal trait from your discard pile. Discard this card to explore your location. During this exploration, add 1d8 to your Diplomacy checks. Blessings Spoiler:
Blessing of Anubis
MM Blessing 4 Traits: Divine Anubis Poison Mummy To Acquire: Divine 8 OR Charisma Diplomacy 11 Discard this card to add 1 die and the Poison trait to any check. Discard this card to add 2 dice to any Charisma check. Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. 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 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. 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: Hidden:
Blessing of the Lady of Graves
MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Hours Remaining: 3 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Meligaster/eddiephlash: Spoiler: Hourglass Card 2 Sajan/Bigguyinblack: Hourglass Card 1 Meligaster/eddiephlash
Sandstorm MM Villain B Type: Barrier Traits: Trigger Obstacle Weather To Defeat: None None When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card. "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx Spoiler: Hourglass Card 3 Kyra/Nickademus: 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. Spoiler: Hourglass Card 3 Kyra/Nickademus
Sandstorm MM Villain B Type: Barrier Traits: Trigger Obstacle Weather To Defeat: None None When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card. "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx Location #1: Smoking Den
Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Location #2: Surgery
Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Shaitan Ghul, Ulunat (villain), Aghash (henchman) (all reloaded) Surgery Card 1 (Shaitan Ghul): Shaitan Ghul
MM Monster 5 Traits: Elemental Undead Janni To Defeat: Combat 20 The Shaitan Ghul is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, the difficulty is increased by 3. Before you act, discard a weapon or an armor. Surgery Card 2 (Ulunat): Ulunat
None Villain B Type: Monster Traits: Vermin To Defeat: Combat 40 OR Constitution Fortitude Wisdom 20 THEN Combat 50 Ulunat is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage. While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced. If undefeated, move to the location Festering Ulunat and shuffle your token into its deck. If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat. Surgery Card 3 (Aghash): Aghash
MM Henchman B Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Surgery Card 4: Mummy Golem
MM Monster 4 Traits: Construct Golem Mummy To Defeat: Combat 18 The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. Surgery Card 5: 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. Surgery Card 6: Stained Glass Elemental
MM Ally C Traits: Elemental Electricity Veteran To Acquire: Charisma Survival Arcane 9 Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck. Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check. Surgery Card 7: 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. Surgery Card 8: Sky Pharaoh's Curse
MM Barrier 5 Traits: Trigger Curse To Defeat: Intelligence Perception Arcane 15 OR Divine 14 When you examine this card, display it next to your deck. If undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge. Surgery Card 9: Tomb Artisan
MM Ally 6 Traits: Undead Ghost Incorporeal To Acquire: Charisma Diplomacy 14 Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by characters at your location. When you suffer a scourge, bury this card. Surgery Card 10:
Blessing of Bastet
MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Location #3: Tooth and Hookah Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Location #4: Golden Lake
Golden Lake Card 1 (Aghash): Aghash
MM Henchman C Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Golden Lake Card 2:
Ring of Energy Resistance
MM Item 6 Traits: Accessory Magic To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4. Location #5: Vizier's Hill At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck. When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
Vizier's Hill Card 1: Furies of the Drowned Desert
MM Monster 6 Traits: Elemental Outsider Acid To Defeat: Combat 21 The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage. Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat. Vizier's Hill Card 2: 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. Vizier's Hill Card 3: 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. Vizier's Hill Card 4: Galvanic Kopis +2
MM Weapon 5 Traits: Knife Ranged Slashing Electricity Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll. On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait. Vizier's Hill Card 5: 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. Vizier's Hill Card 6: Living Sandstorms
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. Vizier's Hill Card 7: 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. Vizier's Hill Card 8: Rolling Sphere
MM Barrier 3 Traits: Trap Obstacle To Defeat: Dexterity Acrobatics 12 OR Disable 9 Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand. If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location. After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated. Vizier's Hill Card 9: Aghash
MM Henchman B Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Vizier's Hill Card 10:
Word of Ra
MM Barrier 6 Traits: Lock Trap Fire To Defeat: Dexterity Disable Stealth 17 If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage. Location #6: Festering Ulunat At This Location: This location is always temporarily closed. At the end of your turn, you are dealt 1d4-1 Combat damage, then 1d4+1 Acid damage. When Closing: If the number of allies displayed next to the scenario is equal to at least 3 plus the number of characters, you may close this location automatically. When Permanently Closed: For the rest of the scenario, add 2d12 to checks against Ulunat by characters at any location. M: 4 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Sajan/Bigguyinblack, Scarab Swarm, Hanshepsu (both shuffled) Festering Ulunat Card 1: Hanshepsu
MM Monster 5 Traits: Construct To Defeat: Combat 20 The Hanshepsu is immune to the Attack, Mental, and Poison traits. Before you act, roll 1d4: 1. You are dealt 1d4 Poison damage. 2. The difficulty to defeat is increased by 3. 3. The Hanshepsu is evaded. 4. Bury the top card of your deck. Festering Ulunat Card 2: 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. Festering Ulunat Card 3: Skull Ripper
MM Monster 3 Traits: Construct To Defeat: Combat 14 The Skill Ripper is immune to the Attack and Mental traits. If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced. Festering Ulunat Card 4: Girtablilu Ranger
MM Monster 4 Traits: Trigger Girtablilu Poison To Defeat: Combat 17 When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3. Before you act, you are dealt 1d4 Poison damage. ![]()
![]() During This Adventure: Scourge List:
1-2: Curse of Poisoning Curse, Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. "Lo! The fire burns hot in your veins!" 3: Curse of Vulnerability Curse While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card. "O, wretches! You stand helpless before me!" 4: Curse of Daybane Curse, Undead While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card. "Know this! The Orb of Ra destroys!" 5: Curse of the Ravenous Curse While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1. blessings 2. allies 3. spells and weapons 4. items If you already have Curse of the Ravenous displayed, banish this card. "A plague of famine upon the nation!" 6: Curse of Withering Curse While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice. If you already have Curse of Withering displayed, banish this card. "To all your hopes, a decrepit demise!" 7: Curse of Fevered Dreams Curse Arcane Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards. You may only have 1 copy of this card displayed. "Sir, your sanity is imperiled!" 8: Curse of the Sphinx MM Scourge 4 Traits: Curse Sphinx While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card. "I watch over all! There is no escaping my gaze!" 9: Curse of Blindness Scourge Traits: Curse While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card. "On the brightest noon, darkness shall reign!" 10: Curse of the Mummy Scourge Traits: Curse Undead Mummy While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card. "Send your best raiders! All will be lost!" During This Scenario: Setup:
* When building the location decks, add an additional ally to each, and display a Conflagration henchman next to each. * When creating the blessings deck, use only 15 blessings. Additional Rules: Displayed Allies: 6/6! Scenario Level (#): 7 Turn: 11, Meligaster/eddiephlash Random Cards:
Monsters Spoiler:
Mummy
MM Monster 4 Traits: Undead Mummy To Defeat: Combat 21 The Mummy is immune to the Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. If undefeated, bury your discard pile. Spoiler:
Desert Trapper
MM Monster B Traits: Human Veteran To Defeat: Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number. Each character may play no more than 1 card on the check to defeat. Spoiler:
Elemental Arachnid
MM Monster 4 Traits: Construct To Defeat: Combat 17 The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter. Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage. If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage. Spoiler:
Guardian Thunderbirds
MM Monster 6 Traits: Animal Electricity To Defeat: Combat 22 The Guardian Thunderbird is immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. Before you act, a random character at your location is dealt 1d4 Electricity damage. If the check to defeat has the Ranged trait, the difficulty is increased by 3. Spoiler:
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. Barriers Spoiler:
Hungry Fog
MM Barrier 3 Traits: Obstacle Magic Acid To Defeat: Wisdom Perception 10 The Hungry Fog is immune to the Acid and Electricity traits. When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it. If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck. Spoiler:
Lightning Storm
MM Barrier B Traits: Obstacle Weather Electricity To Defeat: None Display this barrier next to the location deck. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location. Spoiler:
Poison Spiked Pit Trap
MM Barrier 1 Traits: Trap Poison Veteran To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn. If defeated, you may explore your location. Spoiler:
The Evil Eye
MM Barrier C Traits: Trigger Curse Arcane Veteran To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6 When you examine this card, suffer a scourge then banish this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge then banish this card. Spoiler:
Tar Tomb
MM Barrier 5 Traits: Obstacle Magic Acid Fire To Defeat: Strength Dexterity 14 OR Intelligence Disable 13 If undefeated, you are dealt 1d6 Acid damage; display this card next to your location. While displayed, if you start your turn at this location, attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage. Weapons Spoiler:
Fate Blade
MM Weapon 4 Traits: Knife Ranged Piercing Magic Pharasma To Acquire: Dexterity Ranged Wisdom Divine 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8. On your combat check, if you played another weapon, discard this card to add 1d4+1. Spoiler:
Rod of the Devoured Dawn
MM Weapon 5 Traits: Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. Reveal this card and discard a card that has the Divine trait to ignore a non-villain monster's power that happens after you act. Spoiler:
Staff of the Hooded Cobra
MM Weapon 6 Traits: Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee 14 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait. You may use the result for any subsequent combat checks against the same bane. Reveal this card and discard a spell to reduce all Combat or Poison damage dealt to you to 0. Spoiler:
Shocking Scimitar +2
MM Weapon 3 Traits: Sword Melee Slashing Finesse Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait. If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act. Spoiler:
Mace of Ruin
MM Weapon 4 Traits: Mace Melee Bludgeoning Acid Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4. Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait. Spells Spoiler:
Vision
MM Spell 5 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 13 Discard this card to examine any location deck. If you find a villain, it escapes as if undefeated. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it. Spoiler:
Whip of Centipedes
MM Spell 4 Traits: Magic Arcane Divine Attack Poison To Acquire: Intelligence Arcane Wisdom Divine 10 For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane does not deal damage. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it. 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:
Caustic Fog
MM Spell 3 Traits: Magic Divine Acid To Acquire: Wisdom Divine 11 Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 13 check to recharge it instead. Spoiler:
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:
Horn Lamellar
MM Armor 6 Traits: Light Armor To Acquire: Constitution Fortitude 10 OR Intelligence Craft 11 Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead. Spoiler:
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. Spoiler:
Catching Cape
MM Armor B Traits: Clothing Light Armor Offhand Magic To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Parade Armor
MM Armor 5 Traits: Light Armor Alchemical To Acquire: Constitution Fortitude Charisma Diplomacy 12 Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead. Spoiler:
Quickdraw Shield
MM Armor 5 Traits: Shield Finesse Magic To Acquire: Constitution Fortitude 10 Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor. During your turn, if proficient with light armors, you may recharge this card. Items Spoiler:
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:
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:
Effigy of Anubis
MM Item 3 Traits: Trigger Object Magic Anubis To Acquire: Intelligence 10 OR Charisma Diplomacy 8 When you examine this card, you may reveal a blessing that has the Anubis trait to automatically acquire this card. When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck. Spoiler:
Seer's Tea
MM Item B Traits: Liquid Magic To Acquire: Intelligence Wisdom 4 Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to put them back in any order; otherwise, shuffle your location deck. Spoiler:
Ghost Battling Ring
MM Item B Traits: Accessory Magic Pharasma Veteran To Acquire: Arcane Divine Knowledge 8 Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead. Allies Spoiler:
Aunty
MM Ally C Traits: Human Cleric To Acquire: Divine Charisma Diplomacy 8 Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait. Discard this card to examine the top 3 cards of your location deck. Then you may explore your location. Spoiler:
Fire Gecko
MM Ally C Traits: Animal Elemental Fire To Acquire: Wisdom Survival 4 Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage. Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration. Spoiler:
Ausetitha
MM Ally 4 Traits: Undead Banshee Incorporeal To Acquire: Combat 15 Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card. Spoiler:
Azaz Arafe and Zazu
MM Ally 1 Traits: Human Evoker AND Animal To Acquire: Charisma Diplomacy Arcane Divine 7 If you fail to acquire this card, banish a card that has the Magic trait from your hand or discard pile. Recharge this card to examine the top card of your location deck. Discard this card to add the Magic trait to a combat check by a character at your location. Discard this card to explore your location. Spoiler:
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 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 Nethys
MM Blessing C Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of 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: Hidden:
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: 3 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Sajan/Bigguyinblack: Spoiler: Hourglass Card 2 Kyra/Nickademus: 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. Spoiler: Hourglass Card 3 Meligaster/eddiephlash: Hourglass Card 2 Kyra/Nickademus
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 3 Meligaster/eddiephlash
Sandstorm MM Villain B Type: Barrier Traits: Trigger Obstacle Weather To Defeat: None None When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card. "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx Location #1: Smoking Den
Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Location #2: Surgery
Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Surgery Card 1 (Shaitan Ghul): Shaitan Ghul
MM Monster 5 Traits: Elemental Undead Janni To Defeat: Combat 20 The Shaitan Ghul is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, the difficulty is increased by 3. Before you act, discard a weapon or an armor. Surgery Card 2 (Ulunat): Ulunat
None Villain B Type: Monster Traits: Vermin To Defeat: Combat 40 OR Constitution Fortitude Wisdom 20 THEN Combat 50 Ulunat is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage. While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced. If undefeated, move to the location Festering Ulunat and shuffle your token into its deck. If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat. Surgery Card 3 (Aghash): Aghash
MM Henchman B Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Surgery Card 4: Mummy Golem
MM Monster 4 Traits: Construct Golem Mummy To Defeat: Combat 18 The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. Surgery Card 5: 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. Surgery Card 6: Stained Glass Elemental
MM Ally C Traits: Elemental Electricity Veteran To Acquire: Charisma Survival Arcane 9 Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck. Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check. Surgery Card 7: 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. Surgery Card 8: Sky Pharaoh's Curse
MM Barrier 5 Traits: Trigger Curse To Defeat: Intelligence Perception Arcane 15 OR Divine 14 When you examine this card, display it next to your deck. If undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge. Surgery Card 9: Tomb Artisan
MM Ally 6 Traits: Undead Ghost Incorporeal To Acquire: Charisma Diplomacy 14 Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by characters at your location. When you suffer a scourge, bury this card. Surgery Card 10:
Blessing of Bastet
MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Location #3: Tooth and Hookah Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Sajan/Bigguyinblack, Location #4: Golden Lake
Golden Lake Card 1: Aghash
MM Henchman C Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Golden Lake Card 2: Zereletan
MM Ally 4 Traits: Aberration Naga To Acquire: Charisma Diplomacy 11 OR Combat 15 Bury this card to recharge any number of items from your discard pile. Discard this card to explore your location. Golden Lake Card 3:
Ring of Energy Resistance
MM Item 6 Traits: Accessory Magic To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4. Location #5: Vizier's Hill At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck. When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Living Sandstorms, Rolling Sphere, Baited Jewel Box (all shuffled)
Vizier's Hill Card 1: Furies of the Drowned Desert
MM Monster 6 Traits: Elemental Outsider Acid To Defeat: Combat 21 The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage. Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat. Vizier's Hill Card 2: 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. Vizier's Hill Card 3: 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. Vizier's Hill Card 4: Galvanic Kopis +2
MM Weapon 5 Traits: Knife Ranged Slashing Electricity Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll. On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait. Vizier's Hill Card 5: 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. Vizier's Hill Card 6: Living Sandstorms
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. Vizier's Hill Card 7: 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. Vizier's Hill Card 8: Rolling Sphere
MM Barrier 3 Traits: Trap Obstacle To Defeat: Dexterity Acrobatics 12 OR Disable 9 Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand. If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location. After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated. Vizier's Hill Card 9: Aghash
MM Henchman B Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Vizier's Hill Card 10:
Word of Ra
MM Barrier 6 Traits: Lock Trap Fire To Defeat: Dexterity Disable Stealth 17 If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage. Location #6: Festering Ulunat At This Location: This location is always temporarily closed. At the end of your turn, you are dealt 1d4-1 Combat damage, then 1d4+1 Acid damage. When Closing: If the number of allies displayed next to the scenario is equal to at least 3 plus the number of characters, you may close this location automatically. When Permanently Closed: For the rest of the scenario, add 2d12 to checks against Ulunat by characters at any location. M: 5 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Scarab Swarm, Hanshepsu (both reloaded) Festering Ulunat Card 1 (Scarab Swarm): 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. Festering Ulunat Card 2 (Hanshepsu): Hanshepsu
MM Monster 5 Traits: Construct To Defeat: Combat 20 The Hanshepsu is immune to the Attack, Mental, and Poison traits. Before you act, roll 1d4: 1. You are dealt 1d4 Poison damage. 2. The difficulty to defeat is increased by 3. 3. The Hanshepsu is evaded. 4. Bury the top card of your deck. Festering Ulunat Card 3: Skull Ripper
MM Monster 3 Traits: Construct To Defeat: Combat 14 The Skill Ripper is immune to the Attack and Mental traits. If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced. Festering Ulunat Card 4: Girtablilu Ranger
MM Monster 4 Traits: Trigger Girtablilu Poison To Defeat: Combat 17 When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3. Before you act, you are dealt 1d4 Poison damage. Festering Ulunat Card 5: Elder Ice Elemental
MM Monster 4 Traits: Elemental Outsider Cold To Defeat: Combat 16 The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage. Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat. If the check to defeat has the Electricity trait, you may reroll the dice; take the new result. ![]()
![]() During This Adventure: Scourge List:
1-2: Curse of Poisoning Curse, Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. "Lo! The fire burns hot in your veins!" 3: Curse of Vulnerability Curse While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card. "O, wretches! You stand helpless before me!" 4: Curse of Daybane Curse, Undead While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card. "Know this! The Orb of Ra destroys!" 5: Curse of the Ravenous Curse While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1. blessings 2. allies 3. spells and weapons 4. items If you already have Curse of the Ravenous displayed, banish this card. "A plague of famine upon the nation!" 6: Curse of Withering Curse While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice. If you already have Curse of Withering displayed, banish this card. "To all your hopes, a decrepit demise!" 7: Curse of Fevered Dreams Curse Arcane Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards. You may only have 1 copy of this card displayed. "Sir, your sanity is imperiled!" 8: Curse of the Sphinx MM Scourge 4 Traits: Curse Sphinx While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card. "I watch over all! There is no escaping my gaze!" 9: Curse of Blindness Scourge Traits: Curse While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card. "On the brightest noon, darkness shall reign!" 10: Curse of the Mummy Scourge Traits: Curse Undead Mummy While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card. "Send your best raiders! All will be lost!" During This Scenario: Setup:
* When building the location decks, add an additional ally to each, and display a Conflagration henchman next to each. * When creating the blessings deck, use only 15 blessings. Additional Rules: Displayed Allies: 5/6 Scenario Level (#): 7 Turn: 10, Kyra/Nickademus Random Cards:
Monsters 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:
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:
Thunder Lizard
MM Monster 3 Traits: Dragon Electricity To Defeat: Combat 13 The Thunder Lizard is immune to the Electricity trait. Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location. Spoiler:
Mummy Lord
MM Monster 6 Traits: Undead Mummy To Defeat: Combat 23 The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits. Before you act, summon and encounter a random monster that has the Undead trait from the box. If undefeated, bury your discard pile, then shuffle this card into a random open location deck. 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. Barriers Spoiler:
Fiendish Sphinx
MM Barrier 4 Traits: Trigger Trap Arcane Magic Sphinx To Defeat: Intelligence Knowledge Arcane Wisdom 12 When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. Spoiler:
Sightless Starvation
MM Barrier 5 Traits: Trigger Curse Undead Poison To Defeat: SEE BELOW When you examine this card, encounter it. Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated. Spoiler:
Toxic Geyser
MM Barrier B Traits: Trap Acid Fire Poison Veteran To Defeat: Dexterity Acrobatics Wisdom Survival 5 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each: 1-2. You are dealt 2 Fire damage. 3-4. You are dealt 2 Acid damage; discard a weapon or an armor. 5-6. You are dealt 2 Poison damage. Spoiler:
The Evil Eye
MM Barrier 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:
Thousand Suns
MM Barrier 6 Traits: Trap Obstacle Magic To Defeat: Intelligence Perception Arcane Disable 18 If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage. Weapons Spoiler:
Dancing Scimitar +2
MM Weapon 6 Traits: Sword Melee Slashing Finesse Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4. On your combat check, if you played another weapon, discard this card to add 1d6+2. Spoiler:
Thousand Stings Whip
MM Weapon 4 Traits: Whip Melee Piercing Poison Finesse Magic To Acquire: Strength Melee 11 When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead. Spoiler:
Glacial Hunga Munga
MM Weapon 6 Traits: Axe Ranged Piercing Cold Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength skill + 1d6 +2. You may additionally discard this card to add your Ranged skill. If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that happens before you act. On your combat check, if you played another weapon, discard this card to add your Strength or Melee skill. Spoiler:
Iceblade Spelldagger
MM Weapon 5 Traits: Knife Ranged Piercing Cold Magic To Acquire: Dexterity Ranged 12 OR Arcane Divine 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3. On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait. Spoiler:
Flaming Ranseur +3
MM Weapon 5 Traits: Polearm Melee Slashing 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result. Spells Spoiler:
Named Bullet
MM Spell 5 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat check against a monster that shares a trait with the monster on this card other than Basic, Elite, or Veteran. At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card. Spoiler:
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:
Canopic Conversion
MM Spell 6 Traits: Magic Arcane Divine Attack To Acquire: Intelligence Arcane Wisdom Divine 14 For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; while displayed, you may discard this card and banish the monster to add twice the monster's adventure deck number and the Undead trait to any check. When you would discard this card for its power, if you do not have either the Arcane or Divine skill, banish it instead; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it. Spoiler:
Boneshatter
MM Spell 6 Traits: Magic Arcane Divine Attack To Acquire: Intelligence Arcane Wisdom Divine 13 For your combat check against a monster that does not have the Incorporeal or Ooze trait, discard this card to use your Arcane or Divine skill + 2d12; if the check is against a non-villain monster, ignore its powers that happen after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it. 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:
Elemental Brass Mail
MM Armor 6 Traits: Light Armor Magic To Acquire: Constitution Fortitude 12 OR Intelligence Arcane Wisdom Divine 14 Reveal this card to reduce Combat damage dealt to you by 3. Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait. Spoiler:
Falcon Crown
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Wisdom Divine 10 Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor. For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6. If proficient with light armors, you may recharge this card when you play a spell. Spoiler:
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:
Elemental Brass Mail
MM Armor 6 Traits: Light Armor Magic To Acquire: Constitution Fortitude 12 OR Intelligence Arcane Wisdom Divine 14 Reveal this card to reduce Combat damage dealt to you by 3. Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait. Spoiler:
Parade Armor
MM Armor 5 Traits: Light Armor Alchemical To Acquire: Constitution Fortitude Charisma Diplomacy 12 Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead. Items 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:
Staff of Revelations
MM Item 3 Traits: Staff Magic Arcane To Acquire: Intelligence Arcane 10 Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it; otherwise, put the cards back in any order. At the start of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck. Spoiler:
Hand of Glory
MM Item 6 Traits: Accessory Magic Gambling Mummy To Acquire: Intelligence Arcane Wisdom Divine 11 Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth check, and he may evade non-villain, non-henchman monsters he encounters. At the end of the turn, roll 1d6. On 1–3, bury this card and suffer a scourge; on 4–6, recharge this card. Spoiler:
Canopic Jar
MM Item 6 Traits: Object Magic Undead Mummy To Acquire: Intelligence Arcane Wisdom Divine 12 Recharge this card to draw a card that has the Undead trait from your discard pile. Banish this card to add 3d12 to your check against a monster that has the Undead trait. Spoiler:
Chest of Keeping
MM Item 5 Traits: Object Magic To Acquire: Intelligence Craft Knowledge Wisdom 9 Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card. Allies Spoiler:
Apprentice
MM Ally 2 Traits: Half-Elf To Acquire: Arcane Divine Charisma Diplomacy 8 Recharge this card to add 1d6 to your Arcane or Divine check. Discard this card to explore your location. Spoiler:
Giant Slug
MM Ally B Traits: Animal Acid To Acquire: Wisdom Survival 6 Recharge this card to add 1d4 and the Acid trait to your combat check. Recharge this card and discard a card from the blessings deck to explore your location. During this exploration, you may add 1d4 and the Acid trait to your combat checks. Spoiler:
Library Curator
MM Ally 3 Traits: Human Cleric To Acquire: Intelligence Knowledge 8 OR Charisma Diplomacy 9 Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card. Discard this card to explore your location. Spoiler:
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:
Sophronia
MM Ally 4 Traits: Undead Ghost Incorporeal To Acquire: Charisma Diplomacy 12 Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead. Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks. 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 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 Ra
MM Blessing B Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler:
Blessing of 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. Hour Power: Current Hour: Hidden:
Sandstorm
MM Villain B Type: Barrier Traits: Trigger Obstacle Weather To Defeat: None None When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card. "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx Hours Remaining: 4 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Meligaster/eddiephlash: Spoiler: Hourglass Card 2 Sajan/Bigguyinblack: 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. Spoiler: Hourglass Card 3 Kyra/Nickademus: 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. Spoiler: Hourglass Card 4 Meligaster/eddiephlash: Hourglass Card 3 Kyra/Nickademus
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 4 Meligaster/eddiephlash
Sandstorm MM Villain B Type: Barrier Traits: Trigger Obstacle Weather To Defeat: None None When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card. "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx Location #1: Smoking Den
Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Smoking Den Card 1: Aghash
MM Henchman C Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Smoking Den Card 2: Tarworks Master
MM Ally B Traits: Dwarf To Acquire: Craft Charisma Diplomacy 10 Discard this card to add 1 die to your Craft check, or to your check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it. Discard this card to explore your location. Smoking Den Card 3:
Rolling Sphere
MM Barrier 3 Traits: Trap Obstacle To Defeat: Dexterity Acrobatics 12 OR Disable 9 Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand. If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location. After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated. Location #2: Surgery At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck. When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number. When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck. M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 2 Located/Displayed Here: Kyra/Nickademus, Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Surgery Card 1 (Shaitan Ghul): Shaitan Ghul
MM Monster 5 Traits: Elemental Undead Janni To Defeat: Combat 20 The Shaitan Ghul is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, the difficulty is increased by 3. Before you act, discard a weapon or an armor. Surgery Card 2 (Ulunat): Ulunat
None Villain B Type: Monster Traits: Vermin To Defeat: Combat 40 OR Constitution Fortitude Wisdom 20 THEN Combat 50 Ulunat is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage. While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced. If undefeated, move to the location Festering Ulunat and shuffle your token into its deck. If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat. Surgery Card 3 (Aghash): Aghash
MM Henchman B Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Surgery Card 4: Mummy Golem
MM Monster 4 Traits: Construct Golem Mummy To Defeat: Combat 18 The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. Surgery Card 5: 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. Surgery Card 6: Stained Glass Elemental
MM Ally C Traits: Elemental Electricity Veteran To Acquire: Charisma Survival Arcane 9 Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck. Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check. Surgery Card 7: 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. Surgery Card 8: Sky Pharaoh's Curse
MM Barrier 5 Traits: Trigger Curse To Defeat: Intelligence Perception Arcane 15 OR Divine 14 When you examine this card, display it next to your deck. If undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge. Surgery Card 9: Tomb Artisan
MM Ally 6 Traits: Undead Ghost Incorporeal To Acquire: Charisma Diplomacy 14 Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by characters at your location. When you suffer a scourge, bury this card. Surgery Card 10:
Blessing of Bastet
MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Location #3: Tooth and Hookah Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Location #4: Golden Lake
Golden Lake Card 1: Tabe's Last Jest
MM Barrier 6 Traits: Curse Lock Acid To Defeat: Intelligence Perception Dexterity Disable 15 If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage. Golden Lake Card 2: Safety Bubble
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 11 Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. 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 13 check to recharge it instead. Golden Lake Card 3: Aghash
MM Henchman C Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Golden Lake Card 4: Zereletan
MM Ally 4 Traits: Aberration Naga To Acquire: Charisma Diplomacy 11 OR Combat 15 Bury this card to recharge any number of items from your discard pile. Discard this card to explore your location. Golden Lake Card 5:
Ring of Energy Resistance
MM Item 6 Traits: Accessory Magic To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4. Location #5: Vizier's Hill At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck. When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Baited Jewel Box (shuffled)
Vizier's Hill Card 1: Crook and Flail of Kings
MM Weapon 6 Traits: Mace Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee Arcane Divine 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait. Recharge this card to add 1 die to your combat check that has the Attack trait. Vizier's Hill Card 2: 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. Vizier's Hill Card 3: Living Sandstorms
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. Vizier's Hill Card 4: 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. Vizier's Hill Card 5: 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. Vizier's Hill Card 6: Furies of the Drowned Desert
MM Monster 6 Traits: Elemental Outsider Acid To Defeat: Combat 21 The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage. Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat. Vizier's Hill Card 7: Baited Jewel Box
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Vizier's Hill Card 8: Word of Ra
MM Barrier 6 Traits: Lock Trap Fire To Defeat: Dexterity Disable Stealth 17 If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage. Vizier's Hill Card 9: Galvanic Kopis +2
MM Weapon 5 Traits: Knife Ranged Slashing Electricity Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll. On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait. Vizier's Hill Card 10: 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. Vizier's Hill Card 11:
Aghash
MM Henchman B Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Location #6: Festering Ulunat At This Location: This location is always temporarily closed. At the end of your turn, you are dealt 1d4-1 Combat damage, then 1d4+1 Acid damage. When Closing: If the number of allies displayed next to the scenario is equal to at least 3 plus the number of characters, you may close this location automatically. When Permanently Closed: For the rest of the scenario, add 2d12 to checks against Ulunat by characters at any location. M: 5 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0 Located/Displayed Here: None Festering Ulunat Card 1: 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. Festering Ulunat Card 2: Basif Iosep
MM Ally 2 Traits: Half-Elf Shopkeeper Aspis To Acquire: Charisma Diplomacy 6 At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card. Discard this card to explore your location. Festering Ulunat Card 3: Hanshepsu
MM Monster 5 Traits: Construct To Defeat: Combat 20 The Hanshepsu is immune to the Attack, Mental, and Poison traits. Before you act, roll 1d4: 1. You are dealt 1d4 Poison damage. 2. The difficulty to defeat is increased by 3. 3. The Hanshepsu is evaded. 4. Bury the top card of your deck. Festering Ulunat Card 4: Skull Ripper
MM Monster 3 Traits: Construct To Defeat: Combat 14 The Skill Ripper is immune to the Attack and Mental traits. If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced. Festering Ulunat Card 5: Girtablilu Ranger
MM Monster 4 Traits: Trigger Girtablilu Poison To Defeat: Combat 17 When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3. Before you act, you are dealt 1d4 Poison damage. Festering Ulunat Card 6: Elder Ice Elemental
MM Monster 4 Traits: Elemental Outsider Cold To Defeat: Combat 16 The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage. Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat. If the check to defeat has the Electricity trait, you may reroll the dice; take the new result. ![]()
![]() During This Adventure: The scourge die is 1d10. When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined. If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge. During This Scenario: The difficulty to defeat banes that have the Undead trait is increased by 1d12. When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck. The first time you would defeat Stavros Nightcrescent, he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location. Additional Rules: Adventure rewards:
Mortevia Strassel:
None Henchman 6 Type: Monster Traits: Ghast Soldier Undead To Defeat: Constitution Fortitude Charisma Arcane 13 Mortevia Strassel is immune to the Mental and Poison traits. Before you act, recharge a random card. If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card. Xandhul Bloodsbane III:
None Henchman 6 Type: Monster Traits: Human Rogue To Defeat: Strength Melee Stealth Diplomacy 13 Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1. If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power. Varanthe the Paralyzer:
None Henchman 6 Type: Monster Traits: Aristocrat Undead To Defeat: Intelligence Knowledge Wisdom Divine 13 Varanthe the Paralyzer is immune to the Mental and Poison traits. Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings. If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead. Scenario Level (#): 6 Turn: 8, Ezren/AbrahamZ
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Girtablilu Ranger
MM Monster 4 Traits: Trigger Girtablilu Poison To Defeat: Combat 17 When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3. Before you act, you are dealt 1d4 Poison damage. Spoiler:
Ecorche
MM Monster 6 Traits: Undead To Defeat: Combat 20 The Ecorche is immune to the Mental and Poison traits. If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering. Spoiler:
Kalnaka
MM Monster 5 Traits: Undead Mummy To Defeat: Combat 22 The Kalnaka is immune to the Cold, Mental, and Poison traits. If the check to defeat has the Electricity trait, add 1d8. If undefeated, bury your discard pile. Spoiler:
Mummy Lord
MM Monster 6 Traits: Undead Mummy To Defeat: Combat 23 The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits. Before you act, summon and encounter a random monster that has the Undead trait from the box. If undefeated, bury your discard pile, then shuffle this card into a random open location deck. Spoiler:
Mummified Sphinx
MM Monster 3 Traits: Undead Sphinx Mummy To Defeat: Combat 17 The Mummified Sphinx is immune to the Mental and Poison traits. Before you act, recharge your hand, reset your hand, and bury a card. If the check to defeat has the Fire trait, add 1d8. Barriers Spoiler:
Dance of the Dead
MM Barrier P Traits: Trigger Curse Magic Cache To Defeat: DexterityCharisma 10 When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck. If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location. Spoiler:
Rolling Sphere
MM Barrier 3 Traits: Trap Obstacle To Defeat: Dexterity Acrobatics 12 OR Disable 9 Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand. If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location. After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated. Spoiler:
Hungry Fog
MM Barrier 3 Traits: Obstacle Magic Acid To Defeat: Wisdom Perception 10 The Hungry Fog is immune to the Acid and Electricity traits. When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it. If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck. Spoiler:
Curse of the Netheshuun
MM Barrier 6 Traits: Trigger Curse Undead Cold Magic To Defeat: Wisdom Divine 16 OR Dexterity Disable 17 When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card. If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge. Spoiler:
Sightless Starvation
MM Barrier 5 Traits: Trigger Curse Undead Poison To Defeat: SEE BELOW When you examine this card, encounter it. Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated. Weapons Spoiler:
Thousand Stings Whip
MM Weapon 4 Traits: Whip Melee Piercing Poison Finesse Magic To Acquire: Strength Melee 11 When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead. Spoiler:
Galvanic Kopis +2
MM Weapon 5 Traits: Knife Ranged Slashing Electricity Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll. On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait. Spoiler:
Striking Wing Scimitar
MM Weapon 4 Traits: Sword Melee Slashing Magic Finesse To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4. Recharge this card to move. You may not use this power during an encounter. Spoiler:
Rod of the Devoured Dawn
MM Weapon 5 Traits: Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. Reveal this card and discard a card that has the Divine trait to ignore a non-villain monster's power that happens after you act. Spoiler:
Chakram of Ruin
MM Weapon 6 Traits: Knife Ranged Slashing Acid Magic To Acquire: Dexterity Ranged 13 For your combat check or your check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally discard this card to add another 1d6+1. During your encounter, discard this card to ignore a non-villain monster's power that happens before you act. On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid trait. Spells Spoiler:
Whip of Centipedes
MM Spell 4 Traits: Magic Arcane Divine Attack Poison To Acquire: Intelligence Arcane Wisdom Divine 10 For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane does not deal damage. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it. Spoiler:
Dune of Doom
MM Spell 5 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 13 For your combat check, discard this card to use your Arcane or Divine skill + 3d10. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it. Spoiler:
Channel the Gift
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card to allow a character at your location to search his deck for a spell and draw it. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it. Spoiler:
Caustic Fog
MM Spell 3 Traits: Magic Divine Acid To Acquire: Wisdom Divine 11 Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 13 check to recharge it instead. Spoiler:
Symbol of Pain
MM Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 9 Display this card. While displayed, when you examine a bane that has the Trigger trait, add 1 die to your checks against it; ignore any effects that increase its check to defeat. 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 11 check to recharge it instead. Armors Spoiler:
Skyplate Armor
MM Armor 5 Traits: Light Armor Magic To Acquire: Constitution Fortitude Craft Divine 12 Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move. Recharge this card to add 1 die to your check that invokes the Electricity trait. If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead. Spoiler:
Steel Ibis Lamellar
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10 Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3. Recharge this card to add 1d6 to your Dexterity or Constitution check. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead. Spoiler:
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:
Mystic Silk Coat
MM Armor 2 Traits: Clothing Light Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3. Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Horn Lamellar
MM Armor 6 Traits: Light Armor To Acquire: Constitution Fortitude 10 OR Intelligence Craft 11 Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead. Items Spoiler:
Smoked Glass Goggles
MM Item C Traits: Accessory To Acquire: Intelligence Craft Wisdom Survival 6 Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait. Spoiler:
Burglar's Bracers
MM Item B Traits: Accessory Tool To Acquire: Intelligence Craft Disable 6 Recharge this card to add 1d8 to your Craft or Disable check. Spoiler:
Bird Feather Tokens
MM Item 3 Traits: Object Magic To Acquire: Intelligence Arcane 9 Recharge this card to reroll 1 die on a check by a character at your location. On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item. Spoiler:
Canopic Jar
MM Item 6 Traits: Object Magic Undead Mummy To Acquire: Intelligence Arcane Wisdom Divine 12 Recharge this card to draw a card that has the Undead trait from your discard pile. Banish this card to add 3d12 to your check against a monster that has the Undead trait. Spoiler:
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. Allies Spoiler:
Apprentice
MM Ally 2 Traits: Half-Elf To Acquire: Arcane Divine Charisma Diplomacy 8 Recharge this card to add 1d6 to your Arcane or Divine check. Discard this card to explore your location. 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:
Miau Pakhet
MM Ally P Traits: Catfolk Bard Gambling To Acquire: CharismaDiplomacy 13 After a character at your location rolls the dice on his check, recharge this card to allow him to reroll any die, or discard this card to allow him to reroll all the dice; he takes the new result. Discard this card to examine the top card of your location deck, then put it on the top or bottom of the deck. Then you may explore your location. Spoiler:
Honaire
MM Loot B Type: Ally Traits: Undead Phantom Owner: Estra To Acquire: None None Put this card on top of your deck to draw a spell from your discard pile. Put this card on top of your deck to add 1d10 and the Undead trait to your Strength, Constitution, or Perception check. When you would discard this card as damage, recharge it instead. Spoiler:
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. 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 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 Isis
MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler:
Blessing of Horus
MM Blessing B Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Current Hour: Blessing of the Ancients:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Hours Remaining: 22 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Raz/eddiephlash: Spoiler: Hourglass Card 2 Mavaro/NathanDavis: Hourglass Card 1 Raz/eddiephlash
Blessing of Osiris MM Blessing 4 Traits: Divine Osiris Healing To Acquire: Divine 8 Discard this card to add 1d4 to any check that invokes the Healing trait. When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile. Spoiler: Hourglass Card 3 Seoni/EmpTyger: Hourglass Card 2 Mavaro/NathanDavis
Blessing of Isis MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler: Hourglass Card 4 Ezren/AbrahamZ: Hourglass Card 3 Seoni/EmpTyger
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: Hourglass Card 5 Raz/eddiephlash: Hourglass Card 4 Ezren/AbrahamZ
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: Hourglass Card 6 Mavaro/NathanDavis: Hourglass Card 5 Raz/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. Spoiler: Hourglass Card 7 Seoni/EmpTyger: Hourglass Card 6 Mavaro/NathanDavis
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: Hourglass Card 8 Ezren/AbrahamZ: Hourglass Card 7 Seoni/EmpTyger
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 9 Raz/eddiephlash: Hourglass Card 8 Ezren/AbrahamZ
Blessing of Ptah MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Spoiler: Hourglass Card 10 Mavaro/NathanDavis: Hourglass Card 9 Raz/eddiephlash
Blessing of Anubis MM Blessing 4 Traits: Divine Anubis Poison Mummy To Acquire: Divine 8 OR Charisma Diplomacy 11 Discard this card to add 1 die and the Poison trait to any check. Discard this card to add 2 dice to any Charisma check. Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Seoni/EmpTyger: Hourglass Card 10 Mavaro/NathanDavis
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: Hourglass Card 12 Ezren/AbrahamZ: Hourglass Card 11 Seoni/EmpTyger
Grand Lodge's Favor None Favor 6 Traits: When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile. While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage. Spoiler: Hourglass Card 13 Raz/eddiephlash: Hourglass Card 12 Ezren/AbrahamZ
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: Hourglass Card 14 Mavaro/NathanDavis: Hourglass Card 13 Raz/eddiephlash
Blessing of the Ancients MM Blessing C Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Seoni/EmpTyger: Hourglass Card 14 Mavaro/NathanDavis
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: Hourglass Card 16 Ezren/AbrahamZ: Hourglass Card 15 Seoni/EmpTyger
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: Hourglass Card 17 Raz/eddiephlash: Hourglass Card 16 Ezren/AbrahamZ
Blessing of Pharasma MM Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 18 Mavaro/NathanDavis: Hourglass Card 17 Raz/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. Spoiler: Hourglass Card 19 Seoni/EmpTyger: Hourglass Card 18 Mavaro/NathanDavis
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: Hourglass Card 20 Ezren/AbrahamZ: Hourglass Card 19 Seoni/EmpTyger
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: Hourglass Card 21 Raz/eddiephlash: Hourglass Card 20 Ezren/AbrahamZ
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: Hourglass Card 22 Mavaro/NathanDavis: Hourglass Card 21 Raz/eddiephlash
Blessing of Abadar MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Mavaro/NathanDavis
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. Location #1: Chisisek's Tomb
Location #2: Crypt
Crypt Card 1: Word of Ra
MM Barrier 6 Traits: Lock Trap Fire To Defeat: Dexterity Disable Stealth 17 If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage. Crypt Card 2: Reed Snake Armor
MM Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Crypt Card 3: Blessing of Ptah
MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Crypt Card 4: Queen Neferuset
MM Henchman 6 Type: Monster Traits: Undead Mummy Oracle Cold To Defeat: Combat 27 OR Divine 20 Queen Neferuset is immune to the Fire, Mental, and Poison traits. All damage dealt by Queen Neferuset is Cold damage. If undefeated, examine the top card of your deck; if it does not have the Divine trait, bury the top 1d4 cards of your deck. If defeated, draw a random spell that has the Divine trait from the box. After the encounter, bury all weapons and armors played during the encounter. Crypt Card 5:
Insanity Mist
MM Barrier 3 Traits: Trigger Trap Magic To Defeat: None When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage. Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage. Location #3: Sepulcher of the Servant Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Seoni/EmpTyger, Ezren/AbrahamZ, Mavaro/NathanDavis, Location #4: Hall of the Crocodile Kings
Hall of the Crocodile Kings Card 1: 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. Hall of the Crocodile Kings Card 2: 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. Hall of the Crocodile Kings Card 3: Sightless Starvation
MM Barrier 5 Traits: Trigger Curse Undead Poison To Defeat: SEE BELOW When you examine this card, encounter it. Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated. Hall of the Crocodile Kings Card 4: Wand of Scorching Ray
MM Item 3 Traits: Wand Attack Fire Ranged Magic Arcane To Acquire: Intelligence Arcane 8 For your combat check, bury this card to roll 4d6. After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it. Hall of the Crocodile Kings Card 5: Shocking Chest
MM Barrier 4 Traits: Cache Lock Trap To Defeat: DexterityDisable 12 OR Strength 15 After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage. If undefeated, you may banish this barrier. If defeated, draw a weapon, a spell, and an item from the box. Hall of the Crocodile Kings Card 6: Mummy Golem
MM Monster 4 Traits: Construct Golem Mummy To Defeat: Combat 18 The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. Hall of the Crocodile Kings Card 7: Picasi
MM Henchman 4 Type: Monster Traits: Outsider Elemental Janni Monk To Defeat: Combat 20 THEN Combat 16 Before you act, succeed at a Wisdom, Stealth, Perception, or Survival 9 check or you are dealt 2 Combat damage. If the check to defeat has the Acid or Bludgeoning trait, add 1d6. If defeated, you may immediately attempt to close the location this henchman came from. Hall of the Crocodile Kings Card 8: Symbol of Fear
MM Barrier 3 Traits: Trigger Trap Magic Curse To Defeat: None When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it. Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card. Hall of the Crocodile Kings Card 9: Carpet of Flying
MM Item 6 Traits: Object Magic To Acquire: Intelligence Craft Charisma Suvival 13 Recharge this card to evade a bane you encounter, then move all characters at your location to another location. Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. Recharge this card at the end of the turn. Hall of the Crocodile Kings Card 10:
Royal Naga
MM Monster 4 Traits: Aberration To Defeat: Combat 16 THEN Combat 16 You may succeed at a Stealth 8 check to evade the Royal Naga. For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it. If the check to defeat has the Cold trait, add 1d8. Location #5: Forgery of Ra At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage. When Closing: You are dealt 1d6 Fire damage. When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile. M: 2 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Forgery of Ra Card 1: Desert Trapper
MM Monster B Traits: Human Veteran To Defeat: Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number. Each character may play no more than 1 card on the check to defeat. Forgery of Ra Card 2: Shattertouch Shotel +2
MM Weapon 4 Traits: Scythe Melee Slashing Finesse Magic To Acquire: Strength Melee Wisdom Dexterity 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits. Forgery of Ra Card 3: Bonecrusher Chieftain
MM Monster 2 Traits: Trigger Gnoll Veteran To Defeat: Combat 12 When you examine this card, encounter it; the difficulty to defeat is increased by 3. The difficulty to defeat is increased by the scenario's adventure deck number. When you play a weapon on your check to defeat, discard it. Forgery of Ra Card 4: Poison Spiked Pit Trap
MM Barrier 1 Traits: Trap Poison Veteran To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn. If defeated, you may explore your location. Forgery of Ra Card 5: Pharaoh's Altar
MM Barrier 5 Traits: Trigger Cache Lock Curse To Defeat: Dexterity Disable 12 OR Craft 14 When you examine this card, suffer a scourge. If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number. If undefeated, suffer the scourge Curse of Blindness. Forgery of Ra Card 6: 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. Forgery of Ra Card 7: 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. Forgery of Ra Card 8: 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. Forgery of Ra Card 9: Nailah
MM Henchman 6 Type: Monster Traits: Undead Banshee Incorporeal Acid To Defeat: Combat 22 Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage. Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 1d6 Acid damage. If the check to defeat does not have the Acid or Electricity trait, Nailah is undefeated. If defeated, you may immediately attempt to close the location this henchman came from. Forgery of Ra Card 10:
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. Location #6: Hall of Winged Chaos At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage. When Closing: You may close this location automatically. When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box. At the end of your turn, you may shuffle a boon from your hand into this location, then open this location. M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Hall of Winged Chaos Card 1: Scarab of Ptah
MM Item 6 Traits: Trigger Object Magic Ptah To Acquire: Constitution Fortitude 12 When you examine this card, you may reveal a blessing that has the Ptah trait to automatically acquire this card. Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. Hall of Winged Chaos Card 2: Giant Slug
MM Ally B Traits: Animal Acid To Acquire: Wisdom Survival 6 Recharge this card to add 1d4 and the Acid trait to your combat check. Recharge this card and discard a card from the blessings deck to explore your location. During this exploration, you may add 1d4 and the Acid trait to your combat checks. Hall of Winged Chaos Card 3: Collapsing Sphinx
MM Barrier 4 Traits: Trigger Obstacle Sphinx To Defeat: Dexterity Stealth Perception Wisdom 12 When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced. If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat. Hall of Winged Chaos Card 4: Deliquescent Gloves
MM Item 3 Traits: Accessory Alchemical Acid To Acquire: Dexterity Intelligence Craft 8 Reveal this card to add the Acid trait to your Melee check. You may play another item on this check. Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check. Hall of Winged Chaos Card 5: Burning Child
MM Monster 3 Traits: Undead Fire To Defeat: Combat 16 OR Charisma 10 The Burning Child is immune to the Fire, Mental, and Poison traits. If the check to defeat the Burning Child has the Cold trait, add 1d8. If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage. Hall of Winged Chaos Card 6: Ain-Mekh
MM Henchman 6 Type: Monster Traits: Undead To Defeat: Combat 30 Ain-Mekh is immune to the Mental and Poison traits. Before you act, succeed at a Wisdom or Knowledge 9 check or you are dealt 1d4 Mental damage that may not be reduced, then Ain-Mekh is evaded. If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering. If defeated, you may immediately attempt to close the location this henchman came from. Hall of Winged Chaos Card 7: Earth Ossumental
MM Monster 5 Traits: Trigger Undead To Defeat: Combat 19 When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck. The Earth Ossumental is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage. Hall of Winged Chaos Card 8: Lightning Storm
MM Barrier B Traits: Obstacle Weather Electricity To Defeat: None Display this barrier next to the location deck. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location. Hall of Winged Chaos Card 9: Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Hall of Winged Chaos Card 10:
Baited Jewel Box
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Location #7: Eternal Arena At This Location: When you move during your move step you are dealt 1d6 Combat damage. When Closing: Summon and defeat a monster from the box. When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile. M: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Stavros Nightcrescent (Villain! Reloaded) Eternal Arena Card 1 (Stavros Nightcrescent): Stavros Nightcrescent
None Villain 2 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Wisdom Charisma 6 THEN Combat 16 Stavros Nightcrescent is immune to the Mental and Poison traits. While you act, before any character plays a card, that character must discard a card. If undefeated, bury your discard pile. Eternal Arena Card 2: Ammut
MM Monster 6 Traits: Outsider Fire To Defeat: Combat 24 The Ammut is immune to the Fire and Poison traits. Before you act, each character at your location is dealt 1d4 Fire damage. If undefeated, suffer the scourge Curse of the Mummy. Eternal Arena Card 3: Skull Ripper
MM Monster 3 Traits: Construct To Defeat: Combat 14 The Skill Ripper is immune to the Attack and Mental traits. If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced. Eternal Arena Card 4: Living Sandstorms
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. Eternal Arena Card 5: Channel the Gift
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card to allow a character at your location to search his deck for a spell and draw it. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it. Eternal Arena Card 6: Hippopotamus Mud Elemental
MM Ally 6 Traits: Elemental Acid To Acquire: Wisdom Survival 14 Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4. Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location. Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait. Eternal Arena Card 7: Falcon Crown
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Wisdom Divine 10 Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor. For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6. If proficient with light armors, you may recharge this card when you play a spell. Eternal Arena Card 8: 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. Eternal Arena Card 9: Flaming Ranseur +3
MM Weapon 5 Traits: Polearm Melee Slashing 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result. Eternal Arena Card 10: Fiendish Sphinx
MM Barrier 4 Traits: Trigger Trap Arcane Magic Sphinx To Defeat: Intelligence Knowledge Arcane Wisdom 12 When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. ![]()
![]() During This Adventure: Scourge List:
1-2: Curse of Poisoning Curse, Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. "Lo! The fire burns hot in your veins!" 3: Curse of Vulnerability Curse While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card. "O, wretches! You stand helpless before me!" 4: Curse of Daybane Curse, Undead While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card. "Know this! The Orb of Ra destroys!" 5: Curse of the Ravenous Curse While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1. blessings 2. allies 3. spells and weapons 4. items If you already have Curse of the Ravenous displayed, banish this card. "A plague of famine upon the nation!" 6: Curse of Withering Curse While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice. If you already have Curse of Withering displayed, banish this card. "To all your hopes, a decrepit demise!" 7: Curse of Fevered Dreams Curse Arcane Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards. You may only have 1 copy of this card displayed. "Sir, your sanity is imperiled!" 8: Curse of the Sphinx MM Scourge 4 Traits: Curse Sphinx While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card. "I watch over all! There is no escaping my gaze!" 9: Curse of Blindness Scourge Traits: Curse While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card. "On the brightest noon, darkness shall reign!" 10: Curse of the Mummy Scourge Traits: Curse Undead Mummy While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card. "Send your best raiders! All will be lost!" During This Scenario: Setup:
* When building the location decks, add an additional ally to each, and display a Conflagration henchman next to each. * When creating the blessings deck, use only 15 blessings. Additional Rules: Displayed Allies: 5/6 Scenario Level (#): 7 Turn: 9, Sajan/Bigguyinblack 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:
Guardian Thunderbirds
MM Monster 6 Traits: Animal Electricity To Defeat: Combat 22 The Guardian Thunderbird is immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. Before you act, a random character at your location is dealt 1d4 Electricity damage. If the check to defeat has the Ranged trait, the difficulty is increased by 3. Spoiler:
Coffer Corpse
MM Monster 1 Traits: Undead To Defeat: Combat 8 THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits. If undefeated, move to a random location. Spoiler:
Desert Trapper
MM Monster B Traits: Human Veteran To Defeat: Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number. Each character may play no more than 1 card on the check to defeat. Spoiler:
Elemental Arachnid
MM Monster 4 Traits: Construct To Defeat: Combat 17 The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter. Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage. If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage. Barriers Spoiler:
Lightning Storm
MM Barrier B Traits: Obstacle Weather Electricity To Defeat: None Display this barrier next to the location deck. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location. Spoiler:
Telekinesis Trap
MM Barrier 2 Traits: Trap Arcane Magic To Defeat: ArcaneDivine 12 OR ConstitutionDisable 9 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location cannot move or explore. When you end your turn at this location, Telekinesis Trap deals 1d4+1 Acid damage to you. When you end your move step at this location, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card. Spoiler:
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:
Tar Tomb
MM Barrier 5 Traits: Obstacle Magic Acid Fire To Defeat: Strength Dexterity 14 OR Intelligence Disable 13 If undefeated, you are dealt 1d6 Acid damage; display this card next to your location. While displayed, if you start your turn at this location, attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage. Spoiler:
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. Weapons Spoiler:
Rod of the Devoured Dawn
MM Weapon 5 Traits: Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. Reveal this card and discard a card that has the Divine trait to ignore a non-villain monster's power that happens after you act. Spoiler:
Dagger of Doubling
MM Weapon 3 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it. On your combat check, if you played another weapon, discard this card to add 2d4. Spoiler:
Fate Blade
MM Weapon 4 Traits: Knife Ranged Piercing Magic Pharasma To Acquire: Dexterity Ranged Wisdom Divine 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8. On your combat check, if you played another weapon, discard this card to add 1d4+1. Spoiler:
Chakram of Ruin
MM Weapon 6 Traits: Knife Ranged Slashing Acid Magic To Acquire: Dexterity Ranged 13 For your combat check or your check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally discard this card to add another 1d6+1. During your encounter, discard this card to ignore a non-villain monster's power that happens before you act. On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid trait. Spoiler:
Shock Glaive +1
MM Weapon 1 Traits: Polearm Melee Slashing 2-Handed Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result. Spells Spoiler:
Dune of Doom
MM Spell 5 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 13 For your combat check, discard this card to use your Arcane or Divine skill + 3d10. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it. Spoiler:
Spite Cloud
MM Spell 5 Traits: Magic Arcane Attack Acid To Acquire: Intelligence Arcane 12 For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it. Spoiler:
Icy Prison
MM Spell 5 Traits: Magic Arcane Divine Attack Cold To Acquire: Intelligence Arcane Wisdom Divine 12 For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
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:
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:
Silken Ceremonial Armor
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Charisma 11 On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result. Reveal this card to reduce damage dealt to you by 1. If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. Spoiler:
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:
Gravewatcher Chain Mail
MM Armor 6 Traits: Light Armor Magic Pharasma To Acquire: Constitution Fortitude Wisdom Divine 13 Reveal this card to reduce all damage dealt to you by 3. Recharge this card to add 1 die to a check that invokes the Undead trait by a character at your location. When any character plays a blessing that has the Pharasma trait on a check, recharge this card to add 1 die. If proficient with light armors, recharge this card to examine the top card of your deck. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. Spoiler:
Advocate's Armor
MM Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude Charisma Diplomacy 9 Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check. Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, recharge this card to draw an ally from your discard pile. Spoiler:
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 Energy Resistance
MM Item B Traits: Liquid Alchemical To Acquire: Intelligence Craft 4 Banish this card to reduce Acid, Cold, Electricity, or Fire damage dealt to a character at your location by 4. Spoiler:
Ring of the Godless
MM Item B Traits: Accessory Magic To Acquire: Wisdom 5 During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait. Recharge this card to add the Magic trait to your check. Spoiler:
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:
Canteen
MM Item B Traits: Object Alchemical To Acquire: Intelligence Craft 6 Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it on this card instead. You may bury this card to bury all the items on this card; if you have the Craft skill, you may draw all the items on this card instead of burying them. Spoiler:
Anubis Staff
MM Item 1 Traits: Staff Attack Magic Arcane Divine Anubis To Acquire: Arcane Divine 6 For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6. Bury this card to evade a monster you encounter that has the Undead trait. Allies Spoiler:
Sand Elemental
MM Ally 5 Traits: Outsider Elemental To Acquire: Constitution Fortitude 9 Recharge this card to reduce Cold or Fire damage dealt to any character to 0. Recharge this card to ignore a non-villain bane's power that happens before you act. Discard this card to explore your location. 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:
Library Curator
MM Ally 3 Traits: Human Cleric To Acquire: Intelligence Knowledge 8 OR Charisma Diplomacy 9 Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card. Discard this card to explore your location. Spoiler:
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:
Hippopotamus Mud Elemental
MM Ally 6 Traits: Elemental Acid To Acquire: Wisdom Survival 14 Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4. Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location. Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait. 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 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 C Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler:
Blessing of Isis
MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. 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: 5 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Kyra/Nickademus: Spoiler: Hourglass Card 2 Meligaster/eddiephlash: Hourglass Card 1 Kyra/Nickademus
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 3 Sajan/Bigguyinblack: Hourglass Card 2 Meligaster/eddiephlash
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 4 Kyra/Nickademus: 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. Spoiler: Hourglass Card 5 Meligaster/eddiephlash: Hourglass Card 4 Kyra/Nickademus
Sandstorm MM Villain B Type: Barrier Traits: Trigger Obstacle Weather To Defeat: None None When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card. "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx 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. Location #1: Smoking Den
Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Smoking Den Card 1: Aghash
MM Henchman C Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Smoking Den Card 2: Clockwork Menial
MM Ally 3 Traits: Automaton To Acquire: Intelligence Craft 9 Discard this card to add 1 die to a check against a barrier, or to any check to acquire a boon. Discard this card to explore your location. Smoking Den Card 3: The Evil Eye
MM Barrier B Traits: Trigger Curse Arcane Veteran To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6 When you examine this card, suffer a scourge then banish this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge then banish this card. Smoking Den Card 4: 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. Smoking Den Card 5: Spellsword +2
MM Weapon 4 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee Arcane Divine 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. Recharge this card to recharge a random spell from your discard pile. Smoking Den Card 6: Tarworks Master
MM Ally B Traits: Dwarf To Acquire: Craft Charisma Diplomacy 10 Discard this card to add 1 die to your Craft check, or to your check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it. Discard this card to explore your location. Smoking Den Card 7:
Rolling Sphere
MM Barrier 3 Traits: Trap Obstacle To Defeat: Dexterity Acrobatics 12 OR Disable 9 Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand. If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location. After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated. Location #2: Surgery At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck. When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number. When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck. M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 2 Located/Displayed Here: Kyra/Nickademus, Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Surgery Card 1 (Shaitan Ghul): Shaitan Ghul
MM Monster 5 Traits: Elemental Undead Janni To Defeat: Combat 20 The Shaitan Ghul is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, the difficulty is increased by 3. Before you act, discard a weapon or an armor. Surgery Card 2 (Ulunat): Ulunat
None Villain B Type: Monster Traits: Vermin To Defeat: Combat 40 OR Constitution Fortitude Wisdom 20 THEN Combat 50 Ulunat is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage. While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced. If undefeated, move to the location Festering Ulunat and shuffle your token into its deck. If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat. Surgery Card 3 (Aghash): Aghash
MM Henchman B Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Surgery Card 4: Mummy Golem
MM Monster 4 Traits: Construct Golem Mummy To Defeat: Combat 18 The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. Surgery Card 5: 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. Surgery Card 6: Stained Glass Elemental
MM Ally C Traits: Elemental Electricity Veteran To Acquire: Charisma Survival Arcane 9 Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck. Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check. Surgery Card 7: 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. Surgery Card 8: Sky Pharaoh's Curse
MM Barrier 5 Traits: Trigger Curse To Defeat: Intelligence Perception Arcane 15 OR Divine 14 When you examine this card, display it next to your deck. If undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge. Surgery Card 9: Tomb Artisan
MM Ally 6 Traits: Undead Ghost Incorporeal To Acquire: Charisma Diplomacy 14 Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by characters at your location. When you suffer a scourge, bury this card. Surgery Card 10:
Blessing of Bastet
MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Location #3: Tooth and Hookah Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Sajan/Bigguyinblack, Location #4: Golden Lake
Golden Lake Card 1 (Kalnaka): Kalnaka
MM Monster 5 Traits: Undead Mummy To Defeat: Combat 22 The Kalnaka is immune to the Cold, Mental, and Poison traits. If the check to defeat has the Electricity trait, add 1d8. If undefeated, bury your discard pile. Golden Lake Card 2: Grave Goods
MM Barrier 3 Traits: Trigger Cache Curse To Defeat: Disable 10 OR Dexterity Craft 12 When you examine this card, discard a blessing. If undefeated, suffer the scourge Curse of Fevered Dreams. If defeated, choose a type of boon other than loot and draw a card of that type from the box. Golden Lake Card 3: Tabe's Last Jest
MM Barrier 6 Traits: Curse Lock Acid To Defeat: Intelligence Perception Dexterity Disable 15 If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage. Golden Lake Card 4: Safety Bubble
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 11 Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. 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 13 check to recharge it instead. Golden Lake Card 5: Aghash
MM Henchman C Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Golden Lake Card 6: Zereletan
MM Ally 4 Traits: Aberration Naga To Acquire: Charisma Diplomacy 11 OR Combat 15 Bury this card to recharge any number of items from your discard pile. Discard this card to explore your location. Golden Lake Card 7:
Ring of Energy Resistance
MM Item 6 Traits: Accessory Magic To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4. Location #5: Vizier's Hill At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck. When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Baited Jewel Box (shuffled)
Vizier's Hill Card 1: Crook and Flail of Kings
MM Weapon 6 Traits: Mace Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee Arcane Divine 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait. Recharge this card to add 1 die to your combat check that has the Attack trait. Vizier's Hill Card 2: 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. Vizier's Hill Card 3: Living Sandstorms
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. Vizier's Hill Card 4: 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. Vizier's Hill Card 5: 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. Vizier's Hill Card 6: Furies of the Drowned Desert
MM Monster 6 Traits: Elemental Outsider Acid To Defeat: Combat 21 The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage. Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat. Vizier's Hill Card 7: Baited Jewel Box
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Vizier's Hill Card 8: Word of Ra
MM Barrier 6 Traits: Lock Trap Fire To Defeat: Dexterity Disable Stealth 17 If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage. Vizier's Hill Card 9: Galvanic Kopis +2
MM Weapon 5 Traits: Knife Ranged Slashing Electricity Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll. On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait. Vizier's Hill Card 10: 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. Vizier's Hill Card 11:
Aghash
MM Henchman B Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Location #6: Festering Ulunat At This Location: This location is always temporarily closed. At the end of your turn, you are dealt 1d4-1 Combat damage, then 1d4+1 Acid damage. When Closing: If the number of allies displayed next to the scenario is equal to at least 3 plus the number of characters, you may close this location automatically. When Permanently Closed: For the rest of the scenario, add 2d12 to checks against Ulunat by characters at any location. M: 5 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0 Located/Displayed Here: None Festering Ulunat Card 1: 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. Festering Ulunat Card 2: Basif Iosep
MM Ally 2 Traits: Half-Elf Shopkeeper Aspis To Acquire: Charisma Diplomacy 6 At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card. Discard this card to explore your location. Festering Ulunat Card 3: Hanshepsu
MM Monster 5 Traits: Construct To Defeat: Combat 20 The Hanshepsu is immune to the Attack, Mental, and Poison traits. Before you act, roll 1d4: 1. You are dealt 1d4 Poison damage. 2. The difficulty to defeat is increased by 3. 3. The Hanshepsu is evaded. 4. Bury the top card of your deck. Festering Ulunat Card 4: Skull Ripper
MM Monster 3 Traits: Construct To Defeat: Combat 14 The Skill Ripper is immune to the Attack and Mental traits. If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced. Festering Ulunat Card 5: Girtablilu Ranger
MM Monster 4 Traits: Trigger Girtablilu Poison To Defeat: Combat 17 When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3. Before you act, you are dealt 1d4 Poison damage. Festering Ulunat Card 6: Elder Ice Elemental
MM Monster 4 Traits: Elemental Outsider Cold To Defeat: Combat 16 The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage. Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat. If the check to defeat has the Electricity trait, you may reroll the dice; take the new result. ![]()
![]() During This Adventure: The scourge die is 1d10. When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined. If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge. During This Scenario: The difficulty to defeat banes that have the Undead trait is increased by 1d12. When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck. The first time you would defeat Stavros Nightcrescent, he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location. Additional Rules: Adventure rewards:
Mortevia Strassel:
None Henchman 6 Type: Monster Traits: Ghast Soldier Undead To Defeat: Constitution Fortitude Charisma Arcane 13 Mortevia Strassel is immune to the Mental and Poison traits. Before you act, recharge a random card. If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card. Xandhul Bloodsbane III:
None Henchman 6 Type: Monster Traits: Human Rogue To Defeat: Strength Melee Stealth Diplomacy 13 Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1. If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power. Varanthe the Paralyzer:
None Henchman 6 Type: Monster Traits: Aristocrat Undead To Defeat: Intelligence Knowledge Wisdom Divine 13 Varanthe the Paralyzer is immune to the Mental and Poison traits. Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings. If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead. Scenario Level (#): 6 Turn: 6, Mavaro/NathanDavis
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Shaitan Ghul
MM Monster 5 Traits: Elemental Undead Janni To Defeat: Combat 20 The Shaitan Ghul is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, the difficulty is increased by 3. Before you act, discard a weapon or an armor. Spoiler:
Coffer Corpse
MM Monster 1 Traits: Undead To Defeat: Combat 8 THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits. If undefeated, move to a random location. Spoiler:
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:
Ammut
MM Monster 6 Traits: Outsider Fire To Defeat: Combat 24 The Ammut is immune to the Fire and Poison traits. Before you act, each character at your location is dealt 1d4 Fire damage. If undefeated, suffer the scourge Curse of the Mummy. 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. Barriers Spoiler:
Baited Jewel Box
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Spoiler:
Curse of the Netheshuun
MM Barrier 6 Traits: Trigger Curse Undead Cold Magic To Defeat: Wisdom Divine 16 OR Dexterity Disable 17 When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card. If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge. Spoiler:
Holy Word Trap
MM Barrier 5 Traits: Trigger Trap Magic Divine To Defeat: Wisdom Divine 11 OR Intelligence Perception 13 When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card. If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck. Spoiler:
Killing Box
MM Barrier 5 Traits: Obstacle Trap Magic Arcane Acid To Defeat: Intelligence Knowledge Perception 13 OR Disable 15 If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage. Spoiler:
Thousand Suns
MM Barrier 6 Traits: Trap Obstacle Magic To Defeat: Intelligence Perception Arcane Disable 18 If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage. Weapons Spoiler:
Dagger of Doubling
MM Weapon 3 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it. On your combat check, if you played another weapon, discard this card to add 2d4. Spoiler:
Staff of the Hooded Cobra
MM Weapon 6 Traits: Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee 14 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait. You may use the result for any subsequent combat checks against the same bane. Reveal this card and discard a spell to reduce all Combat or Poison damage dealt to you to 0. Spoiler:
Glacial Hunga Munga
MM Weapon 6 Traits: Axe Ranged Piercing Cold Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength skill + 1d6 +2. You may additionally discard this card to add your Ranged skill. If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that happens before you act. On your combat check, if you played another weapon, discard this card to add your Strength or Melee skill. Spoiler:
Axe of the Imperative
MM Weapon 5 Traits: Axe Melee Slashing Magic To Acquire: Strength Melee Perception 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8. Spoiler:
Iceblade Spelldagger
MM Weapon 5 Traits: Knife Ranged Piercing Cold Magic To Acquire: Dexterity Ranged 12 OR Arcane Divine 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3. On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait. Spells Spoiler:
Jolting Portent
MM Spell 5 Traits: Magic Divine Attack Electricity To Acquire: Wisdom Divine 12 For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it. Spoiler:
Volcanic Storm
MM Spell 3 Traits: Magic Arcane Divine Attack Bludgeoning Fire To Acquire: Intelligence Arcane Wisdom Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Spoiler:
Detect Undead
MM Spell 1 Traits: Magic Divine To Acquire: Wisdom Divine 5 During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it. Spoiler:
Ice Storm
MM Spell 4 Traits: Magic Arcane Divine Attack Cold To Acquire: Intelligence Arcane Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Spoiler:
Named Bullet
MM Spell 5 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat check against a monster that shares a trait with the monster on this card other than Basic, Elite, or Veteran. At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card. Armors Spoiler:
Burglar's Buckler
MM Armor 1 Traits: Shield To Acquire: Constitution Fortitude Disable 6 Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor. Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor. Reveal this card to add 1 die to your Disable check. You may play another armor on this check. Spoiler:
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:
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. Spoiler:
Elemental Brass Mail
MM Armor 6 Traits: Light Armor Magic To Acquire: Constitution Fortitude 12 OR Intelligence Arcane Wisdom Divine 14 Reveal this card to reduce Combat damage dealt to you by 3. Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait. Spoiler:
Mystic Silk Coat
MM Armor 2 Traits: Clothing Light Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3. Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
Sandstorm Dust
MM Item 4 Traits: Object Alchemical To Acquire: Intelligence Craft 9 Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck. Spoiler:
Mummified Cat
MM Item 1 Traits: Object Magic Mummy To Acquire: Wisdom Divine Survival 6 Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it. Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0. 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:
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:
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. Allies Spoiler:
Hippopotamus Mud Elemental
MM Ally 6 Traits: Elemental Acid To Acquire: Wisdom Survival 14 Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4. Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location. Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait. Spoiler:
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:
Black Kiss
MM Ally 1 Traits: Half-Elf Alchemist Hireling Aspis To Acquire: Intelligence Craft Charisma Diplomacy 10 If you fail to acquire this card, you are dealt 1d4 Poison damage. Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location. Discard this card to explore your location. Spoiler:
Sand Elemental
MM Ally 5 Traits: Outsider Elemental To Acquire: Constitution Fortitude 9 Recharge this card to reduce Cold or Fire damage dealt to any character to 0. Recharge this card to ignore a non-villain bane's power that happens before you act. Discard this card to explore your location. Spoiler:
Pard
MM Ally C Traits: Animal To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 10 Recharge this card to add your Charisma skill to your combat check. Recharge this card to add 1d4 to a combat check by a character at another location. Discard this card to examine the top card of another location deck. If it is a non-villain, non-henchman monster, you may place it on top or bottom of its location deck. Blessings Spoiler:
Blessing of Ptah
MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Spoiler:
Blessing of Osiris
MM Blessing 4 Traits: Divine Osiris Healing To Acquire: Divine 8 Discard this card to add 1d4 to any check that invokes the Healing trait. When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile. 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 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 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: 24 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seoni/EmpTyger: Spoiler: Hourglass Card 2 Ezren/AbrahamZ: Hourglass Card 1 Seoni/EmpTyger
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: Hourglass Card 3 Raz/eddiephlash: Hourglass Card 2 Ezren/AbrahamZ
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: Hourglass Card 4 Mavaro/NathanDavis: Hourglass Card 3 Raz/eddiephlash
Blessing of Osiris MM Blessing 4 Traits: Divine Osiris Healing To Acquire: Divine 8 Discard this card to add 1d4 to any check that invokes the Healing trait. When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile. Spoiler: Hourglass Card 5 Seoni/EmpTyger: Hourglass Card 4 Mavaro/NathanDavis
Blessing of Isis MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler: Hourglass Card 6 Ezren/AbrahamZ: Hourglass Card 5 Seoni/EmpTyger
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: Hourglass Card 7 Raz/eddiephlash: Hourglass Card 6 Ezren/AbrahamZ
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: Hourglass Card 8 Mavaro/NathanDavis: Hourglass Card 7 Raz/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. Spoiler: Hourglass Card 9 Seoni/EmpTyger: Hourglass Card 8 Mavaro/NathanDavis
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: Hourglass Card 10 Ezren/AbrahamZ: Hourglass Card 9 Seoni/EmpTyger
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 11 Raz/eddiephlash: Hourglass Card 10 Ezren/AbrahamZ
Blessing of Ptah MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Spoiler: Hourglass Card 12 Mavaro/NathanDavis: Hourglass Card 11 Raz/eddiephlash
Blessing of Anubis MM Blessing 4 Traits: Divine Anubis Poison Mummy To Acquire: Divine 8 OR Charisma Diplomacy 11 Discard this card to add 1 die and the Poison trait to any check. Discard this card to add 2 dice to any Charisma check. Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Seoni/EmpTyger: Hourglass Card 12 Mavaro/NathanDavis
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: Hourglass Card 14 Ezren/AbrahamZ: Hourglass Card 13 Seoni/EmpTyger
Grand Lodge's Favor None Favor 6 Traits: When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile. While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage. Spoiler: Hourglass Card 15 Raz/eddiephlash: Hourglass Card 14 Ezren/AbrahamZ
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: Hourglass Card 16 Mavaro/NathanDavis: Hourglass Card 15 Raz/eddiephlash
Blessing of the Ancients MM Blessing C Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Seoni/EmpTyger: Hourglass Card 16 Mavaro/NathanDavis
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: Hourglass Card 18 Ezren/AbrahamZ: Hourglass Card 17 Seoni/EmpTyger
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: Hourglass Card 19 Raz/eddiephlash: Hourglass Card 18 Ezren/AbrahamZ
Blessing of Pharasma MM Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Mavaro/NathanDavis: Hourglass Card 19 Raz/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. Spoiler: Hourglass Card 21 Seoni/EmpTyger: Hourglass Card 20 Mavaro/NathanDavis
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: Hourglass Card 22 Ezren/AbrahamZ: Hourglass Card 21 Seoni/EmpTyger
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: Hourglass Card 23 Raz/eddiephlash: Hourglass Card 22 Ezren/AbrahamZ
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: Hourglass Card 24 Mavaro/NathanDavis: Hourglass Card 23 Raz/eddiephlash
Blessing of Abadar MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 24 Mavaro/NathanDavis
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. Location #1: Chisisek's Tomb
Location #2: Crypt
Crypt Card 1: Word of Ra
MM Barrier 6 Traits: Lock Trap Fire To Defeat: Dexterity Disable Stealth 17 If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage. Crypt Card 2: Reed Snake Armor
MM Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Crypt Card 3: Blessing of Ptah
MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Crypt Card 4: Queen Neferuset
MM Henchman 6 Type: Monster Traits: Undead Mummy Oracle Cold To Defeat: Combat 27 OR Divine 20 Queen Neferuset is immune to the Fire, Mental, and Poison traits. All damage dealt by Queen Neferuset is Cold damage. If undefeated, examine the top card of your deck; if it does not have the Divine trait, bury the top 1d4 cards of your deck. If defeated, draw a random spell that has the Divine trait from the box. After the encounter, bury all weapons and armors played during the encounter. Crypt Card 5:
Insanity Mist
MM Barrier 3 Traits: Trigger Trap Magic To Defeat: None When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage. Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage. Location #3: Sepulcher of the Servant At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits. When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering. When Permanently Closed: No effect. M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Ezren/AbrahamZ, Seoni's Create Mindscape Displayed (+1d4 to Int/Wis/Cha). Bonestorm (shuffled) Sepulcher of the Servant Card 1: Corridor Dart Trap
MM Barrier B Traits: Trap Construct Veteran To Defeat: Dexterity Disable Stealth Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any. Sepulcher of the Servant Card 2: Handmaiden of Nailah
MM Henchman 6 Type: Monster Traits: Trigger Undead Incorporeal To Defeat: Combat 20 OR Divine 15 When you examine this card, encounter it and ignore its power that happens after you act. The Handmaiden of Nailah is immune to the Mental and Poison traits. After you act, if your check to defeat does not have the Acid or Magic trait, the Handmaiden of Nailah is undefeated. If defeated, you may immediately attempt to close the location this henchman came from. Sepulcher of the Servant Card 3: 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. Sepulcher of the Servant Card 4: 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. Sepulcher of the Servant Card 5: Ecorche
MM Monster 6 Traits: Undead To Defeat: Combat 20 The Ecorche is immune to the Mental and Poison traits. If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering. Sepulcher of the Servant Card 6: Bonestorm
MM Monster 4 Traits: Undead Swarm To Defeat: Combat 17 The Bonestorm is immune to the Mental and Poison traits. Damage dealt by the Bonestorm may only be reduced by no more than half (round up). If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from. Sepulcher of the Servant Card 7: Rukh
MM Monster 3 Traits: Animal Acid To Defeat: Combat 13 THEN Combat 13 All damage dealt by the Rukh is Acid damage. If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4. If undefeated, move to a random location. Sepulcher of the Servant Card 8:
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. Location #4: Hall of the Crocodile Kings At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage. When Closing: Summon and defeat the henchmen Acid Pool. When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box. M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Hall of the Crocodile Kings Card 1: 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. Hall of the Crocodile Kings Card 2: 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. Hall of the Crocodile Kings Card 3: Sightless Starvation
MM Barrier 5 Traits: Trigger Curse Undead Poison To Defeat: SEE BELOW When you examine this card, encounter it. Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated. Hall of the Crocodile Kings Card 4: Wand of Scorching Ray
MM Item 3 Traits: Wand Attack Fire Ranged Magic Arcane To Acquire: Intelligence Arcane 8 For your combat check, bury this card to roll 4d6. After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it. Hall of the Crocodile Kings Card 5: Shocking Chest
MM Barrier 4 Traits: Cache Lock Trap To Defeat: DexterityDisable 12 OR Strength 15 After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage. If undefeated, you may banish this barrier. If defeated, draw a weapon, a spell, and an item from the box. Hall of the Crocodile Kings Card 6: Mummy Golem
MM Monster 4 Traits: Construct Golem Mummy To Defeat: Combat 18 The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. Hall of the Crocodile Kings Card 7: Picasi
MM Henchman 4 Type: Monster Traits: Outsider Elemental Janni Monk To Defeat: Combat 20 THEN Combat 16 Before you act, succeed at a Wisdom, Stealth, Perception, or Survival 9 check or you are dealt 2 Combat damage. If the check to defeat has the Acid or Bludgeoning trait, add 1d6. If defeated, you may immediately attempt to close the location this henchman came from. Hall of the Crocodile Kings Card 8: Symbol of Fear
MM Barrier 3 Traits: Trigger Trap Magic Curse To Defeat: None When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it. Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card. Hall of the Crocodile Kings Card 9: Carpet of Flying
MM Item 6 Traits: Object Magic To Acquire: Intelligence Craft Charisma Suvival 13 Recharge this card to evade a bane you encounter, then move all characters at your location to another location. Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. Recharge this card at the end of the turn. Hall of the Crocodile Kings Card 10:
Royal Naga
MM Monster 4 Traits: Aberration To Defeat: Combat 16 THEN Combat 16 You may succeed at a Stealth 8 check to evade the Royal Naga. For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it. If the check to defeat has the Cold trait, add 1d8. Location #5: Forgery of Ra At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage. When Closing: You are dealt 1d6 Fire damage. When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile. M: 2 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Forgery of Ra Card 1: Desert Trapper
MM Monster B Traits: Human Veteran To Defeat: Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number. Each character may play no more than 1 card on the check to defeat. Forgery of Ra Card 2: Shattertouch Shotel +2
MM Weapon 4 Traits: Scythe Melee Slashing Finesse Magic To Acquire: Strength Melee Wisdom Dexterity 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits. Forgery of Ra Card 3: Bonecrusher Chieftain
MM Monster 2 Traits: Trigger Gnoll Veteran To Defeat: Combat 12 When you examine this card, encounter it; the difficulty to defeat is increased by 3. The difficulty to defeat is increased by the scenario's adventure deck number. When you play a weapon on your check to defeat, discard it. Forgery of Ra Card 4: Poison Spiked Pit Trap
MM Barrier 1 Traits: Trap Poison Veteran To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn. If defeated, you may explore your location. Forgery of Ra Card 5: Pharaoh's Altar
MM Barrier 5 Traits: Trigger Cache Lock Curse To Defeat: Dexterity Disable 12 OR Craft 14 When you examine this card, suffer a scourge. If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number. If undefeated, suffer the scourge Curse of Blindness. Forgery of Ra Card 6: 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. Forgery of Ra Card 7: 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. Forgery of Ra Card 8: 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. Forgery of Ra Card 9: Nailah
MM Henchman 6 Type: Monster Traits: Undead Banshee Incorporeal Acid To Defeat: Combat 22 Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage. Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 1d6 Acid damage. If the check to defeat does not have the Acid or Electricity trait, Nailah is undefeated. If defeated, you may immediately attempt to close the location this henchman came from. Forgery of Ra Card 10:
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. Location #6: Hall of Winged Chaos At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage. When Closing: You may close this location automatically. When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box. At the end of your turn, you may shuffle a boon from your hand into this location, then open this location. M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Hall of Winged Chaos Card 1: Scarab of Ptah
MM Item 6 Traits: Trigger Object Magic Ptah To Acquire: Constitution Fortitude 12 When you examine this card, you may reveal a blessing that has the Ptah trait to automatically acquire this card. Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. Hall of Winged Chaos Card 2: Giant Slug
MM Ally B Traits: Animal Acid To Acquire: Wisdom Survival 6 Recharge this card to add 1d4 and the Acid trait to your combat check. Recharge this card and discard a card from the blessings deck to explore your location. During this exploration, you may add 1d4 and the Acid trait to your combat checks. Hall of Winged Chaos Card 3: Collapsing Sphinx
MM Barrier 4 Traits: Trigger Obstacle Sphinx To Defeat: Dexterity Stealth Perception Wisdom 12 When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced. If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat. Hall of Winged Chaos Card 4: Deliquescent Gloves
MM Item 3 Traits: Accessory Alchemical Acid To Acquire: Dexterity Intelligence Craft 8 Reveal this card to add the Acid trait to your Melee check. You may play another item on this check. Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check. Hall of Winged Chaos Card 5: Burning Child
MM Monster 3 Traits: Undead Fire To Defeat: Combat 16 OR Charisma 10 The Burning Child is immune to the Fire, Mental, and Poison traits. If the check to defeat the Burning Child has the Cold trait, add 1d8. If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage. Hall of Winged Chaos Card 6: Ain-Mekh
MM Henchman 6 Type: Monster Traits: Undead To Defeat: Combat 30 Ain-Mekh is immune to the Mental and Poison traits. Before you act, succeed at a Wisdom or Knowledge 9 check or you are dealt 1d4 Mental damage that may not be reduced, then Ain-Mekh is evaded. If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering. If defeated, you may immediately attempt to close the location this henchman came from. Hall of Winged Chaos Card 7: Earth Ossumental
MM Monster 5 Traits: Trigger Undead To Defeat: Combat 19 When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck. The Earth Ossumental is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage. Hall of Winged Chaos Card 8: Lightning Storm
MM Barrier B Traits: Obstacle Weather Electricity To Defeat: None Display this barrier next to the location deck. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location. Hall of Winged Chaos Card 9: Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Hall of Winged Chaos Card 10:
Baited Jewel Box
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Location #7: Eternal Arena At This Location: When you move during your move step you are dealt 1d6 Combat damage. When Closing: Summon and defeat a monster from the box. When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile. M: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Stavros Nightcrescent (Villain! Reloaded) Eternal Arena Card 1 (Stavros Nightcrescent): Stavros Nightcrescent
None Villain 2 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Wisdom Charisma 6 THEN Combat 16 Stavros Nightcrescent is immune to the Mental and Poison traits. While you act, before any character plays a card, that character must discard a card. If undefeated, bury your discard pile. Eternal Arena Card 2: Ammut
MM Monster 6 Traits: Outsider Fire To Defeat: Combat 24 The Ammut is immune to the Fire and Poison traits. Before you act, each character at your location is dealt 1d4 Fire damage. If undefeated, suffer the scourge Curse of the Mummy. Eternal Arena Card 3: Skull Ripper
MM Monster 3 Traits: Construct To Defeat: Combat 14 The Skill Ripper is immune to the Attack and Mental traits. If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced. Eternal Arena Card 4: Living Sandstorms
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. Eternal Arena Card 5: Channel the Gift
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card to allow a character at your location to search his deck for a spell and draw it. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it. Eternal Arena Card 6: Hippopotamus Mud Elemental
MM Ally 6 Traits: Elemental Acid To Acquire: Wisdom Survival 14 Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4. Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location. Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait. Eternal Arena Card 7: Falcon Crown
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Wisdom Divine 10 Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor. For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6. If proficient with light armors, you may recharge this card when you play a spell. Eternal Arena Card 8: 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. Eternal Arena Card 9: Flaming Ranseur +3
MM Weapon 5 Traits: Polearm Melee Slashing 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result. Eternal Arena Card 10: Fiendish Sphinx
MM Barrier 4 Traits: Trigger Trap Arcane Magic Sphinx To Defeat: Intelligence Knowledge Arcane Wisdom 12 When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. ![]()
![]() 勝20100 wrote:
Sorry to hear this. We just started up the scenario assuming you had dropped. Given the long hiatus, I'm inclined for us to continue and play out the scenario, but I will definitely ping you both here and on Discord to see if you want to join us for the next one! Which will either be the capstone, or the finale again if we fail the first attempt. I'm happy to remain BR regardless. ![]()
![]() During This Adventure: Scourge List:
1-2: Curse of Poisoning Curse, Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. "Lo! The fire burns hot in your veins!" 3: Curse of Vulnerability Curse While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card. "O, wretches! You stand helpless before me!" 4: Curse of Daybane Curse, Undead While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card. "Know this! The Orb of Ra destroys!" 5: Curse of the Ravenous Curse While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1. blessings 2. allies 3. spells and weapons 4. items If you already have Curse of the Ravenous displayed, banish this card. "A plague of famine upon the nation!" 6: Curse of Withering Curse While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice. If you already have Curse of Withering displayed, banish this card. "To all your hopes, a decrepit demise!" 7: Curse of Fevered Dreams Curse Arcane Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards. You may only have 1 copy of this card displayed. "Sir, your sanity is imperiled!" 8: Curse of the Sphinx MM Scourge 4 Traits: Curse Sphinx While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card. "I watch over all! There is no escaping my gaze!" 9: Curse of Blindness Scourge Traits: Curse While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card. "On the brightest noon, darkness shall reign!" 10: Curse of the Mummy Scourge Traits: Curse Undead Mummy While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card. "Send your best raiders! All will be lost!" During This Scenario: Setup:
* When building the location decks, add an additional ally to each, and display a Conflagration henchman next to each. * When creating the blessings deck, use only 15 blessings. Additional Rules: Displayed Allies: 3/6 Scenario Level (#): 7 Turn: 6, Sajan/Bigguyinblack Random Cards:
Monsters Spoiler:
Desert Trapper
MM Monster B Traits: Human Veteran To Defeat: Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number. Each character may play no more than 1 card on the check to defeat. Spoiler:
Elemental Arachnid
MM Monster 4 Traits: Construct To Defeat: Combat 17 The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter. Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage. If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage. Spoiler:
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:
Thunder Lizard
MM Monster 3 Traits: Dragon Electricity To Defeat: Combat 13 The Thunder Lizard is immune to the Electricity trait. Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location. Barriers Spoiler:
Killing Box
MM Barrier 5 Traits: Obstacle Trap Magic Arcane Acid To Defeat: Intelligence Knowledge Perception 13 OR Disable 15 If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage. Spoiler:
Curse of the Netheshuun
MM Barrier 6 Traits: Trigger Curse Undead Cold Magic To Defeat: Wisdom Divine 16 OR Dexterity Disable 17 When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card. If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge. Spoiler:
Poison Spiked Pit Trap
MM Barrier 1 Traits: Trap Poison Veteran To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn. If defeated, you may explore your location. Spoiler:
The Evil Eye
MM Barrier C Traits: Trigger Curse Arcane Veteran To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6 When you examine this card, suffer a scourge then banish this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge then banish this card. Spoiler:
Polymorph Gas
MM Barrier 6 Traits: Curse Trap Magic Poison To Defeat: Constitution Fortitude Intelligence Perception 14 If undefeated, recharge your hand, then suffer the scourge Curse of the Mummy. Weapons Spoiler:
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:
Striking Wing Scimitar
MM Weapon 4 Traits: Sword Melee Slashing Magic Finesse To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4. Recharge this card to move. You may not use this power during an encounter. Spoiler:
Disrupting Rapier +1
MM Weapon 3 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
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:
Thousand Stings Whip
MM Weapon 4 Traits: Whip Melee Piercing Poison Finesse Magic To Acquire: Strength Melee 11 When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead. Spells 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:
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:
Elemental Mastery
MM Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 11 Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait. Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Spoiler:
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:
Ice Storm
MM Spell 4 Traits: Magic Arcane Divine Attack Cold To Acquire: Intelligence Arcane Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Armors Spoiler:
Quickdraw Shield
MM Armor 5 Traits: Shield Finesse Magic To Acquire: Constitution Fortitude 10 Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor. During your turn, if proficient with light armors, you may recharge this card. Spoiler:
Horn Lamellar
MM Armor 6 Traits: Light Armor To Acquire: Constitution Fortitude 10 OR Intelligence Craft 11 Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead. Spoiler:
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:
Clawhand Shield
MM Armor 3 Traits: Shield Offhand To Acquire: Constitution Fortitude 6 OR Melee 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check. On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait. Spoiler:
Skyplate Armor
MM Armor 5 Traits: Light Armor Magic To Acquire: Constitution Fortitude Craft Divine 12 Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move. Recharge this card to add 1 die to your check that invokes the Electricity trait. If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead. Items Spoiler:
Djinn Favor Amulet
MM Item 1 Traits: Accessory Magic Healing To Acquire: Constitution Fortitude 4 OR Wisdom 7 Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile. Spoiler:
Seer's Tea
MM Item B Traits: Liquid Magic To Acquire: Intelligence Wisdom 4 Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to put them back in any order; otherwise, shuffle your location deck. 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. Spoiler:
Cenovath
MM Item 5 Traits: Object Magic Mummy To Acquire: Intelligence Wisdom Survival 14 Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box. Allies 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:
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:
Sand Elemental
MM Ally 5 Traits: Outsider Elemental To Acquire: Constitution Fortitude 9 Recharge this card to reduce Cold or Fire damage dealt to any character to 0. Recharge this card to ignore a non-villain bane's power that happens before you act. Discard this card to explore your location. Spoiler:
Hippopotamus Mud Elemental
MM Ally 6 Traits: Elemental Acid To Acquire: Wisdom Survival 14 Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4. Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location. Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait. Spoiler:
Dredge
MM Ally B Traits: Halfling Rogue Aspis To Acquire: Charisma Diplomacy 8 When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead. Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items. Blessings 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. Spoiler:
Blessing of Anubis
MM Blessing 4 Traits: Divine Anubis Poison Mummy To Acquire: Divine 8 OR Charisma Diplomacy 11 Discard this card to add 1 die and the Poison trait to any check. Discard this card to add 2 dice to any Charisma check. Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler:
Blessing of 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. 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: 7 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Kyra/Nickademus: Spoiler: Hourglass Card 2 Meligaster/eddiephlash: Hourglass Card 1 Kyra/Nickademus
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 3 Sajan/Bigguyinblack: Hourglass Card 2 Meligaster/eddiephlash
Blessing of Ptah MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Spoiler: Hourglass Card 4 Kyra/Nickademus: Hourglass Card 3 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. Spoiler: Hourglass Card 5 Meligaster/eddiephlash: 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. Spoiler: Hourglass Card 6 Sajan/Bigguyinblack: 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. Spoiler: Hourglass Card 7 Kyra/Nickademus: Hourglass Card 6 Sajan/Bigguyinblack
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. 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. Location #1: Smoking Den
Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Smoking Den Card 1: Girtablilu Ranger
MM Monster 4 Traits: Trigger Girtablilu Poison To Defeat: Combat 17 When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3. Before you act, you are dealt 1d4 Poison damage. Smoking Den Card 2: 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. Smoking Den Card 3: 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. Smoking Den Card 4: 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. Smoking Den Card 5: Dagger of Doubling
MM Weapon 3 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it. On your combat check, if you played another weapon, discard this card to add 2d4. Smoking Den Card 6: Aghash
MM Henchman C Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Smoking Den Card 7: Clockwork Menial
MM Ally 3 Traits: Automaton To Acquire: Intelligence Craft 9 Discard this card to add 1 die to a check against a barrier, or to any check to acquire a boon. Discard this card to explore your location. Smoking Den Card 8: The Evil Eye
MM Barrier B Traits: Trigger Curse Arcane Veteran To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6 When you examine this card, suffer a scourge then banish this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge then banish this card. Smoking Den Card 9: 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. Smoking Den Card 10: Spellsword +2
MM Weapon 4 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee Arcane Divine 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. Recharge this card to recharge a random spell from your discard pile. Smoking Den Card 11: Tarworks Master
MM Ally B Traits: Dwarf To Acquire: Craft Charisma Diplomacy 10 Discard this card to add 1 die to your Craft check, or to your check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it. Discard this card to explore your location. Smoking Den Card 12:
Rolling Sphere
MM Barrier 3 Traits: Trap Obstacle To Defeat: Dexterity Acrobatics 12 OR Disable 9 Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand. If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location. After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated. Location #2: Surgery At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck. When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number. When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck. M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 1 ?: 2 Located/Displayed Here: Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Surgery Card 1: Sedja
MM Ally 3 Traits: Animal To Acquire: Charisma Diplomacy 11 If you fail to acquire this card, you are dealt 1 Combat damage. Recharge this card to add 1d8 to your Knowledge or Survival check. Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter. Surgery Card 2: 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. Surgery Card 3: Shaitan Ghul
MM Monster 5 Traits: Elemental Undead Janni To Defeat: Combat 20 The Shaitan Ghul is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, the difficulty is increased by 3. Before you act, discard a weapon or an armor. Surgery Card 4: Ulunat
None Villain B Type: Monster Traits: Vermin To Defeat: Combat 40 OR Constitution Fortitude Wisdom 20 THEN Combat 50 Ulunat is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage. While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced. If undefeated, move to the location Festering Ulunat and shuffle your token into its deck. If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat. Surgery Card 5: Aghash
MM Henchman B Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Surgery Card 6: Mummy Golem
MM Monster 4 Traits: Construct Golem Mummy To Defeat: Combat 18 The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. Surgery Card 7: 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. Surgery Card 8: Stained Glass Elemental
MM Ally C Traits: Elemental Electricity Veteran To Acquire: Charisma Survival Arcane 9 Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck. Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check. Surgery Card 9: 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. Surgery Card 10: Sky Pharaoh's Curse
MM Barrier 5 Traits: Trigger Curse To Defeat: Intelligence Perception Arcane 15 OR Divine 14 When you examine this card, display it next to your deck. If undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge. Surgery Card 11: Tomb Artisan
MM Ally 6 Traits: Undead Ghost Incorporeal To Acquire: Charisma Diplomacy 14 Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by characters at your location. When you suffer a scourge, bury this card. Surgery Card 12:
Blessing of Bastet
MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Location #3: Tooth and Hookah At This Location: If you fail to acquire an ally, shuffle that card back into this location. When Closing: Summon and acquire a random ally from the box. When Permanently Closed: No effect. M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0 Located/Displayed Here: Meligaster/eddiephlash, Sajan/Bigguyinblack, Kyra/Nickademus, Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Meli's Create Mindscape (displayed, +1d4 to Int/Wis/Cha). No villain. Tooth and Hookah Card 1: Blast Glyph
MM Barrier 3 Traits: Trigger Trap Magic Cold Arcane To Defeat: Intelligence Arcane Knowledge 10 OR Wisdom 12 When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage. If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location. Tooth and Hookah Card 2:
Pard
MM Ally C Traits: Animal To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 10 Recharge this card to add your Charisma skill to your combat check. Recharge this card to add 1d4 to a combat check by a character at another location. Discard this card to examine the top card of another location deck. If it is a non-villain, non-henchman monster, you may place it on top or bottom of its location deck. Location #4: Golden Lake At This Location: At the end of your turn, you may recharge up to 1d4+1 cards. When Closing: Summon and defeat the henchman Graven Guardian of Nethys. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Golden Lake Card 1: 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. Golden Lake Card 2: Kalnaka
MM Monster 5 Traits: Undead Mummy To Defeat: Combat 22 The Kalnaka is immune to the Cold, Mental, and Poison traits. If the check to defeat has the Electricity trait, add 1d8. If undefeated, bury your discard pile. Golden Lake Card 3: Pillar of Life
MM Spell 4 Traits: Magic Divine Healing To Acquire: Wisdom Divine 12 Display this card next to your location. While displayed, each character at this location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Instead of the first exploration of his turn, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 14 check to recharge it instead. Golden Lake 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. Golden Lake Card 5: Grave Goods
MM Barrier 3 Traits: Trigger Cache Curse To Defeat: Disable 10 OR Dexterity Craft 12 When you examine this card, discard a blessing. If undefeated, suffer the scourge Curse of Fevered Dreams. If defeated, choose a type of boon other than loot and draw a card of that type from the box. Golden Lake Card 6: Tabe's Last Jest
MM Barrier 6 Traits: Curse Lock Acid To Defeat: Intelligence Perception Dexterity Disable 15 If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage. Golden Lake Card 7: Safety Bubble
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 11 Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. 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 13 check to recharge it instead. Golden Lake Card 8: Aghash
MM Henchman C Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Golden Lake Card 9: Zereletan
MM Ally 4 Traits: Aberration Naga To Acquire: Charisma Diplomacy 11 OR Combat 15 Bury this card to recharge any number of items from your discard pile. Discard this card to explore your location. Golden Lake Card 10:
Ring of Energy Resistance
MM Item 6 Traits: Accessory Magic To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4. Location #5: Vizier's Hill At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck. When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Baited Jewel Box (shuffled)
Vizier's Hill Card 1: Crook and Flail of Kings
MM Weapon 6 Traits: Mace Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee Arcane Divine 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait. Recharge this card to add 1 die to your combat check that has the Attack trait. Vizier's Hill Card 2: 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. Vizier's Hill Card 3: Living Sandstorms
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. Vizier's Hill Card 4: 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. Vizier's Hill Card 5: 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. Vizier's Hill Card 6: Furies of the Drowned Desert
MM Monster 6 Traits: Elemental Outsider Acid To Defeat: Combat 21 The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage. Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat. Vizier's Hill Card 7: Baited Jewel Box
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Vizier's Hill Card 8: Word of Ra
MM Barrier 6 Traits: Lock Trap Fire To Defeat: Dexterity Disable Stealth 17 If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage. Vizier's Hill Card 9: Galvanic Kopis +2
MM Weapon 5 Traits: Knife Ranged Slashing Electricity Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll. On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait. Vizier's Hill Card 10: 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. Vizier's Hill Card 11:
Aghash
MM Henchman B Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Location #6: Festering Ulunat At This Location: This location is always temporarily closed. At the end of your turn, you are dealt 1d4-1 Combat damage, then 1d4+1 Acid damage. When Closing: If the number of allies displayed next to the scenario is equal to at least 3 plus the number of characters, you may close this location automatically. When Permanently Closed: For the rest of the scenario, add 2d12 to checks against Ulunat by characters at any location. M: 5 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0 Located/Displayed Here: None Festering Ulunat Card 1: 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. Festering Ulunat Card 2: Basif Iosep
MM Ally 2 Traits: Half-Elf Shopkeeper Aspis To Acquire: Charisma Diplomacy 6 At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card. Discard this card to explore your location. Festering Ulunat Card 3: Hanshepsu
MM Monster 5 Traits: Construct To Defeat: Combat 20 The Hanshepsu is immune to the Attack, Mental, and Poison traits. Before you act, roll 1d4: 1. You are dealt 1d4 Poison damage. 2. The difficulty to defeat is increased by 3. 3. The Hanshepsu is evaded. 4. Bury the top card of your deck. Festering Ulunat Card 4: Skull Ripper
MM Monster 3 Traits: Construct To Defeat: Combat 14 The Skill Ripper is immune to the Attack and Mental traits. If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced. Festering Ulunat Card 5: Girtablilu Ranger
MM Monster 4 Traits: Trigger Girtablilu Poison To Defeat: Combat 17 When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3. Before you act, you are dealt 1d4 Poison damage. Festering Ulunat Card 6: Elder Ice Elemental
MM Monster 4 Traits: Elemental Outsider Cold To Defeat: Combat 16 The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage. Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat. If the check to defeat has the Electricity trait, you may reroll the dice; take the new result. ![]()
![]() During This Adventure: The scourge die is 1d10. When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined. If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge. During This Scenario: The difficulty to defeat banes that have the Undead trait is increased by 1d12. When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck. The first time you would defeat Stavros Nightcrescent, he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location. Additional Rules: Adventure rewards:
Mortevia Strassel:
None Henchman 6 Type: Monster Traits: Ghast Soldier Undead To Defeat: Constitution Fortitude Charisma Arcane 13 Mortevia Strassel is immune to the Mental and Poison traits. Before you act, recharge a random card. If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card. Xandhul Bloodsbane III:
None Henchman 6 Type: Monster Traits: Human Rogue To Defeat: Strength Melee Stealth Diplomacy 13 Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1. If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power. Varanthe the Paralyzer:
None Henchman 6 Type: Monster Traits: Aristocrat Undead To Defeat: Intelligence Knowledge Wisdom Divine 13 Varanthe the Paralyzer is immune to the Mental and Poison traits. Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings. If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead. Scenario Level (#): 6 Turn: 2, Mavaro/NathanDavis
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Elder Ice Elemental
MM Monster 4 Traits: Elemental Outsider Cold To Defeat: Combat 16 The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage. Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat. If the check to defeat has the Electricity trait, you may reroll the dice; take the new result. Spoiler:
Giant Mummified Crocodile
MM Monster 5 Traits: Undead Mummy To Defeat: Combat 21 The Giant Mummified Crocodile is immune to the Mental and Poison traits. If the check to defeat has the Cold or Electricity trait, add 1d8. If undefeated, bury your discard pile and shuffle this card into a random open location 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:
Ecorche
MM Monster 6 Traits: Undead To Defeat: Combat 20 The Ecorche is immune to the Mental and Poison traits. If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering. Spoiler:
Mummy Lord
MM Monster 6 Traits: Undead Mummy To Defeat: Combat 23 The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits. Before you act, summon and encounter a random monster that has the Undead trait from the box. If undefeated, bury your discard pile, then shuffle this card into a random open location deck. Barriers Spoiler:
Sightless Starvation
MM Barrier 5 Traits: Trigger Curse Undead Poison To Defeat: SEE BELOW When you examine this card, encounter it. Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated. Spoiler:
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:
Tar Tomb
MM Barrier 5 Traits: Obstacle Magic Acid Fire To Defeat: Strength Dexterity 14 OR Intelligence Disable 13 If undefeated, you are dealt 1d6 Acid damage; display this card next to your location. While displayed, if you start your turn at this location, attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage. Spoiler:
Curse of the Netheshuun
MM Barrier 6 Traits: Trigger Curse Undead Cold Magic To Defeat: Wisdom Divine 16 OR Dexterity Disable 17 When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card. If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge. Spoiler:
Void Glyph
MM Barrier 1 Traits: Trigger Trap Cold Arcane Veteran To Defeat: Intelligence Arcane Knowledge 6 OR Wisdom 8 When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location. Weapons Spoiler:
Spellsword +2
MM Weapon 4 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee Arcane Divine 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. Recharge this card to recharge a random spell from your discard pile. Spoiler:
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:
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:
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:
Galvanic Kopis +2
MM Weapon 5 Traits: Knife Ranged Slashing Electricity Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll. On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait. Spells 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:
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:
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:
Named Bullet
MM Spell 5 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat check against a monster that shares a trait with the monster on this card other than Basic, Elite, or Veteran. At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card. Spoiler:
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:
Day Star Half-Plate
MM Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Divine 10 Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead. If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait. Spoiler:
Horn Lamellar
MM Armor 6 Traits: Light Armor To Acquire: Constitution Fortitude 10 OR Intelligence Craft 11 Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead. Spoiler:
Elemental Brass Mail
MM Armor 6 Traits: Light Armor Magic To Acquire: Constitution Fortitude 12 OR Intelligence Arcane Wisdom Divine 14 Reveal this card to reduce Combat damage dealt to you by 3. Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait. Spoiler:
Aegis of Recovery
MM Armor 5 Traits: Light Armor Magic To Acquire: Constitution Fortitude Wisdom Divine 12 At the end of your turn, reveal this card to recharge a random card from your discard pile. Recharge this card to add 1 die to your Constitution or Fortitude non-combat check. Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0. If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck. Spoiler:
Silken Ceremonial Armor
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Charisma 11 On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result. Reveal this card to reduce damage dealt to you by 1. If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. Items 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:
Ring of Energy Resistance
MM Item 6 Traits: Accessory Magic To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4. 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:
Candle of Comity
None Item 2 Traits: Object Magic To Acquire: Chairsma Craft Diplomacy 8 Reharge this card to add 1d8 to a character at your location's Charisma or Diplomacy non-combat check. Bury this card to shuffle the top card of the blessings discard pile into the blessings deck. You may not use this card during an encounter. Spoiler:
Bird Feather Tokens
MM Item 3 Traits: Object Magic To Acquire: Intelligence Arcane 9 Recharge this card to reroll 1 die on a check by a character at your location. On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item. Allies Spoiler:
Miau Pakhet
MM Ally P Traits: Catfolk Bard Gambling To Acquire: CharismaDiplomacy 13 After a character at your location rolls the dice on his check, recharge this card to allow him to reroll any die, or discard this card to allow him to reroll all the dice; he takes the new result. Discard this card to examine the top card of your location deck, then put it on the top or bottom of the deck. Then you may explore your location. Spoiler:
Fire Gecko
MM Ally C Traits: Animal Elemental Fire To Acquire: Wisdom Survival 4 Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage. Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration. Spoiler:
Aunty
MM Ally C Traits: Human Cleric To Acquire: Divine Charisma Diplomacy 8 Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait. Discard this card to examine the top 3 cards of your location deck. Then you may explore your location. Spoiler:
Dredge
MM Ally B Traits: Halfling Rogue Aspis To Acquire: Charisma Diplomacy 8 When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead. Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items. Spoiler:
Sand Elemental
MM Ally 5 Traits: Outsider Elemental To Acquire: Constitution Fortitude 9 Recharge this card to reduce Cold or Fire damage dealt to any character to 0. Recharge this card to ignore a non-villain bane's power that happens before you act. Discard this card to explore your location. Blessings Spoiler:
Blessing of 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 Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Current Hour: Blessing of Ptah:
Blessing of Ptah
MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Hours Remaining: 28 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Seoni/EmpTyger: Spoiler: Hourglass Card 2 Ezren/AbrahamZ: Hourglass Card 1 Seoni/EmpTyger
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: Hourglass Card 3 Raz/eddiephlash: Hourglass Card 2 Ezren/AbrahamZ
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: Hourglass Card 4 Mavaro/NathanDavis: Hourglass Card 3 Raz/eddiephlash
Blessing of Thoth MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Seoni/EmpTyger: Hourglass Card 4 Mavaro/NathanDavis
Blessing of the Elements MM Blessing C Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 6 Ezren/AbrahamZ: Hourglass Card 5 Seoni/EmpTyger
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: Hourglass Card 7 Raz/eddiephlash: Hourglass Card 6 Ezren/AbrahamZ
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: Hourglass Card 8 Mavaro/NathanDavis: Hourglass Card 7 Raz/eddiephlash
Blessing of Osiris MM Blessing 4 Traits: Divine Osiris Healing To Acquire: Divine 8 Discard this card to add 1d4 to any check that invokes the Healing trait. When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile. Spoiler: Hourglass Card 9 Seoni/EmpTyger: Hourglass Card 8 Mavaro/NathanDavis
Blessing of Isis MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler: Hourglass Card 10 Ezren/AbrahamZ: Hourglass Card 9 Seoni/EmpTyger
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: Hourglass Card 11 Raz/eddiephlash: Hourglass Card 10 Ezren/AbrahamZ
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: Hourglass Card 12 Mavaro/NathanDavis: Hourglass Card 11 Raz/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. Spoiler: Hourglass Card 13 Seoni/EmpTyger: Hourglass Card 12 Mavaro/NathanDavis
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: Hourglass Card 14 Ezren/AbrahamZ: Hourglass Card 13 Seoni/EmpTyger
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 15 Raz/eddiephlash: Hourglass Card 14 Ezren/AbrahamZ
Blessing of Ptah MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Spoiler: Hourglass Card 16 Mavaro/NathanDavis: Hourglass Card 15 Raz/eddiephlash
Blessing of Anubis MM Blessing 4 Traits: Divine Anubis Poison Mummy To Acquire: Divine 8 OR Charisma Diplomacy 11 Discard this card to add 1 die and the Poison trait to any check. Discard this card to add 2 dice to any Charisma check. Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 17 Seoni/EmpTyger: Hourglass Card 16 Mavaro/NathanDavis
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: Hourglass Card 18 Ezren/AbrahamZ: Hourglass Card 17 Seoni/EmpTyger
Grand Lodge's Favor None Favor 6 Traits: When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile. While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage. Spoiler: Hourglass Card 19 Raz/eddiephlash: Hourglass Card 18 Ezren/AbrahamZ
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: Hourglass Card 20 Mavaro/NathanDavis: Hourglass Card 19 Raz/eddiephlash
Blessing of the Ancients MM Blessing C Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Seoni/EmpTyger: Hourglass Card 20 Mavaro/NathanDavis
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: Hourglass Card 22 Ezren/AbrahamZ: Hourglass Card 21 Seoni/EmpTyger
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: Hourglass Card 23 Raz/eddiephlash: Hourglass Card 22 Ezren/AbrahamZ
Blessing of Pharasma MM Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 24 Mavaro/NathanDavis: Hourglass Card 23 Raz/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. Spoiler: Hourglass Card 25 Seoni/EmpTyger: Hourglass Card 24 Mavaro/NathanDavis
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: Hourglass Card 26 Ezren/AbrahamZ: Hourglass Card 25 Seoni/EmpTyger
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: Hourglass Card 27 Raz/eddiephlash: Hourglass Card 26 Ezren/AbrahamZ
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: Hourglass Card 28 Mavaro/NathanDavis: Hourglass Card 27 Raz/eddiephlash
Blessing of Abadar MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 28 Mavaro/NathanDavis
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. Location #1: Chisisek's Tomb
Chisisek's Tomb Card 1: 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. Chisisek's Tomb 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. Chisisek's Tomb Card 3: Venomous Heavy Crossbow +2
MM Weapon 5 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4. If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location. Chisisek's Tomb Card 4: Rukh
MM Monster 3 Traits: Animal Acid To Defeat: Combat 13 THEN Combat 13 All damage dealt by the Rukh is Acid damage. If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4. If undefeated, move to a random location. Chisisek's Tomb Card 5: Handmaiden of Nailah
MM Henchman 6 Type: Monster Traits: Trigger Undead Incorporeal To Defeat: Combat 20 OR Divine 15 When you examine this card, encounter it and ignore its power that happens after you act. The Handmaiden of Nailah is immune to the Mental and Poison traits. After you act, if your check to defeat does not have the Acid or Magic trait, the Handmaiden of Nailah is undefeated. If defeated, you may immediately attempt to close the location this henchman came from. Chisisek's Tomb Card 6: 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. Chisisek's Tomb Card 7: Thunder Lizard
MM Monster 3 Traits: Dragon Electricity To Defeat: Combat 13 The Thunder Lizard is immune to the Electricity trait. Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location. Chisisek's Tomb Card 8: Djinn Favor Amulet
MM Item 1 Traits: Accessory Magic Healing To Acquire: Constitution Fortitude 4 OR Wisdom 7 Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile. Chisisek's Tomb Card 9: Kalnaka
MM Monster 5 Traits: Undead Mummy To Defeat: Combat 22 The Kalnaka is immune to the Cold, Mental, and Poison traits. If the check to defeat has the Electricity trait, add 1d8. If undefeated, bury your discard pile. Chisisek's Tomb Card 10:
Disable Mechanism
MM Spell 2 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Discard this card to evade a bane you encounter that has the Construct, Lock, or Trap trait. Discard this card to add 2d8 to any Disable check. Discard this card to add 2d8 to any check against a bane that has the Construct, Lock, or Trap trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it. Location #2: Crypt At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait. When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number. When Permanently Closed: On closing, draw a random blessing from the box. M: 1 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Raz/eddiephlash, None Crypt Card 1: Ring of the Godless
MM Item B Traits: Accessory Magic To Acquire: Wisdom 5 During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait. Recharge this card to add the Magic trait to your check. Crypt Card 2: Skyplate Armor
MM Armor 5 Traits: Light Armor Magic To Acquire: Constitution Fortitude Craft Divine 12 Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move. Recharge this card to add 1 die to your check that invokes the Electricity trait. If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead. Crypt Card 3: Ammut
MM Monster 6 Traits: Outsider Fire To Defeat: Combat 24 The Ammut is immune to the Fire and Poison traits. Before you act, each character at your location is dealt 1d4 Fire damage. If undefeated, suffer the scourge Curse of the Mummy. Crypt Card 4: Word of Ra
MM Barrier 6 Traits: Lock Trap Fire To Defeat: Dexterity Disable Stealth 17 If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage. Crypt Card 5: Reed Snake Armor
MM Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Crypt Card 6: Blessing of Ptah
MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Crypt Card 7: Queen Neferuset
MM Henchman 6 Type: Monster Traits: Undead Mummy Oracle Cold To Defeat: Combat 27 OR Divine 20 Queen Neferuset is immune to the Fire, Mental, and Poison traits. All damage dealt by Queen Neferuset is Cold damage. If undefeated, examine the top card of your deck; if it does not have the Divine trait, bury the top 1d4 cards of your deck. If defeated, draw a random spell that has the Divine trait from the box. After the encounter, bury all weapons and armors played during the encounter. Crypt Card 8:
Insanity Mist
MM Barrier 3 Traits: Trigger Trap Magic To Defeat: None When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage. Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage. Location #3: Sepulcher of the Servant At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits. When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1 Located/Displayed Here: None Sepulcher of the Servant Card 1: 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. Sepulcher of the Servant Card 2: Bonestorm
MM Monster 4 Traits: Undead Swarm To Defeat: Combat 17 The Bonestorm is immune to the Mental and Poison traits. Damage dealt by the Bonestorm may only be reduced by no more than half (round up). If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from. Sepulcher of the Servant Card 3: Augury
MM Spell B Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Sepulcher of the Servant Card 4: 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. Sepulcher of the Servant Card 5: Ecorche
MM Monster 6 Traits: Undead To Defeat: Combat 20 The Ecorche is immune to the Mental and Poison traits. If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering. Sepulcher of the Servant Card 6: 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. Sepulcher of the Servant Card 7: Rukh
MM Monster 3 Traits: Animal Acid To Defeat: Combat 13 THEN Combat 13 All damage dealt by the Rukh is Acid damage. If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4. If undefeated, move to a random location. Sepulcher of the Servant Card 8: Corridor Dart Trap
MM Barrier B Traits: Trap Construct Veteran To Defeat: Dexterity Disable Stealth Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any. Sepulcher of the Servant Card 9: Handmaiden of Nailah
MM Henchman 6 Type: Monster Traits: Trigger Undead Incorporeal To Defeat: Combat 20 OR Divine 15 When you examine this card, encounter it and ignore its power that happens after you act. The Handmaiden of Nailah is immune to the Mental and Poison traits. After you act, if your check to defeat does not have the Acid or Magic trait, the Handmaiden of Nailah is undefeated. If defeated, you may immediately attempt to close the location this henchman came from. Sepulcher of the Servant Card 10:
Mace of Ruin
MM Weapon 4 Traits: Mace Melee Bludgeoning Acid Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4. Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait. Location #4: Hall of the Crocodile Kings At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage. When Closing: Summon and defeat the henchmen Acid Pool. When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box. M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Hall of the Crocodile Kings Card 1: 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. Hall of the Crocodile Kings Card 2: 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. Hall of the Crocodile Kings Card 3: Sightless Starvation
MM Barrier 5 Traits: Trigger Curse Undead Poison To Defeat: SEE BELOW When you examine this card, encounter it. Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated. Hall of the Crocodile Kings Card 4: Wand of Scorching Ray
MM Item 3 Traits: Wand Attack Fire Ranged Magic Arcane To Acquire: Intelligence Arcane 8 For your combat check, bury this card to roll 4d6. After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it. Hall of the Crocodile Kings Card 5: Shocking Chest
MM Barrier 4 Traits: Cache Lock Trap To Defeat: DexterityDisable 12 OR Strength 15 After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage. If undefeated, you may banish this barrier. If defeated, draw a weapon, a spell, and an item from the box. Hall of the Crocodile Kings Card 6: Mummy Golem
MM Monster 4 Traits: Construct Golem Mummy To Defeat: Combat 18 The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. Hall of the Crocodile Kings Card 7: Picasi
MM Henchman 4 Type: Monster Traits: Outsider Elemental Janni Monk To Defeat: Combat 20 THEN Combat 16 Before you act, succeed at a Wisdom, Stealth, Perception, or Survival 9 check or you are dealt 2 Combat damage. If the check to defeat has the Acid or Bludgeoning trait, add 1d6. If defeated, you may immediately attempt to close the location this henchman came from. Hall of the Crocodile Kings Card 8: Symbol of Fear
MM Barrier 3 Traits: Trigger Trap Magic Curse To Defeat: None When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it. Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card. Hall of the Crocodile Kings Card 9: Carpet of Flying
MM Item 6 Traits: Object Magic To Acquire: Intelligence Craft Charisma Suvival 13 Recharge this card to evade a bane you encounter, then move all characters at your location to another location. Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. Recharge this card at the end of the turn. Hall of the Crocodile Kings Card 10:
Royal Naga
MM Monster 4 Traits: Aberration To Defeat: Combat 16 THEN Combat 16 You may succeed at a Stealth 8 check to evade the Royal Naga. For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it. If the check to defeat has the Cold trait, add 1d8. Location #5: Forgery of Ra At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage. When Closing: You are dealt 1d6 Fire damage. When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile. M: 2 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Forgery of Ra Card 1: Desert Trapper
MM Monster B Traits: Human Veteran To Defeat: Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number. Each character may play no more than 1 card on the check to defeat. Forgery of Ra Card 2: Shattertouch Shotel +2
MM Weapon 4 Traits: Scythe Melee Slashing Finesse Magic To Acquire: Strength Melee Wisdom Dexterity 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits. Forgery of Ra Card 3: Bonecrusher Chieftain
MM Monster 2 Traits: Trigger Gnoll Veteran To Defeat: Combat 12 When you examine this card, encounter it; the difficulty to defeat is increased by 3. The difficulty to defeat is increased by the scenario's adventure deck number. When you play a weapon on your check to defeat, discard it. Forgery of Ra Card 4: Poison Spiked Pit Trap
MM Barrier 1 Traits: Trap Poison Veteran To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn. If defeated, you may explore your location. Forgery of Ra Card 5: Pharaoh's Altar
MM Barrier 5 Traits: Trigger Cache Lock Curse To Defeat: Dexterity Disable 12 OR Craft 14 When you examine this card, suffer a scourge. If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number. If undefeated, suffer the scourge Curse of Blindness. Forgery of Ra Card 6: 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. Forgery of Ra Card 7: 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. Forgery of Ra Card 8: 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. Forgery of Ra Card 9: Nailah
MM Henchman 6 Type: Monster Traits: Undead Banshee Incorporeal Acid To Defeat: Combat 22 Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage. Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 1d6 Acid damage. If the check to defeat does not have the Acid or Electricity trait, Nailah is undefeated. If defeated, you may immediately attempt to close the location this henchman came from. Forgery of Ra Card 10:
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. Location #6: Hall of Winged Chaos At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage. When Closing: You may close this location automatically. When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box. At the end of your turn, you may shuffle a boon from your hand into this location, then open this location. M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: Seoni/EmpTyger, None Hall of Winged Chaos Card 1: Scarab of Ptah
MM Item 6 Traits: Trigger Object Magic Ptah To Acquire: Constitution Fortitude 12 When you examine this card, you may reveal a blessing that has the Ptah trait to automatically acquire this card. Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. Hall of Winged Chaos Card 2: Giant Slug
MM Ally B Traits: Animal Acid To Acquire: Wisdom Survival 6 Recharge this card to add 1d4 and the Acid trait to your combat check. Recharge this card and discard a card from the blessings deck to explore your location. During this exploration, you may add 1d4 and the Acid trait to your combat checks. Hall of Winged Chaos Card 3: Collapsing Sphinx
MM Barrier 4 Traits: Trigger Obstacle Sphinx To Defeat: Dexterity Stealth Perception Wisdom 12 When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced. If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat. Hall of Winged Chaos Card 4: Deliquescent Gloves
MM Item 3 Traits: Accessory Alchemical Acid To Acquire: Dexterity Intelligence Craft 8 Reveal this card to add the Acid trait to your Melee check. You may play another item on this check. Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check. Hall of Winged Chaos Card 5: Burning Child
MM Monster 3 Traits: Undead Fire To Defeat: Combat 16 OR Charisma 10 The Burning Child is immune to the Fire, Mental, and Poison traits. If the check to defeat the Burning Child has the Cold trait, add 1d8. If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage. Hall of Winged Chaos Card 6: Ain-Mekh
MM Henchman 6 Type: Monster Traits: Undead To Defeat: Combat 30 Ain-Mekh is immune to the Mental and Poison traits. Before you act, succeed at a Wisdom or Knowledge 9 check or you are dealt 1d4 Mental damage that may not be reduced, then Ain-Mekh is evaded. If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering. If defeated, you may immediately attempt to close the location this henchman came from. Hall of Winged Chaos Card 7: Earth Ossumental
MM Monster 5 Traits: Trigger Undead To Defeat: Combat 19 When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck. The Earth Ossumental is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage. Hall of Winged Chaos Card 8: Lightning Storm
MM Barrier B Traits: Obstacle Weather Electricity To Defeat: None Display this barrier next to the location deck. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location. Hall of Winged Chaos Card 9: Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Hall of Winged Chaos Card 10:
Baited Jewel Box
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Location #7: Eternal Arena At This Location: When you move during your move step you are dealt 1d6 Combat damage. When Closing: Summon and defeat a monster from the box. When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile. M: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Eternal Arena Card 1: Stavros Nightcrescent
None Villain 2 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Wisdom Charisma 6 THEN Combat 16 Stavros Nightcrescent is immune to the Mental and Poison traits. While you act, before any character plays a card, that character must discard a card. If undefeated, bury your discard pile. Eternal Arena Card 2: Ammut
MM Monster 6 Traits: Outsider Fire To Defeat: Combat 24 The Ammut is immune to the Fire and Poison traits. Before you act, each character at your location is dealt 1d4 Fire damage. If undefeated, suffer the scourge Curse of the Mummy. Eternal Arena Card 3: Skull Ripper
MM Monster 3 Traits: Construct To Defeat: Combat 14 The Skill Ripper is immune to the Attack and Mental traits. If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced. Eternal Arena Card 4: Living Sandstorms
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. Eternal Arena Card 5: Channel the Gift
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card to allow a character at your location to search his deck for a spell and draw it. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it. Eternal Arena Card 6: Hippopotamus Mud Elemental
MM Ally 6 Traits: Elemental Acid To Acquire: Wisdom Survival 14 Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4. Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location. Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait. Eternal Arena Card 7: Falcon Crown
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Wisdom Divine 10 Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor. For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6. If proficient with light armors, you may recharge this card when you play a spell. Eternal Arena Card 8: 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. Eternal Arena Card 9: Flaming Ranseur +3
MM Weapon 5 Traits: Polearm Melee Slashing 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result. Eternal Arena Card 10: Fiendish Sphinx
MM Barrier 4 Traits: Trigger Trap Arcane Magic Sphinx To Defeat: Intelligence Knowledge Arcane Wisdom 12 When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. ![]()
![]() During This Adventure: The scourge die is 1d10. When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined. If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge. During This Scenario: The difficulty to defeat banes that have the Undead trait is increased by 1d12. When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck. The first time you would defeat Stavros Nightcrescent, he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location. Additional Rules: Adventure rewards:
Mortevia Strassel:
None Henchman 6 Type: Monster Traits: Ghast Soldier Undead To Defeat: Constitution Fortitude Charisma Arcane 13 Mortevia Strassel is immune to the Mental and Poison traits. Before you act, recharge a random card. If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card. Xandhul Bloodsbane III:
None Henchman 6 Type: Monster Traits: Human Rogue To Defeat: Strength Melee Stealth Diplomacy 13 Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1. If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power. Varanthe the Paralyzer:
None Henchman 6 Type: Monster Traits: Aristocrat Undead To Defeat: Intelligence Knowledge Wisdom Divine 13 Varanthe the Paralyzer is immune to the Mental and Poison traits. Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings. If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead. Scenario Level (#): 6 Turn: 1, Raz/eddiephlash
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Earth Ossumental
MM Monster 5 Traits: Trigger Undead To Defeat: Combat 19 When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck. The Earth Ossumental is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage. Spoiler:
Girtablilu Ranger
MM Monster 4 Traits: Trigger Girtablilu Poison To Defeat: Combat 17 When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3. Before you act, you are dealt 1d4 Poison damage. Spoiler:
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:
Cenovath Swarm
MM Monster 5 Traits: Vermin Swarm Poison To Defeat: Combat 18 Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced. If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated. 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. Barriers Spoiler:
Holy Word Trap
MM Barrier 5 Traits: Trigger Trap Magic Divine To Defeat: Wisdom Divine 11 OR Intelligence Perception 13 When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card. If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck. Spoiler:
Curse of the Netheshuun
MM Barrier 6 Traits: Trigger Curse Undead Cold Magic To Defeat: Wisdom Divine 16 OR Dexterity Disable 17 When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card. If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge. Spoiler:
Blast Glyph
MM Barrier 3 Traits: Trigger Trap Magic Cold Arcane To Defeat: Intelligence Arcane Knowledge 10 OR Wisdom 12 When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage. If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location. Spoiler:
Sky Pharaoh's Curse
MM Barrier 5 Traits: Trigger Curse To Defeat: Intelligence Perception Arcane 15 OR Divine 14 When you examine this card, display it next to your deck. If undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge. Spoiler:
Tar Tomb
MM Barrier 5 Traits: Obstacle Magic Acid Fire To Defeat: Strength Dexterity 14 OR Intelligence Disable 13 If undefeated, you are dealt 1d6 Acid damage; display this card next to your location. While displayed, if you start your turn at this location, attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage. Weapons Spoiler:
Galvanic Kopis +2
MM Weapon 5 Traits: Knife Ranged Slashing Electricity Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll. On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait. Spoiler:
Chakram of Ruin
MM Weapon 6 Traits: Knife Ranged Slashing Acid Magic To Acquire: Dexterity Ranged 13 For your combat check or your check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally discard this card to add another 1d6+1. During your encounter, discard this card to ignore a non-villain monster's power that happens before you act. On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid trait. Spoiler:
Staff of the Hooded Cobra
MM Weapon 6 Traits: Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee 14 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait. You may use the result for any subsequent combat checks against the same bane. Reveal this card and discard a spell to reduce all Combat or Poison damage dealt to you to 0. Spoiler:
Dancing Scimitar +2
MM Weapon 6 Traits: Sword Melee Slashing Finesse Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4. On your combat check, if you played another weapon, discard this card to add 1d6+2. Spoiler:
Thousand Stings Whip
MM Weapon 4 Traits: Whip Melee Piercing Poison Finesse Magic To Acquire: Strength Melee 11 When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead. Spells Spoiler:
Canopic Conversion
MM Spell 6 Traits: Magic Arcane Divine Attack To Acquire: Intelligence Arcane Wisdom Divine 14 For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; while displayed, you may discard this card and banish the monster to add twice the monster's adventure deck number and the Undead trait to any check. When you would discard this card for its power, if you do not have either the Arcane or Divine skill, banish it instead; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it. Spoiler:
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:
Foresight
MM Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 14 Display this card. While displayed, you may ignore any non-villain power that happens when you examine a card. At the end of your turn, if you do not have either the Arcane or Divine skills, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 16 check to recharge it instead. Spoiler:
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:
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:
Steel Ibis Lamellar
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10 Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3. Recharge this card to add 1d6 to your Dexterity or Constitution check. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead. Spoiler:
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:
Advocate's Armor
MM Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude Charisma Diplomacy 9 Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check. Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, recharge this card to draw an ally from your discard pile. Spoiler:
Khamsin Coat
MM Armor 3 Traits: Clothing Light Armor Magic To Acquire: Constitution Fortitude 8 Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Mystic Silk Coat
MM Armor 2 Traits: Clothing Light Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3. Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
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:
Spellbottle
MM Item 3 Traits: Object Magic Arcane Divine To Acquire: Arcane Divine 10 Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it. Spoiler:
Bottled Lightning
MM Item 5 Traits: Liquid Attack Electricity Ranged Alchemical To Acquire: Intelligence Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 16 check to recharge that card instead of discarding it. 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:
Helpful Haversack
MM Item 1 Traits: Accessory Magic To Acquire: Dexterity Intelligence 6 At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck. Allies Spoiler:
Sedja
MM Ally 3 Traits: Animal To Acquire: Charisma Diplomacy 11 If you fail to acquire this card, you are dealt 1 Combat damage. Recharge this card to add 1d8 to your Knowledge or Survival check. Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter. Spoiler:
Black Kiss
MM Ally 1 Traits: Half-Elf Alchemist Hireling Aspis To Acquire: Intelligence Craft Charisma Diplomacy 10 If you fail to acquire this card, you are dealt 1d4 Poison damage. Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location. Discard this card to explore your location. Spoiler:
Honaire
MM Loot B Type: Ally Traits: Undead Phantom Owner: Estra To Acquire: None None Put this card on top of your deck to draw a spell from your discard pile. Put this card on top of your deck to add 1d10 and the Undead trait to your Strength, Constitution, or Perception check. When you would discard this card as damage, recharge it instead. Spoiler:
Stone Weasel
MM Ally B Traits: Animal Elemental To Acquire: Wisdom Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1. Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items. Spoiler:
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. 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 Horus
MM Blessing C Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Spoiler:
Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler:
Blessing of Horus
MM Blessing B Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Current Hour: Blessing of the Elements:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Mavaro/NathanDavis: Spoiler: Hourglass Card 2 Seoni/EmpTyger: Hourglass Card 1 Mavaro/NathanDavis
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: Hourglass Card 3 Ezren/AbrahamZ: Hourglass Card 2 Seoni/EmpTyger
Blessing of the Elements MM Blessing C Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 4 Raz/eddiephlash: Hourglass Card 3 Ezren/AbrahamZ
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: Hourglass Card 5 Mavaro/NathanDavis: Hourglass Card 4 Raz/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. Spoiler: Hourglass Card 6 Seoni/EmpTyger: Hourglass Card 5 Mavaro/NathanDavis
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. Spoiler: Hourglass Card 7 Ezren/AbrahamZ: Hourglass Card 6 Seoni/EmpTyger
Blessing of Anubis MM Blessing 4 Traits: Divine Anubis Poison Mummy To Acquire: Divine 8 OR Charisma Diplomacy 11 Discard this card to add 1 die and the Poison trait to any check. Discard this card to add 2 dice to any Charisma check. Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Raz/eddiephlash: Hourglass Card 7 Ezren/AbrahamZ
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: Hourglass Card 9 Mavaro/NathanDavis: Hourglass Card 8 Raz/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. Spoiler: Hourglass Card 10 Seoni/EmpTyger: Hourglass Card 9 Mavaro/NathanDavis
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: Hourglass Card 11 Ezren/AbrahamZ: Hourglass Card 10 Seoni/EmpTyger
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: Hourglass Card 12 Raz/eddiephlash: Hourglass Card 11 Ezren/AbrahamZ
Blessing of Ptah MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Spoiler: Hourglass Card 13 Mavaro/NathanDavis: Hourglass Card 12 Raz/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. Spoiler: Hourglass Card 14 Seoni/EmpTyger: Hourglass Card 13 Mavaro/NathanDavis
Blessing of Osiris MM Blessing 4 Traits: Divine Osiris Healing To Acquire: Divine 8 Discard this card to add 1d4 to any check that invokes the Healing trait. When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile. Spoiler: Hourglass Card 15 Ezren/AbrahamZ: Hourglass Card 14 Seoni/EmpTyger
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 16 Raz/eddiephlash: Hourglass Card 15 Ezren/AbrahamZ
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: Hourglass Card 17 Mavaro/NathanDavis: Hourglass Card 16 Raz/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. Spoiler: Hourglass Card 18 Seoni/EmpTyger: Hourglass Card 17 Mavaro/NathanDavis
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: Hourglass Card 19 Ezren/AbrahamZ: Hourglass Card 18 Seoni/EmpTyger
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: Hourglass Card 20 Raz/eddiephlash: Hourglass Card 19 Ezren/AbrahamZ
Blessing of the Ancients MM Blessing C Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Mavaro/NathanDavis: Hourglass Card 20 Raz/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. Spoiler: Hourglass Card 22 Seoni/EmpTyger: Hourglass Card 21 Mavaro/NathanDavis
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: Hourglass Card 23 Ezren/AbrahamZ: Hourglass Card 22 Seoni/EmpTyger
Blessing of Ptah MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Spoiler: Hourglass Card 24 Raz/eddiephlash: Hourglass Card 23 Ezren/AbrahamZ
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: Hourglass Card 25 Mavaro/NathanDavis: Hourglass Card 24 Raz/eddiephlash
Blessing of Wadjet MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Spoiler: Hourglass Card 26 Seoni/EmpTyger: Hourglass Card 25 Mavaro/NathanDavis
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: Hourglass Card 27 Ezren/AbrahamZ: Hourglass Card 26 Seoni/EmpTyger
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: Hourglass Card 28 Raz/eddiephlash: Hourglass Card 27 Ezren/AbrahamZ
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: Hourglass Card 29 Mavaro/NathanDavis: Hourglass Card 28 Raz/eddiephlash
Blessing of Isis MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler: Hourglass Card 29 Mavaro/NathanDavis
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. Location #1: Chisisek's Tomb
Chisisek's Tomb Card 1: 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. Chisisek's Tomb 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. Chisisek's Tomb Card 3: Venomous Heavy Crossbow +2
MM Weapon 5 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4. If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location. Chisisek's Tomb Card 4: Rukh
MM Monster 3 Traits: Animal Acid To Defeat: Combat 13 THEN Combat 13 All damage dealt by the Rukh is Acid damage. If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4. If undefeated, move to a random location. Chisisek's Tomb Card 5: Handmaiden of Nailah
MM Henchman 6 Type: Monster Traits: Trigger Undead Incorporeal To Defeat: Combat 20 OR Divine 15 When you examine this card, encounter it and ignore its power that happens after you act. The Handmaiden of Nailah is immune to the Mental and Poison traits. After you act, if your check to defeat does not have the Acid or Magic trait, the Handmaiden of Nailah is undefeated. If defeated, you may immediately attempt to close the location this henchman came from. Chisisek's Tomb Card 6: 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. Chisisek's Tomb Card 7: Thunder Lizard
MM Monster 3 Traits: Dragon Electricity To Defeat: Combat 13 The Thunder Lizard is immune to the Electricity trait. Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location. Chisisek's Tomb Card 8: Djinn Favor Amulet
MM Item 1 Traits: Accessory Magic Healing To Acquire: Constitution Fortitude 4 OR Wisdom 7 Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile. Chisisek's Tomb Card 9: Kalnaka
MM Monster 5 Traits: Undead Mummy To Defeat: Combat 22 The Kalnaka is immune to the Cold, Mental, and Poison traits. If the check to defeat has the Electricity trait, add 1d8. If undefeated, bury your discard pile. Chisisek's Tomb Card 10:
Disable Mechanism
MM Spell 2 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Discard this card to evade a bane you encounter that has the Construct, Lock, or Trap trait. Discard this card to add 2d8 to any Disable check. Discard this card to add 2d8 to any check against a bane that has the Construct, Lock, or Trap trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it. Location #2: Crypt At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait. When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number. When Permanently Closed: On closing, draw a random blessing from the box. M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Raz/eddiephlash, None Crypt Card 1: Elemental Arachnid
MM Monster 4 Traits: Construct To Defeat: Combat 17 The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter. Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage. If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage. Crypt Card 2: Shocking Scimitar +2
MM Weapon 3 Traits: Sword Melee Slashing Finesse Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait. If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act. Crypt Card 3: Ring of the Godless
MM Item B Traits: Accessory Magic To Acquire: Wisdom 5 During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait. Recharge this card to add the Magic trait to your check. Crypt Card 4: Skyplate Armor
MM Armor 5 Traits: Light Armor Magic To Acquire: Constitution Fortitude Craft Divine 12 Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move. Recharge this card to add 1 die to your check that invokes the Electricity trait. If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead. Crypt Card 5: Ammut
MM Monster 6 Traits: Outsider Fire To Defeat: Combat 24 The Ammut is immune to the Fire and Poison traits. Before you act, each character at your location is dealt 1d4 Fire damage. If undefeated, suffer the scourge Curse of the Mummy. Crypt Card 6: Word of Ra
MM Barrier 6 Traits: Lock Trap Fire To Defeat: Dexterity Disable Stealth 17 If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage. Crypt Card 7: Reed Snake Armor
MM Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Crypt Card 8: Blessing of Ptah
MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Crypt Card 9: Queen Neferuset
MM Henchman 6 Type: Monster Traits: Undead Mummy Oracle Cold To Defeat: Combat 27 OR Divine 20 Queen Neferuset is immune to the Fire, Mental, and Poison traits. All damage dealt by Queen Neferuset is Cold damage. If undefeated, examine the top card of your deck; if it does not have the Divine trait, bury the top 1d4 cards of your deck. If defeated, draw a random spell that has the Divine trait from the box. After the encounter, bury all weapons and armors played during the encounter. Crypt Card 10:
Insanity Mist
MM Barrier 3 Traits: Trigger Trap Magic To Defeat: None When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage. Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage. Location #3: Sepulcher of the Servant At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits. When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1 Located/Displayed Here: None Sepulcher of the Servant Card 1: 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. Sepulcher of the Servant Card 2: Bonestorm
MM Monster 4 Traits: Undead Swarm To Defeat: Combat 17 The Bonestorm is immune to the Mental and Poison traits. Damage dealt by the Bonestorm may only be reduced by no more than half (round up). If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from. Sepulcher of the Servant Card 3: Augury
MM Spell B Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Sepulcher of the Servant Card 4: 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. Sepulcher of the Servant Card 5: Ecorche
MM Monster 6 Traits: Undead To Defeat: Combat 20 The Ecorche is immune to the Mental and Poison traits. If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering. Sepulcher of the Servant Card 6: 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. Sepulcher of the Servant Card 7: Rukh
MM Monster 3 Traits: Animal Acid To Defeat: Combat 13 THEN Combat 13 All damage dealt by the Rukh is Acid damage. If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4. If undefeated, move to a random location. Sepulcher of the Servant Card 8: Corridor Dart Trap
MM Barrier B Traits: Trap Construct Veteran To Defeat: Dexterity Disable Stealth Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any. Sepulcher of the Servant Card 9: Handmaiden of Nailah
MM Henchman 6 Type: Monster Traits: Trigger Undead Incorporeal To Defeat: Combat 20 OR Divine 15 When you examine this card, encounter it and ignore its power that happens after you act. The Handmaiden of Nailah is immune to the Mental and Poison traits. After you act, if your check to defeat does not have the Acid or Magic trait, the Handmaiden of Nailah is undefeated. If defeated, you may immediately attempt to close the location this henchman came from. Sepulcher of the Servant Card 10:
Mace of Ruin
MM Weapon 4 Traits: Mace Melee Bludgeoning Acid Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4. Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait. Location #4: Hall of the Crocodile Kings At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage. When Closing: Summon and defeat the henchmen Acid Pool. When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box. M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Hall of the Crocodile Kings Card 1: 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. Hall of the Crocodile Kings Card 2: 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. Hall of the Crocodile Kings Card 3: Sightless Starvation
MM Barrier 5 Traits: Trigger Curse Undead Poison To Defeat: SEE BELOW When you examine this card, encounter it. Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated. Hall of the Crocodile Kings Card 4: Wand of Scorching Ray
MM Item 3 Traits: Wand Attack Fire Ranged Magic Arcane To Acquire: Intelligence Arcane 8 For your combat check, bury this card to roll 4d6. After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it. Hall of the Crocodile Kings Card 5: Shocking Chest
MM Barrier 4 Traits: Cache Lock Trap To Defeat: DexterityDisable 12 OR Strength 15 After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage. If undefeated, you may banish this barrier. If defeated, draw a weapon, a spell, and an item from the box. Hall of the Crocodile Kings Card 6: Mummy Golem
MM Monster 4 Traits: Construct Golem Mummy To Defeat: Combat 18 The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. Hall of the Crocodile Kings Card 7: Picasi
MM Henchman 4 Type: Monster Traits: Outsider Elemental Janni Monk To Defeat: Combat 20 THEN Combat 16 Before you act, succeed at a Wisdom, Stealth, Perception, or Survival 9 check or you are dealt 2 Combat damage. If the check to defeat has the Acid or Bludgeoning trait, add 1d6. If defeated, you may immediately attempt to close the location this henchman came from. Hall of the Crocodile Kings Card 8: Symbol of Fear
MM Barrier 3 Traits: Trigger Trap Magic Curse To Defeat: None When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it. Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card. Hall of the Crocodile Kings Card 9: Carpet of Flying
MM Item 6 Traits: Object Magic To Acquire: Intelligence Craft Charisma Suvival 13 Recharge this card to evade a bane you encounter, then move all characters at your location to another location. Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. Recharge this card at the end of the turn. Hall of the Crocodile Kings Card 10:
Royal Naga
MM Monster 4 Traits: Aberration To Defeat: Combat 16 THEN Combat 16 You may succeed at a Stealth 8 check to evade the Royal Naga. For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it. If the check to defeat has the Cold trait, add 1d8. Location #5: Forgery of Ra At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage. When Closing: You are dealt 1d6 Fire damage. When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile. M: 2 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Forgery of Ra Card 1: Desert Trapper
MM Monster B Traits: Human Veteran To Defeat: Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number. Each character may play no more than 1 card on the check to defeat. Forgery of Ra Card 2: Shattertouch Shotel +2
MM Weapon 4 Traits: Scythe Melee Slashing Finesse Magic To Acquire: Strength Melee Wisdom Dexterity 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits. Forgery of Ra Card 3: Bonecrusher Chieftain
MM Monster 2 Traits: Trigger Gnoll Veteran To Defeat: Combat 12 When you examine this card, encounter it; the difficulty to defeat is increased by 3. The difficulty to defeat is increased by the scenario's adventure deck number. When you play a weapon on your check to defeat, discard it. Forgery of Ra Card 4: Poison Spiked Pit Trap
MM Barrier 1 Traits: Trap Poison Veteran To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn. If defeated, you may explore your location. Forgery of Ra Card 5: Pharaoh's Altar
MM Barrier 5 Traits: Trigger Cache Lock Curse To Defeat: Dexterity Disable 12 OR Craft 14 When you examine this card, suffer a scourge. If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number. If undefeated, suffer the scourge Curse of Blindness. Forgery of Ra Card 6: 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. Forgery of Ra Card 7: 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. Forgery of Ra Card 8: 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. Forgery of Ra Card 9: Nailah
MM Henchman 6 Type: Monster Traits: Undead Banshee Incorporeal Acid To Defeat: Combat 22 Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage. Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 1d6 Acid damage. If the check to defeat does not have the Acid or Electricity trait, Nailah is undefeated. If defeated, you may immediately attempt to close the location this henchman came from. Forgery of Ra Card 10:
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. Location #6: Hall of Winged Chaos At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage. When Closing: You may close this location automatically. When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box. At the end of your turn, you may shuffle a boon from your hand into this location, then open this location. M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: Seoni/EmpTyger, None Hall of Winged Chaos Card 1: Scarab of Ptah
MM Item 6 Traits: Trigger Object Magic Ptah To Acquire: Constitution Fortitude 12 When you examine this card, you may reveal a blessing that has the Ptah trait to automatically acquire this card. Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. Hall of Winged Chaos Card 2: Giant Slug
MM Ally B Traits: Animal Acid To Acquire: Wisdom Survival 6 Recharge this card to add 1d4 and the Acid trait to your combat check. Recharge this card and discard a card from the blessings deck to explore your location. During this exploration, you may add 1d4 and the Acid trait to your combat checks. Hall of Winged Chaos Card 3: Collapsing Sphinx
MM Barrier 4 Traits: Trigger Obstacle Sphinx To Defeat: Dexterity Stealth Perception Wisdom 12 When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced. If undefeated, each character at your location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn, attempting a Strength 14 check instead of the listed check to defeat. Hall of Winged Chaos Card 4: Deliquescent Gloves
MM Item 3 Traits: Accessory Alchemical Acid To Acquire: Dexterity Intelligence Craft 8 Reveal this card to add the Acid trait to your Melee check. You may play another item on this check. Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check. Hall of Winged Chaos Card 5: Burning Child
MM Monster 3 Traits: Undead Fire To Defeat: Combat 16 OR Charisma 10 The Burning Child is immune to the Fire, Mental, and Poison traits. If the check to defeat the Burning Child has the Cold trait, add 1d8. If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage. Hall of Winged Chaos Card 6: Ain-Mekh
MM Henchman 6 Type: Monster Traits: Undead To Defeat: Combat 30 Ain-Mekh is immune to the Mental and Poison traits. Before you act, succeed at a Wisdom or Knowledge 9 check or you are dealt 1d4 Mental damage that may not be reduced, then Ain-Mekh is evaded. If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering. If defeated, you may immediately attempt to close the location this henchman came from. Hall of Winged Chaos Card 7: Earth Ossumental
MM Monster 5 Traits: Trigger Undead To Defeat: Combat 19 When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck. The Earth Ossumental is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage. Hall of Winged Chaos Card 8: Lightning Storm
MM Barrier B Traits: Obstacle Weather Electricity To Defeat: None Display this barrier next to the location deck. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location. Hall of Winged Chaos Card 9: Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Hall of Winged Chaos Card 10:
Baited Jewel Box
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Location #7: Eternal Arena At This Location: When you move during your move step you are dealt 1d6 Combat damage. When Closing: Summon and defeat a monster from the box. When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile. M: 4 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: None Eternal Arena Card 1: Stavros Nightcrescent
None Villain 2 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Wisdom Charisma 6 THEN Combat 16 Stavros Nightcrescent is immune to the Mental and Poison traits. While you act, before any character plays a card, that character must discard a card. If undefeated, bury your discard pile. Eternal Arena Card 2: Ammut
MM Monster 6 Traits: Outsider Fire To Defeat: Combat 24 The Ammut is immune to the Fire and Poison traits. Before you act, each character at your location is dealt 1d4 Fire damage. If undefeated, suffer the scourge Curse of the Mummy. Eternal Arena Card 3: Skull Ripper
MM Monster 3 Traits: Construct To Defeat: Combat 14 The Skill Ripper is immune to the Attack and Mental traits. If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced. Eternal Arena Card 4: Living Sandstorms
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. Eternal Arena Card 5: Channel the Gift
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card to allow a character at your location to search his deck for a spell and draw it. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it. Eternal Arena Card 6: Hippopotamus Mud Elemental
MM Ally 6 Traits: Elemental Acid To Acquire: Wisdom Survival 14 Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4. Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location. Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait. Eternal Arena Card 7: Falcon Crown
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Wisdom Divine 10 Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor. For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6. If proficient with light armors, you may recharge this card when you play a spell. Eternal Arena Card 8: 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. Eternal Arena Card 9: Flaming Ranseur +3
MM Weapon 5 Traits: Polearm Melee Slashing 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result. Eternal Arena Card 10: Fiendish Sphinx
MM Barrier 4 Traits: Trigger Trap Arcane Magic Sphinx To Defeat: Intelligence Knowledge Arcane Wisdom 12 When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. ![]()
![]() Assuming just the 4 of us, posting trader stops: Ezren to Agymah, 2 Arcane Spells: Icy Prison: MM Spell 5 Traits: Magic Arcane Divine Attack Cold To Acquire: Intelligence Arcane Wisdom Divine 12 For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it. Symbol of Fortune:
MM Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 14 On any check, after the roll, discard this card to add or subtract 3 from the result. 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 16 check to recharge this card instead of discarding it. Seoni to Ghoul Market, 2 armors: Elemental Brass Mail: MM Armor 6 Traits: Light Armor Magic To Acquire: Constitution Fortitude 12 OR Intelligence Arcane Wisdom Divine 14 Reveal this card to reduce Combat damage dealt to you by 3. Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait. Rhino Hide Armor:
MM Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Reveal this card to reduce all damage dealt to you by 3. Recharge this card to add 1 die to your Constitution or Fortitude non-combat check. If proficient with heavy armors, recharge this card to reroll 1 die on your Strength check; take the new result. Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead. Zelhara to Auction House, 2 allies: Tomb Artisan: MM Ally 6 Traits: Undead Ghost Incorporeal To Acquire: Charisma Diplomacy 14 Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by characters at your location. When you suffer a scourge, bury this card. Pakesket:
MM Ally 5 Traits: Animal Phoenix Fire To Acquire: Charisma Diplomacy 8 THEN Charisma Diplomacy 12 Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location. Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile. Raz to Sunburst for a Camel. ================================ During This Adventure: The scourge die is 1d10. When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined. If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge. During This Scenario: The difficulty to defeat banes that have the Undead trait is increased by 1d12. When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck. The first time you would defeat Stavros Nightcrescent, he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location. Additional Rules: Adventure rewards:
Mortevia Strassel:
None Henchman 6 Type: Monster Traits: Ghast Soldier Undead To Defeat: Constitution Fortitude Charisma Arcane 13 Mortevia Strassel is immune to the Mental and Poison traits. Before you act, recharge a random card. If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card. Xandhul Bloodsbane III:
None Henchman 6 Type: Monster Traits: Human Rogue To Defeat: Strength Melee Stealth Diplomacy 13 Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1. If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power. Varanthe the Paralyzer:
None Henchman 6 Type: Monster Traits: Aristocrat Undead To Defeat: Intelligence Knowledge Wisdom Divine 13 Varanthe the Paralyzer is immune to the Mental and Poison traits. Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings. If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead. Scenario Level (#): 6 Turn: 0, Ezren/AbrahamZ
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Living Sandstorms
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. Spoiler:
Enchanter
MM Monster C Traits: Human Sorcerer Veteran To Defeat: Combat 8 The difficulty to defeat is increased by the scenario's adventure deck number. Before you act, the Enchanter deals 1 Force damage to you. After you act, the Enchanter deals 1 Fire damage to you. Spoiler:
Cenovath Swarm
MM Monster 5 Traits: Vermin Swarm Poison To Defeat: Combat 18 Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced. If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated. 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:
Plasma Ooze
MM Monster 5 Traits: Ooze Electricity Fire To Defeat: Combat 20 The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits. Damage dealt by the Plasma Ooze is dealt to each character at your location. Before you act, succeed at a Strength 13 check or discard a weapon. Barriers Spoiler:
Thousand Suns
MM Barrier 6 Traits: Trap Obstacle Magic To Defeat: Intelligence Perception Arcane Disable 18 If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage. Spoiler:
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:
Curse of the Netheshuun
MM Barrier 6 Traits: Trigger Curse Undead Cold Magic To Defeat: Wisdom Divine 16 OR Dexterity Disable 17 When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card. If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge. Spoiler:
Rolling Sphere
MM Barrier 3 Traits: Trap Obstacle To Defeat: Dexterity Acrobatics 12 OR Disable 9 Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand. If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location. After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated. Spoiler:
Polymorph Gas
MM Barrier 6 Traits: Curse Trap Magic Poison To Defeat: Constitution Fortitude Intelligence Perception 14 If undefeated, recharge your hand, then suffer the scourge Curse of the Mummy. Weapons Spoiler:
Iceblade Spelldagger
MM Weapon 5 Traits: Knife Ranged Piercing Cold Magic To Acquire: Dexterity Ranged 12 OR Arcane Divine 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3. On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait. Spoiler:
Disrupting Rapier +1
MM Weapon 3 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Dagger of Doubling
MM Weapon 3 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it. On your combat check, if you played another weapon, discard this card to add 2d4. Spoiler:
Chakram of Ruin
MM Weapon 6 Traits: Knife Ranged Slashing Acid Magic To Acquire: Dexterity Ranged 13 For your combat check or your check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally discard this card to add another 1d6+1. During your encounter, discard this card to ignore a non-villain monster's power that happens before you act. On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid trait. Spoiler:
Dagger of Doubling
MM Weapon 3 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it. On your combat check, if you played another weapon, discard this card to add 2d4. Spells Spoiler:
Good Omen
MM Spell B Traits: Magic Arcane Divine Mental Veteran To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Spoiler:
Vision
MM Spell 5 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 13 Discard this card to examine any location deck. If you find a villain, it escapes as if undefeated. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it. Spoiler:
Ice Storm
MM Spell 4 Traits: Magic Arcane Divine Attack Cold To Acquire: Intelligence Arcane Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Spoiler:
Safety Bubble
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 11 Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. 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 13 check to recharge it instead. Spoiler:
Dune of Doom
MM Spell 5 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 13 For your combat check, discard this card to use your Arcane or Divine skill + 3d10. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it. Armors Spoiler:
Day Star Half-Plate
MM Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Divine 10 Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead. If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait. Spoiler:
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:
Steel Ibis Lamellar
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10 Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3. Recharge this card to add 1d6 to your Dexterity or Constitution check. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead. Spoiler:
Burglar's Buckler
MM Armor 1 Traits: Shield To Acquire: Constitution Fortitude Disable 6 Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor. Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor. Reveal this card to add 1 die to your Disable check. You may play another armor on this check. Spoiler:
Bone Lamellar
MM Armor 1 Traits: Light Armor To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8 Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead. Items Spoiler:
Wing of Horus
MM Item B Traits: Trigger Object Magic Horus To Acquire: Dexterity Knowledge Divine 6 When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card. Recharge this card to add 1 die to your Dexterity non-combat check. Recharge this card to add 1 die to your check against a bane that invokes the Electricity trait. Recharge this card to add the Electricity trait to your check. Spoiler:
Pure Holy Water
MM Item 5 Traits: Liquid Magic Divine To Acquire: Wisdom Craft Divine 12 Discard this card to evade a bane that has the Outsider or Undead trait. Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait. Spoiler:
Bottled Lightning
MM Item 5 Traits: Liquid Attack Electricity Ranged Alchemical To Acquire: Intelligence Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 16 check to recharge that card instead of discarding it. Spoiler:
Ring of the Grasping Grave
MM Item 3 Traits: Accessory Magic Pharasma To Acquire: Arcane Divine Knowledge 12 Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the scenario's adventure deck number instead. Spoiler:
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:
Mumia Smuggler
MM Ally B Traits: Human Rogue Aspis Hireling To Acquire: CharismaDiplomacy 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:
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:
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:
Mahga Threefingers
MM Ally B Traits: Half-Orc Ranger To Acquire: Charisma Diplomacy 8 On your check, after the roll, recharge this card to add 3 or subtract 2 from the result. Discard this card to explore your location. Spoiler:
Clockwork Menial
MM Ally 3 Traits: Automaton To Acquire: Intelligence Craft 9 Discard this card to add 1 die to a check against a barrier, or to any check to acquire a boon. Discard this card to explore your location. Blessings Spoiler:
Blessing of Pharasma
MM Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Osiris
MM Blessing 4 Traits: Divine Osiris Healing To Acquire: Divine 8 Discard this card to add 1d4 to any check that invokes the Healing trait. When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile. Spoiler:
Blessing of Isis
MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler:
Blessing of Isis
MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Current Hour: :
[/b]
Traits:
Hours Remaining: 0 [b]Hourglass
Hourglass Cards/Turn Order:
Location #1: Chisisek's Tomb
Location #2: Crypt
Location #3: Sepulcher of the Servant
Location #4: Hall of the Crocodile Kings
Location #5: Forgery of Ra
Location #6: Hall of Winged Chaos
Location #7: Eternal Arena
=============================== Please post starting info: ![]()
![]() 4-6D Reward Breakdown: Aric: TBD? Ezren: Spell 6, Spell 6. 2 hero points remain. Agymah trader. Mortevia Seoni: Ally 6, Item 6. ?? Hero points remain (sheet says 7). Ghoul Market trader. Varanthe. Zelhara: Weapon 6, Item 6. 5 Hero Points remain. Auction House trader. Raz: No upgrades. 9 Hero points remain. Sunburst Market trader. ![]()
![]() Both the examined allies in Festering were banished, not just one. During This Adventure: Scourge List:
1-2: Curse of Poisoning Curse, Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. "Lo! The fire burns hot in your veins!" 3: Curse of Vulnerability Curse While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card. "O, wretches! You stand helpless before me!" 4: Curse of Daybane Curse, Undead While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card. "Know this! The Orb of Ra destroys!" 5: Curse of the Ravenous Curse While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1. blessings 2. allies 3. spells and weapons 4. items If you already have Curse of the Ravenous displayed, banish this card. "A plague of famine upon the nation!" 6: Curse of Withering Curse While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice. If you already have Curse of Withering displayed, banish this card. "To all your hopes, a decrepit demise!" 7: Curse of Fevered Dreams Curse Arcane Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards. You may only have 1 copy of this card displayed. "Sir, your sanity is imperiled!" 8: Curse of the Sphinx MM Scourge 4 Traits: Curse Sphinx While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card. "I watch over all! There is no escaping my gaze!" 9: Curse of Blindness Scourge Traits: Curse While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card. "On the brightest noon, darkness shall reign!" 10: Curse of the Mummy Scourge Traits: Curse Undead Mummy While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card. "Send your best raiders! All will be lost!" During This Scenario: Setup:
* When building the location decks, add an additional ally to each, and display a Conflagration henchman next to each. * When creating the blessings deck, use only 15 blessings. Additional Rules: Displayed Allies: 1/6 Scenario Level (#): 7 Turn: 4, Kyra/Nickademus 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 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:
Plasma Ooze
MM Monster 5 Traits: Ooze Electricity Fire To Defeat: Combat 20 The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits. Damage dealt by the Plasma Ooze is dealt to each character at your location. Before you act, succeed at a Strength 13 check or discard a weapon. 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:
Desert Trapper
MM Monster B Traits: Human Veteran To Defeat: Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number. Each character may play no more than 1 card on the check to defeat. Barriers Spoiler:
Steel Scorpion
MM Barrier 4 Traits: Trap Lock Poison To Defeat: Dexterity Disable Stealth 10 OR Strength 13 If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card. Spoiler:
Poison Spiked Pit Trap
MM Barrier 1 Traits: Trap Poison Veteran To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn. If defeated, you may explore your location. Spoiler:
Hungry Fog
MM Barrier 3 Traits: Obstacle Magic Acid To Defeat: Wisdom Perception 10 The Hungry Fog is immune to the Acid and Electricity traits. When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it. If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck. Spoiler:
Sightless Starvation
MM Barrier 5 Traits: Trigger Curse Undead Poison To Defeat: SEE BELOW When you examine this card, encounter it. Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated. Spoiler:
Toxic Geyser
MM Barrier B Traits: Trap Acid Fire Poison Veteran To Defeat: Dexterity Acrobatics Wisdom Survival 5 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each: 1-2. You are dealt 2 Fire damage. 3-4. You are dealt 2 Acid damage; discard a weapon or an armor. 5-6. You are dealt 2 Poison damage. Weapons Spoiler:
Chakram of Ruin
MM Weapon 6 Traits: Knife Ranged Slashing Acid Magic To Acquire: Dexterity Ranged 13 For your combat check or your check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally discard this card to add another 1d6+1. During your encounter, discard this card to ignore a non-villain monster's power that happens before you act. On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid trait. Spoiler:
Shocking Scimitar +2
MM Weapon 3 Traits: Sword Melee Slashing Finesse Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait. If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act. Spoiler:
Venomous Heavy Crossbow +2
MM Weapon 5 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4. If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location. Spoiler:
Galvanic Kopis +2
MM Weapon 5 Traits: Knife Ranged Slashing Electricity Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll. On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait. Spoiler:
Rod of the Devoured Dawn
MM Weapon 5 Traits: Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. Reveal this card and discard a card that has the Divine trait to ignore a non-villain monster's power that happens after you act. Spells Spoiler:
Safety Bubble
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 11 Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. 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 13 check to recharge it instead. Spoiler:
Chain Lightning
MM Spell 3 Traits: Magic Arcane Attack Electricity To Acquire: Intelligence Arcane 10 For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead. Spoiler:
Named Bullet
MM Spell 5 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat check against a monster that shares a trait with the monster on this card other than Basic, Elite, or Veteran. At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card. Spoiler:
Spite Cloud
MM Spell 5 Traits: Magic Arcane Attack Acid To Acquire: Intelligence Arcane 12 For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it. Spoiler:
Symbol of Fortune
MM Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 14 On any check, after the roll, discard this card to add or subtract 3 from the result. 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 16 check to recharge this card instead of discarding it. Armors Spoiler:
Gravewatcher Chain Mail
MM Armor 6 Traits: Light Armor Magic Pharasma To Acquire: Constitution Fortitude Wisdom Divine 13 Reveal this card to reduce all damage dealt to you by 3. Recharge this card to add 1 die to a check that invokes the Undead trait by a character at your location. When any character plays a blessing that has the Pharasma trait on a check, recharge this card to add 1 die. If proficient with light armors, recharge this card to examine the top card of your deck. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. Spoiler:
Burglar's Buckler
MM Armor 1 Traits: Shield To Acquire: Constitution Fortitude Disable 6 Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor. Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor. Reveal this card to add 1 die to your Disable check. You may play another armor on this check. Spoiler:
Skyplate Armor
MM Armor 5 Traits: Light Armor Magic To Acquire: Constitution Fortitude Craft Divine 12 Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move. Recharge this card to add 1 die to your check that invokes the Electricity trait. If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead. Spoiler:
Steel Ibis Lamellar
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10 Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3. Recharge this card to add 1d6 to your Dexterity or Constitution check. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead. Spoiler:
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:
Seer's Tea
MM Item B Traits: Liquid Magic To Acquire: Intelligence Wisdom 4 Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to put them back in any order; otherwise, shuffle your location deck. Spoiler:
Sandstorm Dust
MM Item 4 Traits: Object Alchemical To Acquire: Intelligence Craft 9 Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck. Spoiler:
Black Marsh Spider Venom
MM Item 2 Traits: Liquid Poison To Acquire: Intelligence Craft 8 If you played a weapon on your combat check, reveal this card to add 3 and the Poison trait. After the check, succeed at a Craft or Disable 8 check or bury the top card of your deck. Spoiler:
Wyvern Poison
MM Item 5 Traits: Liquid Poison To Acquire: Intelligence Craft 11 When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck. Spoiler:
Ring of the Godless
MM Item B Traits: Accessory Magic To Acquire: Wisdom 5 During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait. Recharge this card to add the Magic trait to your check. Allies 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:
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:
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:
The Viper
MM Ally 3 Traits: Human Rogue Aspis To Acquire: Charisma Diplomacy 9 Recharge this card to exchange a card in your hand with a card of the same type in your discard pile. Discard this card to explore your location. Spoiler:
Black Kiss
MM Ally 1 Traits: Half-Elf Alchemist Hireling Aspis To Acquire: Intelligence Craft Charisma Diplomacy 10 If you fail to acquire this card, you are dealt 1d4 Poison damage. Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location. Discard this card to explore your location. Blessings Spoiler:
Blessing of Ra
MM Blessing B Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Ancients
MM Blessing C Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler:
Blessing of Osiris
MM Blessing 4 Traits: Divine Osiris Healing To Acquire: Divine 8 Discard this card to add 1d4 to any check that invokes the Healing trait. When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile. Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler:
Blessing of Ptah
MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. 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: 8 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Meligaster/eddiephlash: Spoiler: Hourglass Card 2 Sajan/Bigguyinblack: 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. Spoiler: Hourglass Card 3 Kyra/Nickademus: Hourglass Card 2 Sajan/Bigguyinblack
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 4 Meligaster/eddiephlash: Hourglass Card 3 Kyra/Nickademus
Blessing of Ptah MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Spoiler: Hourglass Card 5 Sajan/Bigguyinblack: Hourglass Card 4 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. Spoiler: Hourglass Card 6 Kyra/Nickademus: 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. Spoiler: Hourglass Card 7 Meligaster/eddiephlash: 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. Spoiler: Hourglass Card 8 Sajan/Bigguyinblack: Hourglass Card 7 Meligaster/eddiephlash
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 8 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. Location #1: Smoking Den
Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Smoking Den Card 1: Girtablilu Ranger
MM Monster 4 Traits: Trigger Girtablilu Poison To Defeat: Combat 17 When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3. Before you act, you are dealt 1d4 Poison damage. Smoking Den Card 2: 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. Smoking Den Card 3: 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. Smoking Den Card 4: 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. Smoking Den Card 5: Dagger of Doubling
MM Weapon 3 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it. On your combat check, if you played another weapon, discard this card to add 2d4. Smoking Den Card 6: Aghash
MM Henchman C Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Smoking Den Card 7: Clockwork Menial
MM Ally 3 Traits: Automaton To Acquire: Intelligence Craft 9 Discard this card to add 1 die to a check against a barrier, or to any check to acquire a boon. Discard this card to explore your location. Smoking Den Card 8: The Evil Eye
MM Barrier B Traits: Trigger Curse Arcane Veteran To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6 When you examine this card, suffer a scourge then banish this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge then banish this card. Smoking Den Card 9: 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. Smoking Den Card 10: Spellsword +2
MM Weapon 4 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee Arcane Divine 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. Recharge this card to recharge a random spell from your discard pile. Smoking Den Card 11: Tarworks Master
MM Ally B Traits: Dwarf To Acquire: Craft Charisma Diplomacy 10 Discard this card to add 1 die to your Craft check, or to your check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it. Discard this card to explore your location. Smoking Den Card 12:
Rolling Sphere
MM Barrier 3 Traits: Trap Obstacle To Defeat: Dexterity Acrobatics 12 OR Disable 9 Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand. If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location. After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated. Location #2: Surgery At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck. When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number. When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck. M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 1 ?: 2 Located/Displayed Here: Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Surgery Card 1: Sedja
MM Ally 3 Traits: Animal To Acquire: Charisma Diplomacy 11 If you fail to acquire this card, you are dealt 1 Combat damage. Recharge this card to add 1d8 to your Knowledge or Survival check. Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter. Surgery Card 2: 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. Surgery Card 3: Shaitan Ghul
MM Monster 5 Traits: Elemental Undead Janni To Defeat: Combat 20 The Shaitan Ghul is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, the difficulty is increased by 3. Before you act, discard a weapon or an armor. Surgery Card 4: Ulunat
None Villain B Type: Monster Traits: Vermin To Defeat: Combat 40 OR Constitution Fortitude Wisdom 20 THEN Combat 50 Ulunat is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage. While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced. If undefeated, move to the location Festering Ulunat and shuffle your token into its deck. If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat. Surgery Card 5: Aghash
MM Henchman B Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Surgery Card 6: Mummy Golem
MM Monster 4 Traits: Construct Golem Mummy To Defeat: Combat 18 The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. Surgery Card 7: 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. Surgery Card 8: Stained Glass Elemental
MM Ally C Traits: Elemental Electricity Veteran To Acquire: Charisma Survival Arcane 9 Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck. Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check. Surgery Card 9: 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. Surgery Card 10: Sky Pharaoh's Curse
MM Barrier 5 Traits: Trigger Curse To Defeat: Intelligence Perception Arcane 15 OR Divine 14 When you examine this card, display it next to your deck. If undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge. Surgery Card 11: Tomb Artisan
MM Ally 6 Traits: Undead Ghost Incorporeal To Acquire: Charisma Diplomacy 14 Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by characters at your location. When you suffer a scourge, bury this card. Surgery Card 12:
Blessing of Bastet
MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Location #3: Tooth and Hookah At This Location: If you fail to acquire an ally, shuffle that card back into this location. When Closing: Summon and acquire a random ally from the box. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1 Located/Displayed Here: Sajan/Bigguyinblack, Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Meli's Create Mindscape (displayed, +1d4 to Int/Wis/Cha) Tooth and Hookah Card 1: Blessing of Isis
MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Tooth and Hookah Card 2: Killing Box
MM Barrier 5 Traits: Obstacle Trap Magic Arcane Acid To Defeat: Intelligence Knowledge Perception 13 OR Disable 15 If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage. Tooth and Hookah Card 3: Pyromaniac Mage
MM Ally 5 Traits: Human Wizard To Acquire: Intelligence Arcane Charisma Diplomacy 13 Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait. Discard this card to explore your location. Tooth and Hookah Card 4: Commander Abdallah
MM Ally 3 Traits: Human Fighter To Acquire: Combat 11 When you encounter this card, you may reveal a blessing that has the Abadar trait to automatically acquire it. Bury this card to recharge any number of blessings that have the Abadar trait from your discard pile. Discard this card to explore your location. During this exploration, add 1d8 to your combat checks. Tooth and Hookah Card 5: Mummy Lord
MM Monster 6 Traits: Undead Mummy To Defeat: Combat 23 The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits. Before you act, summon and encounter a random monster that has the Undead trait from the box. If undefeated, bury your discard pile, then shuffle this card into a random open location deck. Tooth and Hookah Card 6: Blast Glyph
MM Barrier 3 Traits: Trigger Trap Magic Cold Arcane To Defeat: Intelligence Arcane Knowledge 10 OR Wisdom 12 When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage. If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location. Tooth and Hookah Card 7:
Pard
MM Ally C Traits: Animal To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 10 Recharge this card to add your Charisma skill to your combat check. Recharge this card to add 1d4 to a combat check by a character at another location. Discard this card to examine the top card of another location deck. If it is a non-villain, non-henchman monster, you may place it on top or bottom of its location deck. Location #4: Golden Lake At This Location: At the end of your turn, you may recharge up to 1d4+1 cards. When Closing: Summon and defeat the henchman Graven Guardian of Nethys. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Kyra/Nickademus, Golden Lake Card 1: 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. Golden Lake Card 2: Kalnaka
MM Monster 5 Traits: Undead Mummy To Defeat: Combat 22 The Kalnaka is immune to the Cold, Mental, and Poison traits. If the check to defeat has the Electricity trait, add 1d8. If undefeated, bury your discard pile. Golden Lake Card 3: Pillar of Life
MM Spell 4 Traits: Magic Divine Healing To Acquire: Wisdom Divine 12 Display this card next to your location. While displayed, each character at this location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Instead of the first exploration of his turn, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 14 check to recharge it instead. Golden Lake 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. Golden Lake Card 5: Grave Goods
MM Barrier 3 Traits: Trigger Cache Curse To Defeat: Disable 10 OR Dexterity Craft 12 When you examine this card, discard a blessing. If undefeated, suffer the scourge Curse of Fevered Dreams. If defeated, choose a type of boon other than loot and draw a card of that type from the box. Golden Lake Card 6: Tabe's Last Jest
MM Barrier 6 Traits: Curse Lock Acid To Defeat: Intelligence Perception Dexterity Disable 15 If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage. Golden Lake Card 7: Safety Bubble
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 11 Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. 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 13 check to recharge it instead. Golden Lake Card 8: Aghash
MM Henchman C Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Golden Lake Card 9: Zereletan
MM Ally 4 Traits: Aberration Naga To Acquire: Charisma Diplomacy 11 OR Combat 15 Bury this card to recharge any number of items from your discard pile. Discard this card to explore your location. Golden Lake Card 10:
Ring of Energy Resistance
MM Item 6 Traits: Accessory Magic To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4. Location #5: Vizier's Hill At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck. When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Baited Jewel Box (shuffled)
Vizier's Hill Card 1: Crook and Flail of Kings
MM Weapon 6 Traits: Mace Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee Arcane Divine 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait. Recharge this card to add 1 die to your combat check that has the Attack trait. Vizier's Hill Card 2: 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. Vizier's Hill Card 3: Living Sandstorms
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. Vizier's Hill Card 4: 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. Vizier's Hill Card 5: 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. Vizier's Hill Card 6: Furies of the Drowned Desert
MM Monster 6 Traits: Elemental Outsider Acid To Defeat: Combat 21 The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage. Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat. Vizier's Hill Card 7: Baited Jewel Box
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Vizier's Hill Card 8: Word of Ra
MM Barrier 6 Traits: Lock Trap Fire To Defeat: Dexterity Disable Stealth 17 If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage. Vizier's Hill Card 9: Galvanic Kopis +2
MM Weapon 5 Traits: Knife Ranged Slashing Electricity Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll. On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait. Vizier's Hill Card 10: 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. Vizier's Hill Card 11:
Aghash
MM Henchman B Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Location #6: Festering Ulunat At This Location: This location is always temporarily closed. At the end of your turn, you are dealt 1d4-1 Combat damage, then 1d4+1 Acid damage. When Closing: If the number of allies displayed next to the scenario is equal to at least 3 plus the number of characters, you may close this location automatically. When Permanently Closed: For the rest of the scenario, add 2d12 to checks against Ulunat by characters at any location. M: 5 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0 Located/Displayed Here: Meligaster/eddiephlash, None Festering Ulunat Card 1: 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. Festering Ulunat Card 2: Basif Iosep
MM Ally 2 Traits: Half-Elf Shopkeeper Aspis To Acquire: Charisma Diplomacy 6 At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card. Discard this card to explore your location. Festering Ulunat Card 3: Hanshepsu
MM Monster 5 Traits: Construct To Defeat: Combat 20 The Hanshepsu is immune to the Attack, Mental, and Poison traits. Before you act, roll 1d4: 1. You are dealt 1d4 Poison damage. 2. The difficulty to defeat is increased by 3. 3. The Hanshepsu is evaded. 4. Bury the top card of your deck. Festering Ulunat Card 4: Skull Ripper
MM Monster 3 Traits: Construct To Defeat: Combat 14 The Skill Ripper is immune to the Attack and Mental traits. If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced. Festering Ulunat Card 5: Girtablilu Ranger
MM Monster 4 Traits: Trigger Girtablilu Poison To Defeat: Combat 17 When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3. Before you act, you are dealt 1d4 Poison damage. Festering Ulunat Card 6: Elder Ice Elemental
MM Monster 4 Traits: Elemental Outsider Cold To Defeat: Combat 16 The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage. Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat. If the check to defeat has the Electricity trait, you may reroll the dice; take the new result. ![]()
![]() Villain escape processed. Holy crap this is looking brutal already. During This Adventure: Scourge List:
1-2: Curse of Poisoning Curse, Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. "Lo! The fire burns hot in your veins!" 3: Curse of Vulnerability Curse While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card. "O, wretches! You stand helpless before me!" 4: Curse of Daybane Curse, Undead While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card. "Know this! The Orb of Ra destroys!" 5: Curse of the Ravenous Curse While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1. blessings 2. allies 3. spells and weapons 4. items If you already have Curse of the Ravenous displayed, banish this card. "A plague of famine upon the nation!" 6: Curse of Withering Curse While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice. If you already have Curse of Withering displayed, banish this card. "To all your hopes, a decrepit demise!" 7: Curse of Fevered Dreams Curse Arcane Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards. You may only have 1 copy of this card displayed. "Sir, your sanity is imperiled!" 8: Curse of the Sphinx MM Scourge 4 Traits: Curse Sphinx While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card. "I watch over all! There is no escaping my gaze!" 9: Curse of Blindness Scourge Traits: Curse While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card. "On the brightest noon, darkness shall reign!" 10: Curse of the Mummy Scourge Traits: Curse Undead Mummy While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card. "Send your best raiders! All will be lost!" During This Scenario: Setup:
* When building the location decks, add an additional ally to each, and display a Conflagration henchman next to each. * When creating the blessings deck, use only 15 blessings. Scenario Level (#): 7 Turn: 3, Sajan/Bigguyinblack Random Cards:
Monsters Spoiler:
Graven Guardian of Set
MM Monster 5 Traits: Construct To Defeat: Combat 21 The Graven Guardian of Set is immune to the Mental and Poison traits. If the Graven Guardian of Set would be defeated, reroll the dice; take the new result. Spoiler:
Bonecrusher Chieftain
MM Monster 2 Traits: Trigger Gnoll Veteran To Defeat: Combat 12 When you examine this card, encounter it; the difficulty to defeat is increased by 3. The difficulty to defeat is increased by the scenario's adventure deck number. When you play a weapon on your check to defeat, discard it. Spoiler:
Plasma Ooze
MM Monster 5 Traits: Ooze Electricity Fire To Defeat: Combat 20 The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits. Damage dealt by the Plasma Ooze is dealt to each character at your location. Before you act, succeed at a Strength 13 check or discard a weapon. Spoiler:
Coffer Corpse
MM Monster 1 Traits: Undead To Defeat: Combat 8 THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits. If undefeated, move to a random location. Spoiler:
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. Barriers Spoiler:
Toxic Geyser
MM Barrier B Traits: Trap Acid Fire Poison Veteran To Defeat: Dexterity Acrobatics Wisdom Survival 5 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each: 1-2. You are dealt 2 Fire damage. 3-4. You are dealt 2 Acid damage; discard a weapon or an armor. 5-6. You are dealt 2 Poison damage. Spoiler:
The Evil Eye
MM Barrier C Traits: Trigger Curse Arcane Veteran To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6 When you examine this card, suffer a scourge then banish this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge then banish this card. Spoiler:
Curse of the Netheshuun
MM Barrier 6 Traits: Trigger Curse Undead Cold Magic To Defeat: Wisdom Divine 16 OR Dexterity Disable 17 When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card. If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge. Spoiler:
Polymorph Gas
MM Barrier 6 Traits: Curse Trap Magic Poison To Defeat: Constitution Fortitude Intelligence Perception 14 If undefeated, recharge your hand, then suffer the scourge Curse of the Mummy. Spoiler:
Void Glyph
MM Barrier 1 Traits: Trigger Trap Cold Arcane Veteran To Defeat: Intelligence Arcane Knowledge 6 OR Wisdom 8 When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location. Weapons Spoiler:
Chakram of Ruin
MM Weapon 6 Traits: Knife Ranged Slashing Acid Magic To Acquire: Dexterity Ranged 13 For your combat check or your check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally discard this card to add another 1d6+1. During your encounter, discard this card to ignore a non-villain monster's power that happens before you act. On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid trait. Spoiler:
Dagger of Doubling
MM Weapon 3 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it. On your combat check, if you played another weapon, discard this card to add 2d4. Spoiler:
Mace of Ruin
MM Weapon 4 Traits: Mace Melee Bludgeoning Acid Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4. Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait. Spoiler:
Chakram of Ruin
MM Weapon 6 Traits: Knife Ranged Slashing Acid Magic To Acquire: Dexterity Ranged 13 For your combat check or your check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally discard this card to add another 1d6+1. During your encounter, discard this card to ignore a non-villain monster's power that happens before you act. On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid trait. Spoiler:
Shattertouch Shotel +2
MM Weapon 4 Traits: Scythe Melee Slashing Finesse Magic To Acquire: Strength Melee Wisdom Dexterity 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits. Spells Spoiler:
Named Bullet
MM Spell 5 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat check against a monster that shares a trait with the monster on this card other than Basic, Elite, or Veteran. At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card. Spoiler:
Chain Lightning
MM Spell 3 Traits: Magic Arcane Attack Electricity To Acquire: Intelligence Arcane 10 For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead. Spoiler:
Monstrous Physique
MM Spell 5 Traits: Magic Arcane To Acquire: Intelligence Arcane 13 Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead. Spoiler:
Vision
MM Spell 5 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 13 Discard this card to examine any location deck. If you find a villain, it escapes as if undefeated. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it. Spoiler:
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. Armors Spoiler:
Horn Lamellar
MM Armor 6 Traits: Light Armor To Acquire: Constitution Fortitude 10 OR Intelligence Craft 11 Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead. Spoiler:
Advocate's Armor
MM Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude Charisma Diplomacy 9 Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check. Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, recharge this card to draw an ally from your discard pile. Spoiler:
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:
Quickdraw Shield
MM Armor 5 Traits: Shield Finesse Magic To Acquire: Constitution Fortitude 10 Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor. During your turn, if proficient with light armors, you may recharge this card. Spoiler:
Falcon Crown
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Wisdom Divine 10 Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor. For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6. If proficient with light armors, you may recharge this card when you play a spell. Items Spoiler:
Frost Staff
MM Item C Traits: Staff Attack Magic Cold To Acquire: Arcane Divine 6 For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell. Bury this card to evade a non-villain, non-henchman monster you encounter. Spoiler:
Djinn Favor Amulet
MM Item 1 Traits: Accessory Magic Healing To Acquire: Constitution Fortitude 4 OR Wisdom 7 Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile. Spoiler:
Ghost Battling Ring
MM Item B Traits: Accessory Magic Pharasma Veteran To Acquire: Arcane Divine Knowledge 8 Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d8 plus twice the scenario's adventure deck number instead. Spoiler:
Effigy of Maat
MM Item 2 Traits: Trigger Object Magic Maat To Acquire: Constitution Fortitude Divine 8 When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card. On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result. Spoiler:
Canteen
MM Item B Traits: Object Alchemical To Acquire: Intelligence Craft 6 Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it on this card instead. You may bury this card to bury all the items on this card; if you have the Craft skill, you may draw all the items on this card instead of burying them. Allies Spoiler:
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:
Sand Elemental
MM Ally 5 Traits: Outsider Elemental To Acquire: Constitution Fortitude 9 Recharge this card to reduce Cold or Fire damage dealt to any character to 0. Recharge this card to ignore a non-villain bane's power that happens before you act. Discard this card to explore your location. Spoiler:
Hippopotamus Mud Elemental
MM Ally 6 Traits: Elemental Acid To Acquire: Wisdom Survival 14 Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4. Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location. Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait. Spoiler:
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:
Bal Themm
MM Ally 2 Traits: Human Cleric To Acquire: CharismaDiplomacy 10 Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait. Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat a bane that has the Undead trait. Blessings Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler:
Blessing of Nethys
MM Blessing B Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler:
Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hour Power: Current Hour: Blessing of Thoth:
Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 9 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Kyra/Nickademus: Spoiler: Hourglass Card 2 Meligaster/eddiephlash: Hourglass Card 1 Kyra/Nickademus
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 3 Sajan/Bigguyinblack: Hourglass Card 2 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. Spoiler: Hourglass Card 4 Kyra/Nickademus: Hourglass Card 3 Sajan/Bigguyinblack
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 5 Meligaster/eddiephlash: Hourglass Card 4 Kyra/Nickademus
Blessing of Ptah MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Spoiler: Hourglass Card 6 Sajan/Bigguyinblack: 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. Spoiler: Hourglass Card 7 Kyra/Nickademus: Hourglass Card 6 Sajan/Bigguyinblack
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Meligaster/eddiephlash: Hourglass Card 7 Kyra/Nickademus
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 9 Sajan/Bigguyinblack: Hourglass Card 8 Meligaster/eddiephlash
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: 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. Location #1: Smoking Den
Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Smoking Den Card 1: Girtablilu Ranger
MM Monster 4 Traits: Trigger Girtablilu Poison To Defeat: Combat 17 When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3. Before you act, you are dealt 1d4 Poison damage. Smoking Den Card 2: 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. Smoking Den Card 3: 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. Smoking Den Card 4: 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. Smoking Den Card 5: Dagger of Doubling
MM Weapon 3 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it. On your combat check, if you played another weapon, discard this card to add 2d4. Smoking Den Card 6: Aghash
MM Henchman C Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Smoking Den Card 7: Clockwork Menial
MM Ally 3 Traits: Automaton To Acquire: Intelligence Craft 9 Discard this card to add 1 die to a check against a barrier, or to any check to acquire a boon. Discard this card to explore your location. Smoking Den Card 8: The Evil Eye
MM Barrier B Traits: Trigger Curse Arcane Veteran To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6 When you examine this card, suffer a scourge then banish this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge then banish this card. Smoking Den Card 9: 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. Smoking Den Card 10: Spellsword +2
MM Weapon 4 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee Arcane Divine 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. Recharge this card to recharge a random spell from your discard pile. Smoking Den Card 11: Tarworks Master
MM Ally B Traits: Dwarf To Acquire: Craft Charisma Diplomacy 10 Discard this card to add 1 die to your Craft check, or to your check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it. Discard this card to explore your location. Smoking Den Card 12:
Rolling Sphere
MM Barrier 3 Traits: Trap Obstacle To Defeat: Dexterity Acrobatics 12 OR Disable 9 Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand. If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location. After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated. Location #2: Surgery At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck. When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number. When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck. M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 1 ?: 2 Located/Displayed Here: Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Surgery Card 1: Sedja
MM Ally 3 Traits: Animal To Acquire: Charisma Diplomacy 11 If you fail to acquire this card, you are dealt 1 Combat damage. Recharge this card to add 1d8 to your Knowledge or Survival check. Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter. Surgery Card 2: 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. Surgery Card 3: Shaitan Ghul
MM Monster 5 Traits: Elemental Undead Janni To Defeat: Combat 20 The Shaitan Ghul is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, the difficulty is increased by 3. Before you act, discard a weapon or an armor. Surgery Card 4: Ulunat
None Villain B Type: Monster Traits: Vermin To Defeat: Combat 40 OR Constitution Fortitude Wisdom 20 THEN Combat 50 Ulunat is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage. While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced. If undefeated, move to the location Festering Ulunat and shuffle your token into its deck. If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat. Surgery Card 5: Aghash
MM Henchman B Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Surgery Card 6: Mummy Golem
MM Monster 4 Traits: Construct Golem Mummy To Defeat: Combat 18 The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. Surgery Card 7: 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. Surgery Card 8: Stained Glass Elemental
MM Ally C Traits: Elemental Electricity Veteran To Acquire: Charisma Survival Arcane 9 Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck. Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check. Surgery Card 9: 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. Surgery Card 10: Sky Pharaoh's Curse
MM Barrier 5 Traits: Trigger Curse To Defeat: Intelligence Perception Arcane 15 OR Divine 14 When you examine this card, display it next to your deck. If undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge. Surgery Card 11: Tomb Artisan
MM Ally 6 Traits: Undead Ghost Incorporeal To Acquire: Charisma Diplomacy 14 Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by characters at your location. When you suffer a scourge, bury this card. Surgery Card 12:
Blessing of Bastet
MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Location #3: Tooth and Hookah At This Location: If you fail to acquire an ally, shuffle that card back into this location. When Closing: Summon and acquire a random ally from the box. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1 Located/Displayed Here: Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Tooth and Hookah Card 1: Mad Dog Marrn
MM Ally 1 Traits: Halfling Barbarian Hireling To Acquire: Survival Charisma Diplomacy 9 If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage. Recharge this card to add 1d8 to a Survival check by a character at your location. Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it. Tooth and Hookah Card 2: Blessing of Isis
MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Tooth and Hookah Card 3: Killing Box
MM Barrier 5 Traits: Obstacle Trap Magic Arcane Acid To Defeat: Intelligence Knowledge Perception 13 OR Disable 15 If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage. Tooth and Hookah Card 4: Pyromaniac Mage
MM Ally 5 Traits: Human Wizard To Acquire: Intelligence Arcane Charisma Diplomacy 13 Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait. Discard this card to explore your location. Tooth and Hookah Card 5: Commander Abdallah
MM Ally 3 Traits: Human Fighter To Acquire: Combat 11 When you encounter this card, you may reveal a blessing that has the Abadar trait to automatically acquire it. Bury this card to recharge any number of blessings that have the Abadar trait from your discard pile. Discard this card to explore your location. During this exploration, add 1d8 to your combat checks. Tooth and Hookah Card 6: Mummy Lord
MM Monster 6 Traits: Undead Mummy To Defeat: Combat 23 The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits. Before you act, summon and encounter a random monster that has the Undead trait from the box. If undefeated, bury your discard pile, then shuffle this card into a random open location deck. Tooth and Hookah Card 7: Blast Glyph
MM Barrier 3 Traits: Trigger Trap Magic Cold Arcane To Defeat: Intelligence Arcane Knowledge 10 OR Wisdom 12 When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage. If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location. Tooth and Hookah Card 8:
Pard
MM Ally C Traits: Animal To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 10 Recharge this card to add your Charisma skill to your combat check. Recharge this card to add 1d4 to a combat check by a character at another location. Discard this card to examine the top card of another location deck. If it is a non-villain, non-henchman monster, you may place it on top or bottom of its location deck. Location #4: Golden Lake At This Location: At the end of your turn, you may recharge up to 1d4+1 cards. When Closing: Summon and defeat the henchman Graven Guardian of Nethys. When Permanently Closed: No effect. M: 1 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Sajan/Bigguyinblack, Kyra/Nickademus, Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Golden Lake Card 1: 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. Golden Lake Card 2: Kalnaka
MM Monster 5 Traits: Undead Mummy To Defeat: Combat 22 The Kalnaka is immune to the Cold, Mental, and Poison traits. If the check to defeat has the Electricity trait, add 1d8. If undefeated, bury your discard pile. Golden Lake Card 3: Pillar of Life
MM Spell 4 Traits: Magic Divine Healing To Acquire: Wisdom Divine 12 Display this card next to your location. While displayed, each character at this location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Instead of the first exploration of his turn, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 14 check to recharge it instead. Golden Lake 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. Golden Lake Card 5: Grave Goods
MM Barrier 3 Traits: Trigger Cache Curse To Defeat: Disable 10 OR Dexterity Craft 12 When you examine this card, discard a blessing. If undefeated, suffer the scourge Curse of Fevered Dreams. If defeated, choose a type of boon other than loot and draw a card of that type from the box. Golden Lake Card 6: Tabe's Last Jest
MM Barrier 6 Traits: Curse Lock Acid To Defeat: Intelligence Perception Dexterity Disable 15 If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage. Golden Lake Card 7: Safety Bubble
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 11 Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. 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 13 check to recharge it instead. Golden Lake Card 8: Aghash
MM Henchman C Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Golden Lake Card 9: Zereletan
MM Ally 4 Traits: Aberration Naga To Acquire: Charisma Diplomacy 11 OR Combat 15 Bury this card to recharge any number of items from your discard pile. Discard this card to explore your location. Golden Lake Card 10:
Ring of Energy Resistance
MM Item 6 Traits: Accessory Magic To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4. Location #5: Vizier's Hill At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck. When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
Conflagration (Displayed):
Henchman Type: Barrier Traits: Trigger Obstacle Weather Fire Veteran To Defeat: Dexterity Disable Craft Constitution Survival 9 When you examine or encounter this card or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, this location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it. Baited Jewel Box (reloaded)
Vizier's Hill Card 1: Crook and Flail of Kings
MM Weapon 6 Traits: Mace Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee Arcane Divine 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait. Recharge this card to add 1 die to your combat check that has the Attack trait. Vizier's Hill Card 2: 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. Vizier's Hill Card 3: Living Sandstorms
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. Vizier's Hill Card 4: 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. Vizier's Hill Card 5: 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. Vizier's Hill Card 6: Furies of the Drowned Desert
MM Monster 6 Traits: Elemental Outsider Acid To Defeat: Combat 21 The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage. Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat. Vizier's Hill Card 7: Baited Jewel Box
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Vizier's Hill Card 8: Word of Ra
MM Barrier 6 Traits: Lock Trap Fire To Defeat: Dexterity Disable Stealth 17 If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage. Vizier's Hill Card 9: Galvanic Kopis +2
MM Weapon 5 Traits: Knife Ranged Slashing Electricity Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll. On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait. Vizier's Hill Card 10: 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. Vizier's Hill Card 11:
Aghash
MM Henchman B Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Location #6: Festering Ulunat At This Location: This location is always temporarily closed. At the end of your turn, you are dealt 1d4-1 Combat damage, then 1d4+1 Acid damage. When Closing: If the number of allies displayed next to the scenario is equal to at least 3 plus the number of characters, you may close this location automatically. When Permanently Closed: For the rest of the scenario, add 2d12 to checks against Ulunat by characters at any location. M: 6 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1 Located/Displayed Here: Meligaster/eddiephlash, None Festering Ulunat Card 1: Meligaster
None Token B Traits: Male Halfling Mesmerist Little about Meligaster's immaculate appearance reveals his upbringing as a common slave in the sliphouses of Cheliax. In the squalid conditions, Meligaster had few friends, but he quickly evinced a power to dominate the halfling slaves around him. When his half-brother Lem came calling to look after their mother, Meligaster ordered him to leave-which he did, with their mother and the freed slaves in tow. Raging for revenge, Meligaster has set out to command those of weaker will.
Festering Ulunat Card 2: 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. Festering Ulunat Card 3: 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. Festering Ulunat Card 4: Mumia Smuggler
MM Ally B Traits: Human Rogue Aspis Hireling To Acquire: CharismaDiplomacy 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. Festering Ulunat Card 5: Scarab Swarm
MM Monster B Traits: Trigger Vermin Swarm Poison Veteran To Defeat: Combat 6 When you examine this card, you are dealt 1 Poison damage. Then encounter this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from. Festering Ulunat Card 6: Basif Iosep
MM Ally 2 Traits: Half-Elf Shopkeeper Aspis To Acquire: Charisma Diplomacy 6 At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card. Discard this card to explore your location. Festering Ulunat Card 7: Hanshepsu
MM Monster 5 Traits: Construct To Defeat: Combat 20 The Hanshepsu is immune to the Attack, Mental, and Poison traits. Before you act, roll 1d4: 1. You are dealt 1d4 Poison damage. 2. The difficulty to defeat is increased by 3. 3. The Hanshepsu is evaded. 4. Bury the top card of your deck. Festering Ulunat Card 8: Skull Ripper
MM Monster 3 Traits: Construct To Defeat: Combat 14 The Skill Ripper is immune to the Attack and Mental traits. If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced. Festering Ulunat Card 9: Girtablilu Ranger
MM Monster 4 Traits: Trigger Girtablilu Poison To Defeat: Combat 17 When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3. Before you act, you are dealt 1d4 Poison damage. Festering Ulunat Card 10: Elder Ice Elemental
MM Monster 4 Traits: Elemental Outsider Cold To Defeat: Combat 16 The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage. Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat. If the check to defeat has the Electricity trait, you may reroll the dice; take the new result. ![]()
![]() Hand after resetting, so not available for guard help. Meligaster wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Canopic Conversion, Pious Healer, The Lady of Mysteries, Kafar, Lithomancy Stones, Pearl of Magic, Thought Shield, Hypercognition Recharged: Druid of the Hive, Scribe, Nefti the Bard, Maftet Hunter, Planar Crossbow +2, Princeling, 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 Hand Size: 5 ☑ 6 ☑ 7
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![]() Trade Dominate out for Canopic Conversion. Still take loot Kafar, swapping out Dreamstalker. Start at Tooth and Hookah. Meligaster wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Toff Ornelos, Thought Shield, Kafar, Canopic Conversion, Nightspear, The Lady of Mysteries, Pious Healer, Falcon Crown, Psychic Surgery, Pearl of Magic, Lithomancy Stones, Hypercognition, The Rakshasa, Fortune-teller, Blessing of Nethys 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 Hand Size: 5 ☑ 6 ☑ 7
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![]() Traders. 3 to Hoppert, 4 spells:
Symbol of Fortune:
MM Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 14 On any check, after the roll, discard this card to add or subtract 3 from the result. 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 16 check to recharge this card instead of discarding it. Boneshatter:
MM Spell 6 Traits: Magic Arcane Divine Attack To Acquire: Intelligence Arcane Wisdom Divine 13 For your combat check against a monster that does not have the Incorporeal or Ooze trait, discard this card to use your Arcane or Divine skill + 2d12; if the check is against a non-villain monster, ignore its powers that happen after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it. Canopic Conversion:
MM Spell 6 Traits: Magic Arcane Divine Attack To Acquire: Intelligence Arcane Wisdom Divine 14 For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; while displayed, you may discard this card and banish the monster to add twice the monster's adventure deck number and the Undead trait to any check. When you would discard this card for its power, if you do not have either the Arcane or Divine skill, banish it instead; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it. Ride the Lightning:
MM Spell 6 Traits: Magic Arcane Attack Electricity To Acquire: Intelligence Arcane 15 Display this card. While displayed, reduce Electricity damage dealt to you to 0. For your combat check, you may discard a card to use your Arcane skill + 4d6+4 and add the Electricity trait; if you do, you may move after the encounter. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 17 check to recharge it instead. ========================================= During This Adventure: Scourge List:
1-2: Curse of Poisoning Curse, Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. "Lo! The fire burns hot in your veins!" 3: Curse of Vulnerability Curse While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card. "O, wretches! You stand helpless before me!" 4: Curse of Daybane Curse, Undead While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card. "Know this! The Orb of Ra destroys!" 5: Curse of the Ravenous Curse While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1. blessings 2. allies 3. spells and weapons 4. items If you already have Curse of the Ravenous displayed, banish this card. "A plague of famine upon the nation!" 6: Curse of Withering Curse While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice. If you already have Curse of Withering displayed, banish this card. "To all your hopes, a decrepit demise!" 7: Curse of Fevered Dreams Curse Arcane Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards. You may only have 1 copy of this card displayed. "Sir, your sanity is imperiled!" 8: Curse of the Sphinx MM Scourge 4 Traits: Curse Sphinx While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card. "I watch over all! There is no escaping my gaze!" 9: Curse of Blindness Scourge Traits: Curse While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card. "On the brightest noon, darkness shall reign!" 10: Curse of the Mummy Scourge Traits: Curse Undead Mummy While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card. "Send your best raiders! All will be lost!" During This Scenario: Setup:
* When building the location decks, add an additional ally to each, and display a Conflagration henchman next to each. * When creating the blessings deck, use only 15 blessings. Scenario Level (#): 7 Turn: 1, 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:
Ecorche
MM Monster 6 Traits: Undead To Defeat: Combat 20 The Ecorche is immune to the Mental and Poison traits. If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering. Spoiler:
Bonestorm
MM Monster 4 Traits: Undead Swarm To Defeat: Combat 17 The Bonestorm is immune to the Mental and Poison traits. Damage dealt by the Bonestorm may only be reduced by no more than half (round up). If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from. Spoiler:
Ammut
MM Monster 6 Traits: Outsider Fire To Defeat: Combat 24 The Ammut is immune to the Fire and Poison traits. Before you act, each character at your location is dealt 1d4 Fire damage. If undefeated, suffer the scourge Curse of the Mummy. 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:
Sightless Starvation
MM Barrier 5 Traits: Trigger Curse Undead Poison To Defeat: SEE BELOW When you examine this card, encounter it. Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated. Spoiler:
Inevitable Trap
MM Barrier 3 Traits: Trigger Trap Skirmish Magic To Defeat: Intelligence Arcane Knowledge 13 OR Wisdom Survival 10 When you examine this card, encounter it. If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card. 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:
Telekinetic Enucleation
MM Barrier 5 Traits: Trigger Curse To Defeat: Intelligence Perception Dexterity Disable 16 When you examine this card, encounter it. If undefeated, each character at your location suffers the scourge Curse of Blindness. Spoiler:
Toxic Geyser
MM Barrier B Traits: Trap Acid Fire Poison Veteran To Defeat: Dexterity Acrobatics Wisdom Survival 5 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each: 1-2. You are dealt 2 Fire damage. 3-4. You are dealt 2 Acid damage; discard a weapon or an armor. 5-6. You are dealt 2 Poison damage. Weapons Spoiler:
Mace of Ruin
MM Weapon 4 Traits: Mace Melee Bludgeoning Acid Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4. Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait. Spoiler:
Rod of the Devoured Dawn
MM Weapon 5 Traits: Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. Reveal this card and discard a card that has the Divine trait to ignore a non-villain monster's power that happens after you act. Spoiler:
Striking Wing Scimitar
MM Weapon 4 Traits: Sword Melee Slashing Magic Finesse To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4. Recharge this card to move. You may not use this power during an encounter. 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:
Fate Blade
MM Weapon 4 Traits: Knife Ranged Piercing Magic Pharasma To Acquire: Dexterity Ranged Wisdom Divine 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8. On your combat check, if you played another weapon, discard this card to add 1d4+1. Spells Spoiler:
Symbol of Pain
MM Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 9 Display this card. While displayed, when you examine a bane that has the Trigger trait, add 1 die to your checks against it; ignore any effects that increase its check to defeat. 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 11 check to recharge it instead. 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:
Detonate
MM Spell 3 Traits: Magic Arcane Attack To Acquire: Intelligence Arcane 10 For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it. Spoiler:
Corrosion
MM Spell 2 Traits: Magic Arcane Divine Acid To Acquire: Intelligence Arcane Wisdom Divine 7 Discard this card to add 1 die to any check to defeat a barrier. Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it. Spoiler:
Spite Cloud
MM Spell 5 Traits: Magic Arcane Attack Acid To Acquire: Intelligence Arcane 12 For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it. Armors Spoiler:
Falcon Crown
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Wisdom Divine 10 Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor. For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6. If proficient with light armors, you may recharge this card when you play a spell. Spoiler:
Advocate's Armor
MM Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude Charisma Diplomacy 9 Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check. Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, recharge this card to draw an ally from your discard pile. Spoiler:
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:
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. Items Spoiler:
Healer's Kit
MM Item B Traits: Tool Healing To Acquire: Wisdom Survival Divine 6 Bury this card to draw 1d4+1 cards that have the Healing trait from your discard pile. Then you may shuffle any number of cards that have the Healing trait into your deck. Spoiler:
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:
Seer's Tea
MM Item B Traits: Liquid Magic To Acquire: Intelligence Wisdom 4 Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to put them back in any order; otherwise, shuffle your location deck. Spoiler:
Pure Holy Water
MM Item 5 Traits: Liquid Magic Divine To Acquire: Wisdom Craft Divine 12 Discard this card to evade a bane that has the Outsider or Undead trait. Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait. 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. Allies Spoiler:
Fire Gecko
MM Ally C Traits: Animal Elemental Fire To Acquire: Wisdom Survival 4 Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage. Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration. Spoiler:
Freed Soul
MM Ally 5 Traits: Undead Incorporeal Ghost To Acquire: Charisma Diplomacy 13 Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card. Spoiler:
Apprentice
MM Ally 2 Traits: Half-Elf To Acquire: Arcane Divine Charisma Diplomacy 8 Recharge this card to add 1d6 to your Arcane or Divine check. Discard this card to explore your location. 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:
Druid of the Hive
MM Ally B Traits: Thriae Druid Veteran Poison To Acquire: Charisma Diplomacy 7 Discard this card to ignore a bane's immunity to the Acid and Poison traits. Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4. Blessings Spoiler:
Blessing of 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 Osiris
MM Blessing 4 Traits: Divine Osiris Healing To Acquire: Divine 8 Discard this card to add 1d4 to any check that invokes the Healing trait. When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile. 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 Ptah
MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Hour Power: Current Hour: Blessing of Thoth:
Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 14 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Meligaster/eddiephlash: Spoiler: Hourglass Card 2 Sajan/Bigguyinblack: 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. Spoiler: Hourglass Card 3 Kyra/Nickademus: Hourglass Card 2 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. Spoiler: Hourglass Card 4 Meligaster/eddiephlash: Hourglass Card 3 Kyra/Nickademus
Blessing of Isis MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler: Hourglass Card 5 Sajan/Bigguyinblack: Hourglass Card 4 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. Spoiler: Hourglass Card 6 Kyra/Nickademus: 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. Spoiler: Hourglass Card 7 Meligaster/eddiephlash: 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. Spoiler: Hourglass Card 8 Sajan/Bigguyinblack: 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. Spoiler: Hourglass Card 9 Kyra/Nickademus: Hourglass Card 8 Sajan/Bigguyinblack
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 10 Meligaster/eddiephlash: Hourglass Card 9 Kyra/Nickademus
Blessing of Ptah MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Spoiler: Hourglass Card 11 Sajan/Bigguyinblack: Hourglass Card 10 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. Spoiler: Hourglass Card 12 Kyra/Nickademus: Hourglass Card 11 Sajan/Bigguyinblack
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Meligaster/eddiephlash: Hourglass Card 12 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. Spoiler: Hourglass Card 14 Sajan/Bigguyinblack: Hourglass Card 13 Meligaster/eddiephlash
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 14 Sajan/Bigguyinblack
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Location #1: Smoking Den
Smoking Den Card 1: Dagger of Doubling
MM Weapon 3 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it. On your combat check, if you played another weapon, discard this card to add 2d4. Smoking Den Card 2: Aghash
MM Henchman C Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Smoking Den Card 3: Tarworks Master
MM Ally B Traits: Dwarf To Acquire: Craft Charisma Diplomacy 10 Discard this card to add 1 die to your Craft check, or to your check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it. Discard this card to explore your location. Smoking Den Card 4: 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. Smoking Den Card 5: 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. Smoking Den Card 6: The Evil Eye
MM Barrier B Traits: Trigger Curse Arcane Veteran To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6 When you examine this card, suffer a scourge then banish this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge then banish this card. Smoking Den Card 7: Girtablilu Ranger
MM Monster 4 Traits: Trigger Girtablilu Poison To Defeat: Combat 17 When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3. Before you act, you are dealt 1d4 Poison damage. Smoking Den Card 8: Rolling Sphere
MM Barrier 3 Traits: Trap Obstacle To Defeat: Dexterity Acrobatics 12 OR Disable 9 Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand. If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location. After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated. Smoking Den Card 9: 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. Smoking Den Card 10: Clockwork Menial
MM Ally 3 Traits: Automaton To Acquire: Intelligence Craft 9 Discard this card to add 1 die to a check against a barrier, or to any check to acquire a boon. Discard this card to explore your location. Smoking Den Card 11:
Spellsword +2
MM Weapon 4 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee Arcane Divine 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. Recharge this card to recharge a random spell from your discard pile. Location #2: Surgery At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck. When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number. When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck. M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 1 ?: 1 Located/Displayed Here: None Surgery Card 1: 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. Surgery Card 2: Tomb Artisan
MM Ally 6 Traits: Undead Ghost Incorporeal To Acquire: Charisma Diplomacy 14 Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by characters at your location. When you suffer a scourge, bury this card. Surgery Card 3: Blessing of Bastet
MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Surgery Card 4: Sky Pharaoh's Curse
MM Barrier 5 Traits: Trigger Curse To Defeat: Intelligence Perception Arcane 15 OR Divine 14 When you examine this card, display it next to your deck. If undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge. Surgery Card 5: 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. Surgery Card 6: Stained Glass Elemental
MM Ally C Traits: Elemental Electricity Veteran To Acquire: Charisma Survival Arcane 9 Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck. Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check. Surgery Card 7: Sedja
MM Ally 3 Traits: Animal To Acquire: Charisma Diplomacy 11 If you fail to acquire this card, you are dealt 1 Combat damage. Recharge this card to add 1d8 to your Knowledge or Survival check. Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter. Surgery Card 8: 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. Surgery Card 9: Mummy Golem
MM Monster 4 Traits: Construct Golem Mummy To Defeat: Combat 18 The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. Surgery Card 10: Aghash
MM Henchman B Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Surgery Card 11:
Shaitan Ghul
MM Monster 5 Traits: Elemental Undead Janni To Defeat: Combat 20 The Shaitan Ghul is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, the difficulty is increased by 3. Before you act, discard a weapon or an armor. Location #3: Tooth and Hookah At This Location: If you fail to acquire an ally, shuffle that card back into this location. When Closing: Summon and acquire a random ally from the box. When Permanently Closed: No effect. M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 4 Bl: 0 ?: 1 Located/Displayed Here: Meligaster/eddiephlash, None Tooth and Hookah Card 1: Disrupting Rapier +1
MM Weapon 3 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4. Tooth and Hookah Card 2: Foresight
MM Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 14 Display this card. While displayed, you may ignore any non-villain power that happens when you examine a card. At the end of your turn, if you do not have either the Arcane or Divine skills, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 16 check to recharge it instead. Tooth and Hookah Card 3: Mystic Silk Coat
MM Armor 2 Traits: Clothing Light Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3. Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Tooth and Hookah Card 4: Ulunat
None Villain B Type: Monster Traits: Vermin To Defeat: Combat 40 OR Constitution Fortitude Wisdom 20 THEN Combat 50 Ulunat is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage. While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced. If undefeated, move to the location Festering Ulunat and shuffle your token into its deck. If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat. Tooth and Hookah Card 5: Commander Abdallah
MM Ally 3 Traits: Human Fighter To Acquire: Combat 11 When you encounter this card, you may reveal a blessing that has the Abadar trait to automatically acquire it. Bury this card to recharge any number of blessings that have the Abadar trait from your discard pile. Discard this card to explore your location. During this exploration, add 1d8 to your combat checks. Tooth and Hookah Card 6: Mad Dog Marrn
MM Ally 1 Traits: Halfling Barbarian Hireling To Acquire: Survival Charisma Diplomacy 9 If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage. Recharge this card to add 1d8 to a Survival check by a character at your location. Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it. Tooth and Hookah Card 7: Pyromaniac Mage
MM Ally 5 Traits: Human Wizard To Acquire: Intelligence Arcane Charisma Diplomacy 13 Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait. Discard this card to explore your location. Tooth and Hookah Card 8: Pard
MM Ally C Traits: Animal To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 10 Recharge this card to add your Charisma skill to your combat check. Recharge this card to add 1d4 to a combat check by a character at another location. Discard this card to examine the top card of another location deck. If it is a non-villain, non-henchman monster, you may place it on top or bottom of its location deck. Tooth and Hookah Card 9: Killing Box
MM Barrier 5 Traits: Obstacle Trap Magic Arcane Acid To Defeat: Intelligence Knowledge Perception 13 OR Disable 15 If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage. Tooth and Hookah Card 10: Blast Glyph
MM Barrier 3 Traits: Trigger Trap Magic Cold Arcane To Defeat: Intelligence Arcane Knowledge 10 OR Wisdom 12 When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage. If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location. Tooth and Hookah Card 11:
Mummy Lord
MM Monster 6 Traits: Undead Mummy To Defeat: Combat 23 The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits. Before you act, summon and encounter a random monster that has the Undead trait from the box. If undefeated, bury your discard pile, then shuffle this card into a random open location deck. Location #4: Golden Lake At This Location: At the end of your turn, you may recharge up to 1d4+1 cards. When Closing: Summon and defeat the henchman Graven Guardian of Nethys. When Permanently Closed: No effect. M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: Sajan/Bigguyinblack, Kyra/Nickademus, None Golden Lake Card 1: Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Golden Lake Card 2: 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. Golden Lake Card 3: Grave Goods
MM Barrier 3 Traits: Trigger Cache Curse To Defeat: Disable 10 OR Dexterity Craft 12 When you examine this card, discard a blessing. If undefeated, suffer the scourge Curse of Fevered Dreams. If defeated, choose a type of boon other than loot and draw a card of that type from the box. Golden Lake 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. Golden Lake Card 5: Pillar of Life
MM Spell 4 Traits: Magic Divine Healing To Acquire: Wisdom Divine 12 Display this card next to your location. While displayed, each character at this location adds 1d8 and the Magic trait to his checks against banes that have the Undead trait. Instead of the first exploration of his turn, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 14 check to recharge it instead. Golden Lake Card 6: Tabe's Last Jest
MM Barrier 6 Traits: Curse Lock Acid To Defeat: Intelligence Perception Dexterity Disable 15 If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage. Golden Lake Card 7: Safety Bubble
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 11 Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. 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 13 check to recharge it instead. Golden Lake Card 8: Kalnaka
MM Monster 5 Traits: Undead Mummy To Defeat: Combat 22 The Kalnaka is immune to the Cold, Mental, and Poison traits. If the check to defeat has the Electricity trait, add 1d8. If undefeated, bury your discard pile. Golden Lake Card 9: Zereletan
MM Ally 4 Traits: Aberration Naga To Acquire: Charisma Diplomacy 11 OR Combat 15 Bury this card to recharge any number of items from your discard pile. Discard this card to explore your location. Golden Lake Card 10: Aghash
MM Henchman C Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Golden Lake Card 11:
Ring of Energy Resistance
MM Item 6 Traits: Accessory Magic To Acquire: Constitution Fortitude 8 OR Intelligence Arcane 9 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4. Location #5: Vizier's Hill At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck. When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
Vizier's Hill Card 1: 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. Vizier's Hill Card 2: 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. Vizier's Hill Card 3: 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. Vizier's Hill Card 4: Aghash
MM Henchman B Type: Monster Traits: Trigger Outsider Curse Electricity Veteran To Defeat: Combat 11 OR Divine 8 When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from. Vizier's Hill Card 5: Living Sandstorms
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. Vizier's Hill Card 6: Crook and Flail of Kings
MM Weapon 6 Traits: Mace Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee Arcane Divine 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait. Recharge this card to add 1 die to your combat check that has the Attack trait. Vizier's Hill Card 7: 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. Vizier's Hill Card 8: Symbol of Fear
MM Barrier 3 Traits: Trigger Trap Magic Curse To Defeat: None When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it. Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card. Vizier's Hill Card 9: Galvanic Kopis +2
MM Weapon 5 Traits: Knife Ranged Slashing Electricity Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll. On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait. Vizier's Hill Card 10: Furies of the Drowned Desert
MM Monster 6 Traits: Elemental Outsider Acid To Defeat: Combat 21 The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage. Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat. Vizier's Hill Card 11: Word of Ra
MM Barrier 6 Traits: Lock Trap Fire To Defeat: Dexterity Disable Stealth 17 If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage. ![]()
![]() During This Adventure: Scourge List:
1-2: Curse of Poisoning Curse, Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. "Lo! The fire burns hot in your veins!" 3: Curse of Vulnerability Curse While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card. "O, wretches! You stand helpless before me!" 4: Curse of Daybane Curse, Undead While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card. "Know this! The Orb of Ra destroys!" 5: Curse of the Ravenous Curse While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1. blessings 2. allies 3. spells and weapons 4. items If you already have Curse of the Ravenous displayed, banish this card. "A plague of famine upon the nation!" 6: Curse of Withering Curse While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice. If you already have Curse of Withering displayed, banish this card. "To all your hopes, a decrepit demise!" 7: Curse of Fevered Dreams Curse Arcane Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards. You may only have 1 copy of this card displayed. "Sir, your sanity is imperiled!" 8: Curse of the Sphinx MM Scourge 4 Traits: Curse Sphinx While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card. "I watch over all! There is no escaping my gaze!" 9: Curse of Blindness Scourge Traits: Curse While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card. "On the brightest noon, darkness shall reign!" 10: Curse of the Mummy Scourge Traits: Curse Undead Mummy While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card. "Send your best raiders! All will be lost!" During This Scenario: Setup:
* When building the location decks, add an additional ally to each, and display a Conflagration henchman next to each. * When creating the blessings deck, use only 15 blessings. Scenario Level (#): 7 Turn: 0, Sajan/Bigguyinblack Random Cards:
Monsters Spoiler:
Hanshepsu
MM Monster 5 Traits: Construct To Defeat: Combat 20 The Hanshepsu is immune to the Attack, Mental, and Poison traits. Before you act, roll 1d4: 1. You are dealt 1d4 Poison damage. 2. The difficulty to defeat is increased by 3. 3. The Hanshepsu is evaded. 4. Bury the top card of your deck. Spoiler:
Mummy
MM Monster 4 Traits: Undead Mummy To Defeat: Combat 21 The Mummy is immune to the Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. If undefeated, bury your discard pile. 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:
Elemental Arachnid
MM Monster 4 Traits: Construct To Defeat: Combat 17 The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter. Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage. If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage. Spoiler:
Geniekin
MM Monster B Traits: Trigger Elemental Outsider Janni Veteran To Defeat: Combat 8 When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait. The difficulty to defeat is increased by twice the scenario's adventure deck number. Barriers Spoiler:
The Evil Eye
MM Barrier C Traits: Trigger Curse Arcane Veteran To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6 When you examine this card, suffer a scourge then banish this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge then banish this card. Spoiler:
Hungry Fog
MM Barrier 3 Traits: Obstacle Magic Acid To Defeat: Wisdom Perception 10 The Hungry Fog is immune to the Acid and Electricity traits. When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it. If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck. Spoiler:
Steel Scorpion
MM Barrier 4 Traits: Trap Lock Poison To Defeat: Dexterity Disable Stealth 10 OR Strength 13 If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card. Spoiler:
Sightless Starvation
MM Barrier 5 Traits: Trigger Curse Undead Poison To Defeat: SEE BELOW When you examine this card, encounter it. Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated. Spoiler:
Holy Word Trap
MM Barrier 5 Traits: Trigger Trap Magic Divine To Defeat: Wisdom Divine 11 OR Intelligence Perception 13 When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card. If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck. 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:
Shattertouch Shotel +2
MM Weapon 4 Traits: Scythe Melee Slashing Finesse Magic To Acquire: Strength Melee Wisdom Dexterity 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits. Spoiler:
Thousand Stings Whip
MM Weapon 4 Traits: Whip Melee Piercing Poison Finesse Magic To Acquire: Strength Melee 11 When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead. Spoiler:
Shocking Scimitar +2
MM Weapon 3 Traits: Sword Melee Slashing Finesse Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait. If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act. Spoiler:
Venomous Heavy Crossbow +2
MM Weapon 5 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4. If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location. Spells Spoiler:
Elemental Mastery
MM Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 11 Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait. Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Spoiler:
Ice Storm
MM Spell 4 Traits: Magic Arcane Divine Attack Cold To Acquire: Intelligence Arcane Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. 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:
Mistform
MM Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait. Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it. Spoiler:
Commune
MM Spell 1 Traits: Magic Divine To Acquire: Wisdom Divine 12 Bury this card to draw a random non-Basic blessing from the box and add it to your hand. After playing this card, if you do not have the Divine skill, banish this card instead of burying it. Armors Spoiler:
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:
Horn Lamellar
MM Armor 6 Traits: Light Armor To Acquire: Constitution Fortitude 10 OR Intelligence Craft 11 Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead. Spoiler:
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:
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:
Steel Ibis Lamellar
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10 Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3. Recharge this card to add 1d6 to your Dexterity or Constitution check. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead. Items Spoiler:
Spellbottle
MM Item 3 Traits: Object Magic Arcane Divine To Acquire: Arcane Divine 10 Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it. Spoiler:
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:
Anubis Staff
MM Item 1 Traits: Staff Attack Magic Arcane Divine Anubis To Acquire: Arcane Divine 6 For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6. Bury this card to evade a monster you encounter that has the Undead 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:
Sandstorm Dust
MM Item 4 Traits: Object Alchemical To Acquire: Intelligence Craft 9 Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck. Allies Spoiler:
Meehr Zet
MM Ally B Traits: Dwarf Aristocrat Hireling To Acquire: Charisma Diplomacy 7 Bury this card to draw 1d4+1 allies that do not have the Animal trait from your discard pile. Discard this card to explore your location. During this exploration, add 1d8 to your Diplomacy checks. Spoiler:
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:
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:
Unwrapped Harmony
MM Ally 2 Traits: Trigger Caligni Oracle To Acquire: Perception Charisma Diplomacy 11 When you examine this card, shuffle it into the deck it came from. If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn. Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location. Spoiler:
Azaz Arafe and Zazu
MM Ally 1 Traits: Human Evoker AND Animal To Acquire: Charisma Diplomacy Arcane Divine 7 If you fail to acquire this card, banish a card that has the Magic trait from your hand or discard pile. Recharge this card to examine the top card of your location deck. Discard this card to add the Magic trait to a combat check by a character at your location. Discard this card to explore your location. Blessings Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler:
Blessing of Isis
MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler:
Blessing of Isis
MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Current Hour: :
[/b]
Traits:
Hours Remaining: 0 [b]Hourglass
Hourglass Cards/Turn Order:
Location #1: Smoking Den
Location #2: Surgery
Location #3: Tooth and Hookah
Location #4: Golden Lake
Location #5: Vizier's Hill
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
======================== Please post starting info: ![]()
![]() Scenario 3-P: Tide of the Unholy First
As you crawl from the wreckage into the searing Osirian daylight, an image haunts you. Right before you switched off the sepulcher’s flying magic, you noticed a mural nearby. In the scene, the mountain-sized carapace of Ulunat, the Unholy First and spawn of the Rough Beast Rovagug, was not dormant at the center of Sothis as it has been for millennia. Rather, the awakened beast rampaged through the city. The scene was as terrible as a painted bas-relief could depict—buildings were blasted and maimed citizens fled in terror. Above it all was a flying pyramid that seemed to have roused the monster from slumber. You’re testing your wobbling legs about a mile outside of Sothis when the first screams hit your ears. In the distance, the shining black carapace of Ulunat has sprouted 10 bladed legs and a gargantuan forehead horn, and it’s plowing sluggishly through the Old City district. Entire facades of buildings are flying, the streets beneath are cracking, and crowds of screaming residents are fleeing for their lives. The mural in the flying pyramid wasn’t a metaphor. It was a prediction, and the flying pyramid has awakened the long-defeated beast! Heart pounding, the weight of what you’ve brought about bearing down on your shoulders, you know there are only two things you can do. You’ve got to get as many citizens out of the spawn’s path as possible. And you’ve got to destroy Ulunat.
SETUP:
LOCATIONS:
Story Banes:
DURING THIS SCENARIO:
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![]() Scenario 3-6E wrap-up: Please list the following, assuming this is not a replay: Upgrade pool:
Please double check that I didn't miss anything! ![]()
![]() Huzzah! Victory! Development:
As you plan to use the fading teleportation platform to abandon ship, you notice a final piece of mural on the platform’s floor. It shows not Ahriman, but something else. A mighty black carapace that can only be Ulunat, the Unholy First, rampaging through Sothis on bladed limbs. And a flying pyramid seemed to awaken it. Scenario Reward:
Adventure Reward:
Adventure Path Reward:
Blessing of the Sages:
Loot Type: Blessing Traits: Arcane Undead To Acquire: Discard this card to add 1 die to any check. Recharge this card to add 3d8 to any Knowledge or Perception check. Recharge this card to examine the top card of any location deck; you may ignore any power that happens when you examine a card. If the examined card lists Knowledge or Perception in its check to acquire or defeat, you may encounter it. Acquired cards: Minnothet (Ally 2)
To the discussion page! ![]()
![]() During This Adventure: Scourge List:
1-2: Curse of Poisoning Curse, Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. "Lo! The fire burns hot in your veins!" 3: Curse of Vulnerability Curse While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card. "O, wretches! You stand helpless before me!" 4: Curse of Daybane Curse, Undead While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card. "Know this! The Orb of Ra destroys!" 5: Curse of the Ravenous Curse While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1. blessings 2. allies 3. spells and weapons 4. items If you already have Curse of the Ravenous displayed, banish this card. "A plague of famine upon the nation!" 6: Curse of Withering Curse While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice. If you already have Curse of Withering displayed, banish this card. "To all your hopes, a decrepit demise!" 7: Curse of Fevered Dreams Curse Arcane Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards. You may only have 1 copy of this card displayed. "Sir, your sanity is imperiled!" 8: Curse of the Sphinx MM Scourge 4 Traits: Curse Sphinx While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card. "I watch over all! There is no escaping my gaze!" 9: Curse of Blindness Scourge Traits: Curse While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card. "On the brightest noon, darkness shall reign!" 10: Curse of the Mummy Scourge Traits: Curse Undead Mummy While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card. "Send your best raiders! All will be lost!" During This Scenario: Setup:
* After building the location deck, shuffle into it a number of the henchman Will of Ahriman equal to the number of characters. * To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table. When you discard a scourge from the blessings deck, suffer it. Additional Rules: Story Banes!
Usij Ghul:
Henchman Type: Monster Traits: Cultist Outsider Undead To Defeat: Combat 25 The Usij Ghul is immune to the Mental and Poison traits. Roll 1d6. All damage dealt by the Usij Ghul is the following type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, if you are the only character at your location, you are dealt 1d4 damage. After you act, each character at your location is dealt 1d4 damage. If undefeated, discard a card from the blessings deck. Druj Nasu:
Henchman Type: Monster Traits: Outsider To Defeat: Fortitude Perception 6 THEN Combat Divine 15 The Druj Nasu is immune to the Fire and Poison traits. Before you act, a character at your location summons and encounters the henchman Beheaded. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. If defeated, you may immediately attempt to close the location this henchman came from. Shira:
Henchman Type: Monster Traits: Outsider To Defeat: Combat 19 OR Divine 15 If another character at your location has more cards in his hand than you do, that character encounters the Shira instead. The Shira is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card. If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die. After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Scenario Level (#): 6 Turn: 18, Sajan/Bigguyinblack Random Cards:
Monsters Spoiler:
Hollow Serpent
MM Monster 6 Traits: Undead To Defeat: Combat 16 OR Stealth 12 The Hollow Serpent is immune to the Mental and Poison traits. Before you act, discard a random card. If it is an ally, the difficulty to defeat is increased by 3. While you act, other characters may not play cards. You may play no more than 1 card on the check to defeat. If the check to defeat has the Cold trait, add 1d8. Spoiler:
Guardian Thunderbirds
MM Monster 6 Traits: Animal Electricity To Defeat: Combat 22 The Guardian Thunderbird is immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. Before you act, a random character at your location is dealt 1d4 Electricity damage. If the check to defeat has the Ranged trait, the difficulty is increased by 3. Spoiler:
Sard
MM Monster 6 Traits: Plant Electricity Poison To Defeat: Combat 23 The Sard is immune to the Electricity, Mental, and Poison traits. After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage. Spoiler:
Graven Guardian of Set
MM Monster 5 Traits: Construct To Defeat: Combat 21 The Graven Guardian of Set is immune to the Mental and Poison traits. If the Graven Guardian of Set would be defeated, reroll the dice; take the new result. Spoiler:
Bonecrusher Chieftain
MM Monster 2 Traits: Trigger Gnoll Veteran To Defeat: Combat 12 When you examine this card, encounter it; the difficulty to defeat is increased by 3. The difficulty to defeat is increased by the scenario's adventure deck number. When you play a weapon on your check to defeat, discard it. Barriers Spoiler:
Sightless Starvation
MM Barrier 5 Traits: Trigger Curse Undead Poison To Defeat: SEE BELOW When you examine this card, encounter it. Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated. Spoiler:
Telekinesis Trap
MM Barrier 2 Traits: Trap Arcane Magic To Defeat: ArcaneDivine 12 OR ConstitutionDisable 9 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location cannot move or explore. When you end your turn at this location, Telekinesis Trap deals 1d4+1 Acid damage to you. When you end your move step at this location, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card. Spoiler:
Poison Spiked Pit Trap
MM Barrier 1 Traits: Trap Poison Veteran To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn. If defeated, you may explore your location. Spoiler:
Tabe's Last Jest
MM Barrier 6 Traits: Curse Lock Acid To Defeat: Intelligence Perception Dexterity Disable 15 If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid 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:
Dagger of Doubling
MM Weapon 3 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it. On your combat check, if you played another weapon, discard this card to add 2d4. Spoiler:
Flaming Ranseur +3
MM Weapon 5 Traits: Polearm Melee Slashing 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result. Spoiler:
Sling Staff +2
MM Weapon 6 Traits: Sling Staff Ranged Bludgeoning 2-Handed Magic To Acquire: Dexterity Ranged 12 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill. If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character. If proficient with weapons, discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to any combat check. Spoiler:
Venomous Heavy Crossbow +2
MM Weapon 5 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4. If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location. Spoiler:
Fate Blade
MM Weapon 4 Traits: Knife Ranged Piercing Magic Pharasma To Acquire: Dexterity Ranged Wisdom Divine 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8. On your combat check, if you played another weapon, discard this card to add 1d4+1. Spells Spoiler:
Channel the Gift
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card to allow a character at your location to search his deck for a spell and draw it. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it. Spoiler:
Vision
MM Spell 5 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 13 Discard this card to examine any location deck. If you find a villain, it escapes as if undefeated. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it. Spoiler:
Mistform
MM Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 10 Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait. Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it. Spoiler:
Volcanic Storm
MM Spell 3 Traits: Magic Arcane Divine Attack Bludgeoning Fire To Acquire: Intelligence Arcane Wisdom Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you would fail this check against a monster, you may evade it instead. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Spoiler:
Ice Storm
MM Spell 4 Traits: Magic Arcane Divine Attack Cold To Acquire: Intelligence Arcane Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Armors Spoiler:
Parade Armor
MM Armor 5 Traits: Light Armor Alchemical To Acquire: Constitution Fortitude Charisma Diplomacy 12 Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead. Spoiler:
Elemental Brass Mail
MM Armor 6 Traits: Light Armor Magic To Acquire: Constitution Fortitude 12 OR Intelligence Arcane Wisdom Divine 14 Reveal this card to reduce Combat damage dealt to you by 3. Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait. Spoiler:
Skyplate Armor
MM Armor 5 Traits: Light Armor Magic To Acquire: Constitution Fortitude Craft Divine 12 Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move. Recharge this card to add 1 die to your check that invokes the Electricity trait. If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead. Spoiler:
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:
Bone Lamellar
MM Armor 1 Traits: Light Armor To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8 Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead. Items Spoiler:
Kohl of Uncanny Discernment
MM Item B Traits: Accessory Alchemical To Acquire: Intelligence Perception 6 Reveal this card to add 1d4 to your Perception check. Discard this card to examine the top 2 cards of your location deck and put them back in any order. Spoiler:
Spellbottle
MM Item 3 Traits: Object Magic Arcane Divine To Acquire: Arcane Divine 10 Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it. Spoiler:
Seer's Tea
MM Item B Traits: Liquid Magic To Acquire: Intelligence Wisdom 4 Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to put them back in any order; otherwise, shuffle your location deck. Spoiler:
Embalming Fluid
MM Item 1 Traits: Liquid Cold Poison Alchemical To Acquire: Intelligence Craft Knowledge 7 Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck. Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile. Spoiler:
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:
Stained Glass Elemental
MM Ally C Traits: Elemental Electricity Veteran To Acquire: Charisma Survival Arcane 9 Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck. Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check. Spoiler:
Mad Dog Marrn
MM Ally 1 Traits: Halfling Barbarian Hireling To Acquire: Survival Charisma Diplomacy 9 If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage. Recharge this card to add 1d8 to a Survival check by a character at your location. Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it. Spoiler:
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:
Marianix Karn
MM Ally B Traits: Human Aspis Sage To Acquire: Charisma Diplomacy 9 Reveal this card to add 1 to your check to acquire a boon. Recharge this card to add 1d6 to your check to defeat a barrier. Discard this card to explore your location. Spoiler:
Sehela
MM Ally 6 Traits: Undead Ghost Incorporeal Alchemist To Acquire: Charisma Diplomacy 15 Display this card. While displayed, you may add 1d6 to Craft, Disable, or Perception checks by any character at your location. When you suffer a scourge, bury this card. 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 Pharasma
MM Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Osiris
MM Blessing 4 Traits: Divine Osiris Healing To Acquire: Divine 8 Discard this card to add 1d4 to any check that invokes the Healing trait. When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile. Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler:
Blessing of Pharasma
MM Blessing C Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Curse of Blindness:
Curse of Blindness
MM Scourge 5 Traits: Curse While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card. Hours Remaining: 12 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Kyra/Nickademus: Spoiler: Hourglass Card 2 Meligaster/eddiephlash: Hourglass Card 1 Kyra/Nickademus
Curse of the Ravenous MM Scourge 1 Traits: Curse While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1. blessings 2. allies 3. spells and weapons 4. items If you already have Curse of the Ravenous displayed, banish this card. Spoiler: Hourglass Card 3 Sajan/Bigguyinblack: Hourglass Card 2 Meligaster/eddiephlash
Sandstorm MM Villain B Type: Barrier Traits: Trigger Obstacle Weather To Defeat: None None When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card. "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx Spoiler: Hourglass Card 4 Kyra/Nickademus: Hourglass Card 3 Sajan/Bigguyinblack
Curse of the Mummy MM Scourge 6 Traits: Curse Undead Mummy While displayed, when you are dealt damage and would discard cards, bury 1 of those cards instead of discarding it. If you already have Curse of the Mummy displayed, banish this card. Spoiler: Hourglass Card 5 Meligaster/eddiephlash: Hourglass Card 4 Kyra/Nickademus
Curse of Poisoning MM Scourge B Traits: Curse Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. Spoiler: Hourglass Card 6 Sajan/Bigguyinblack: Hourglass Card 5 Meligaster/eddiephlash
Curse of Blindness MM Scourge 5 Traits: Curse While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card. Spoiler: Hourglass Card 7 Kyra/Nickademus: Hourglass Card 6 Sajan/Bigguyinblack
Curse of Withering MM Scourge 2 Traits: 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. Spoiler: Hourglass Card 8 Meligaster/eddiephlash: Hourglass Card 7 Kyra/Nickademus
Curse of Poisoning MM Scourge B Traits: Curse Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. Spoiler: Hourglass Card 9 Sajan/Bigguyinblack: Hourglass Card 8 Meligaster/eddiephlash
Curse of Poisoning MM Scourge B Traits: Curse Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. Spoiler: Hourglass Card 10 Kyra/Nickademus: Hourglass Card 9 Sajan/Bigguyinblack
Curse of Withering MM Scourge 2 Traits: 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. Spoiler: Hourglass Card 11 Meligaster/eddiephlash: Hourglass Card 10 Kyra/Nickademus
Curse of the Sphinx MM Scourge 4 Traits: Curse Sphinx While displayed, before you explore, examine the top card of your location; if it is a boon, recharge your hand, then reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card. Spoiler: Hourglass Card 12 Sajan/Bigguyinblack: Hourglass Card 11 Meligaster/eddiephlash
Curse of the Mummy MM Scourge 6 Traits: Curse Undead Mummy While displayed, when you are dealt damage and would discard cards, bury 1 of those cards instead of discarding it. If you already have Curse of the Mummy displayed, banish this card. Spoiler: Hourglass Card 12 Sajan/Bigguyinblack
Curse of Poisoning MM Scourge B Traits: Curse Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. Location #1: Oblivion's Bridge
Lightning Storm (displayed):
MM Barrier B Traits: Obstacle Weather Electricity To Defeat: None Display this barrier next to the location deck. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location. Oblivion's Bridge Card 1: Dune of Doom
MM Spell 5 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 13 For your combat check, discard this card to use your Arcane or Divine skill + 3d10. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it. Oblivion's Bridge Card 2 (Ushering of Oblivion): Ushering of Oblivion
None Villain 6 Type: Barrier Traits: Arcane Skirmish To Defeat: None Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman: 1. Pairaka 3. Ghawwa 5. Usij Ghul 2. Druj-Nasu 4. Shira 6. Akvan The summoned card may summon other cards. If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated. ![]()
![]() During This Adventure: Scourge List:
1-2: Curse of Poisoning Curse, Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. "Lo! The fire burns hot in your veins!" 3: Curse of Vulnerability Curse While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card. "O, wretches! You stand helpless before me!" 4: Curse of Daybane Curse, Undead While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card. "Know this! The Orb of Ra destroys!" 5: Curse of the Ravenous Curse While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1. blessings 2. allies 3. spells and weapons 4. items If you already have Curse of the Ravenous displayed, banish this card. "A plague of famine upon the nation!" 6: Curse of Withering Curse While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice. If you already have Curse of Withering displayed, banish this card. "To all your hopes, a decrepit demise!" 7: Curse of Fevered Dreams Curse Arcane Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards. You may only have 1 copy of this card displayed. "Sir, your sanity is imperiled!" 8: Curse of the Sphinx MM Scourge 4 Traits: Curse Sphinx While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card. "I watch over all! There is no escaping my gaze!" 9: Curse of Blindness Scourge Traits: Curse While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card. "On the brightest noon, darkness shall reign!" 10: Curse of the Mummy Scourge Traits: Curse Undead Mummy While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card. "Send your best raiders! All will be lost!" During This Scenario: Setup:
* After building the location deck, shuffle into it a number of the henchman Will of Ahriman equal to the number of characters. * To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table. When you discard a scourge from the blessings deck, suffer it. Additional Rules: Story Banes!
Usij Ghul:
Henchman Type: Monster Traits: Cultist Outsider Undead To Defeat: Combat 25 The Usij Ghul is immune to the Mental and Poison traits. Roll 1d6. All damage dealt by the Usij Ghul is the following type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, if you are the only character at your location, you are dealt 1d4 damage. After you act, each character at your location is dealt 1d4 damage. If undefeated, discard a card from the blessings deck. Druj Nasu:
Henchman Type: Monster Traits: Outsider To Defeat: Fortitude Perception 6 THEN Combat Divine 15 The Druj Nasu is immune to the Fire and Poison traits. Before you act, a character at your location summons and encounters the henchman Beheaded. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. If defeated, you may immediately attempt to close the location this henchman came from. Shira:
Henchman Type: Monster Traits: Outsider To Defeat: Combat 19 OR Divine 15 If another character at your location has more cards in his hand than you do, that character encounters the Shira instead. The Shira is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card. If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die. After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Scenario Level (#): 6 Turn: 15, Sajan/Bigguyinblack Random Cards:
Monsters Spoiler:
Elder Ifreeti
MM Monster 4 Traits: Elemental Outsider Janni Fire To Defeat: Combat 19 The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage. If the check to defeat has the Cold trait, add 1d8. If defeated, choose a type of boon other than loot and draw a boon of that type from the box. Spoiler:
Rukh
MM Monster 3 Traits: Animal Acid To Defeat: Combat 13 THEN Combat 13 All damage dealt by the Rukh is Acid damage. If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4. If undefeated, move to a random location. Spoiler:
Earth Ossumental
MM Monster 5 Traits: Trigger Undead To Defeat: Combat 19 When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck. The Earth Ossumental is immune to the Mental and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage. Spoiler:
Sard
MM Monster 6 Traits: Plant Electricity Poison To Defeat: Combat 23 The Sard is immune to the Electricity, Mental, and Poison traits. After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage. Spoiler:
Kalnaka
MM Monster 5 Traits: Undead Mummy To Defeat: Combat 22 The Kalnaka is immune to the Cold, Mental, and Poison traits. If the check to defeat has the Electricity trait, add 1d8. If undefeated, bury your discard pile. Barriers Spoiler:
Word of Ra
MM Barrier 6 Traits: Lock Trap Fire To Defeat: Dexterity Disable Stealth 17 If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage. 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:
Polymorph Gas
MM Barrier 6 Traits: Curse Trap Magic Poison To Defeat: Constitution Fortitude Intelligence Perception 14 If undefeated, recharge your hand, then suffer the scourge Curse of the Mummy. Spoiler:
Curse of the Netheshuun
MM Barrier 6 Traits: Trigger Curse Undead Cold Magic To Defeat: Wisdom Divine 16 OR Dexterity Disable 17 When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card. If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge. Spoiler:
The Evil Eye
MM Barrier B Traits: Trigger Curse Arcane Veteran To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6 When you examine this card, suffer a scourge then banish this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge then banish this card. Weapons Spoiler:
Fate Blade
MM Weapon 4 Traits: Knife Ranged Piercing Magic Pharasma To Acquire: Dexterity Ranged Wisdom Divine 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8. On your combat check, if you played another weapon, discard this card to add 1d4+1. Spoiler:
Crook and Flail of Kings
MM Weapon 6 Traits: Mace Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee Arcane Divine 13 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait. Recharge this card to add 1 die to your combat check that has the Attack trait. Spoiler:
Flaming Ranseur +3
MM Weapon 5 Traits: Polearm Melee Slashing 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result. Spoiler:
Galvanic Kopis +2
MM Weapon 5 Traits: Knife Ranged Slashing Electricity Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll. On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait. Spoiler:
Dagger of Doubling
MM Weapon 3 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it. On your combat check, if you played another weapon, discard this card to add 2d4. Spells Spoiler:
Symbol of Fortune
MM Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 14 On any check, after the roll, discard this card to add or subtract 3 from the result. 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 16 check to recharge this card instead of discarding it. Spoiler:
Monstrous Physique
MM Spell 5 Traits: Magic Arcane To Acquire: Intelligence Arcane 13 Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead. Spoiler:
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:
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:
Whip of Centipedes
MM Spell 4 Traits: Magic Arcane Divine Attack Poison To Acquire: Intelligence Arcane Wisdom Divine 10 For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane does not deal damage. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it. Armors Spoiler:
Advocate's Armor
MM Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude Charisma Diplomacy 9 Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2, or to add 2 to your non-combat Charisma or Diplomacy check. Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, recharge this card to draw an ally from your discard pile. Spoiler:
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:
Steel Ibis Lamellar
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10 Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3. Recharge this card to add 1d6 to your Dexterity or Constitution check. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead. Spoiler:
Clawhand Shield
MM Armor 3 Traits: Shield Offhand To Acquire: Constitution Fortitude 6 OR Melee 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check. On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait. 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:
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:
Ring of the Godless
MM Item B Traits: Accessory Magic To Acquire: Wisdom 5 During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait. Recharge this card to add the Magic trait to your check. Spoiler:
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:
Effigy of Maat
MM Item 2 Traits: Trigger Object Magic Maat To Acquire: Constitution Fortitude Divine 8 When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card. On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result. Spoiler:
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. Allies Spoiler:
Commander Abdallah
MM Ally 3 Traits: Human Fighter To Acquire: Combat 11 When you encounter this card, you may reveal a blessing that has the Abadar trait to automatically acquire it. Bury this card to recharge any number of blessings that have the Abadar trait from your discard pile. Discard this card to explore your location. During this exploration, add 1d8 to your combat checks. Spoiler:
Tarworks Master
MM Ally B Traits: Dwarf To Acquire: Craft Charisma Diplomacy 10 Discard this card to add 1 die to your Craft check, or to your check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it. Discard this card to explore your location. Spoiler:
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:
Mad Dog Marrn
MM Ally 1 Traits: Halfling Barbarian Hireling To Acquire: Survival Charisma Diplomacy 9 If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage. Recharge this card to add 1d8 to a Survival check by a character at your location. Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it. Spoiler:
Marianix Karn
MM Ally B Traits: Human Aspis Sage To Acquire: Charisma Diplomacy 9 Reveal this card to add 1 to your check to acquire a boon. Recharge this card to add 1d6 to your check to defeat a barrier. Discard this card to explore your location. 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 Ra
MM Blessing B Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Abadar
MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Lady of Graves
MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler:
Blessing of the Ancients
MM Blessing C Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Current Hour: Curse of Withering:
Curse of Withering
MM Scourge 2 Traits: 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. Hours Remaining: 15 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Kyra/Nickademus: Spoiler: Hourglass Card 2 Meligaster/eddiephlash: Hourglass Card 1 Kyra/Nickademus
Curse of Vulnerability MM Scourge B Traits: Curse While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. 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. Spoiler: Hourglass Card 3 Sajan/Bigguyinblack: Hourglass Card 2 Meligaster/eddiephlash
Curse of Fevered Dreams MM Scourge 3 Traits: Curse Arcane While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards. If you already have Curse of Fevered Dreams displayed, banish this card. Spoiler: Hourglass Card 4 Kyra/Nickademus: Hourglass Card 3 Sajan/Bigguyinblack
Curse of Blindness MM Scourge 5 Traits: Curse While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card. Spoiler: Hourglass Card 5 Meligaster/eddiephlash: Hourglass Card 4 Kyra/Nickademus
Curse of the Ravenous MM Scourge 1 Traits: Curse While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1. blessings 2. allies 3. spells and weapons 4. items If you already have Curse of the Ravenous displayed, banish this card. Spoiler: Hourglass Card 6 Sajan/Bigguyinblack: Hourglass Card 5 Meligaster/eddiephlash
Sandstorm MM Villain B Type: Barrier Traits: Trigger Obstacle Weather To Defeat: None None When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card. "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx Spoiler: Hourglass Card 7 Kyra/Nickademus: Hourglass Card 6 Sajan/Bigguyinblack
Curse of the Mummy MM Scourge 6 Traits: Curse Undead Mummy While displayed, when you are dealt damage and would discard cards, bury 1 of those cards instead of discarding it. If you already have Curse of the Mummy displayed, banish this card. Spoiler: Hourglass Card 8 Meligaster/eddiephlash: Hourglass Card 7 Kyra/Nickademus
Curse of Poisoning MM Scourge B Traits: Curse Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. Spoiler: Hourglass Card 9 Sajan/Bigguyinblack: Hourglass Card 8 Meligaster/eddiephlash
Curse of Blindness MM Scourge 5 Traits: Curse While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card. Spoiler: Hourglass Card 10 Kyra/Nickademus: Hourglass Card 9 Sajan/Bigguyinblack
Curse of Withering MM Scourge 2 Traits: 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. Spoiler: Hourglass Card 11 Meligaster/eddiephlash: Hourglass Card 10 Kyra/Nickademus
Curse of Poisoning MM Scourge B Traits: Curse Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. Spoiler: Hourglass Card 12 Sajan/Bigguyinblack: Hourglass Card 11 Meligaster/eddiephlash
Curse of Poisoning MM Scourge B Traits: Curse Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. Spoiler: Hourglass Card 13 Kyra/Nickademus: Hourglass Card 12 Sajan/Bigguyinblack
Curse of Withering MM Scourge 2 Traits: 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. Spoiler: Hourglass Card 14 Meligaster/eddiephlash: Hourglass Card 13 Kyra/Nickademus
Curse of the Sphinx MM Scourge 4 Traits: Curse Sphinx While displayed, before you explore, examine the top card of your location; if it is a boon, recharge your hand, then reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card. Spoiler: Hourglass Card 15 Sajan/Bigguyinblack: Hourglass Card 14 Meligaster/eddiephlash
Curse of the Mummy MM Scourge 6 Traits: Curse Undead Mummy While displayed, when you are dealt damage and would discard cards, bury 1 of those cards instead of discarding it. If you already have Curse of the Mummy displayed, banish this card. Spoiler: Hourglass Card 15 Sajan/Bigguyinblack
Curse of Poisoning MM Scourge B Traits: Curse Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. Location #1: Oblivion's Bridge
Oblivion's Bridge Card 1 (Rukh): Rukh
MM Monster 3 Traits: Animal Acid To Defeat: Combat 13 THEN Combat 13 All damage dealt by the Rukh is Acid damage. If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4. If undefeated, move to a random location. Oblivion's Bridge Card 2: Telekinetic Enucleation
MM Barrier 5 Traits: Trigger Curse To Defeat: Intelligence Perception Dexterity Disable 16 When you examine this card, encounter it. If undefeated, each character at your location suffers the scourge Curse of Blindness. Oblivion's Bridge Card 3: Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Oblivion's Bridge Card 4: 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. Oblivion's Bridge Card 5: Lightning Storm
MM Barrier B Traits: Obstacle Weather Electricity To Defeat: None Display this barrier next to the location deck. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location. Oblivion's Bridge Card 6: 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. Oblivion's Bridge Card 7: Royal Naga
MM Monster 4 Traits: Aberration To Defeat: Combat 16 THEN Combat 16 You may succeed at a Stealth 8 check to evade the Royal Naga. For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it. If the check to defeat has the Cold trait, add 1d8. Oblivion's Bridge Card 8: Dune of Doom
MM Spell 5 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 13 For your combat check, discard this card to use your Arcane or Divine skill + 3d10. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it. Oblivion's Bridge Card 9 (Ushering of Oblivion): Ushering of Oblivion
None Villain 6 Type: Barrier Traits: Arcane Skirmish To Defeat: None Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman: 1. Pairaka 3. Ghawwa 5. Usij Ghul 2. Druj-Nasu 4. Shira 6. Akvan The summoned card may summon other cards. If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated. ![]()
![]() During This Adventure: Scourge List:
1-2: Curse of Poisoning Curse, Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. "Lo! The fire burns hot in your veins!" 3: Curse of Vulnerability Curse While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. If you already have Curse of Vulnerability displayed, banish this card. "O, wretches! You stand helpless before me!" 4: Curse of Daybane Curse, Undead While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card. "Know this! The Orb of Ra destroys!" 5: Curse of the Ravenous Curse While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1. blessings 2. allies 3. spells and weapons 4. items If you already have Curse of the Ravenous displayed, banish this card. "A plague of famine upon the nation!" 6: Curse of Withering Curse While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice. If you already have Curse of Withering displayed, banish this card. "To all your hopes, a decrepit demise!" 7: Curse of Fevered Dreams Curse Arcane Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards. You may only have 1 copy of this card displayed. "Sir, your sanity is imperiled!" 8: Curse of the Sphinx MM Scourge 4 Traits: Curse Sphinx While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card. "I watch over all! There is no escaping my gaze!" 9: Curse of Blindness Scourge Traits: Curse While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card. "On the brightest noon, darkness shall reign!" 10: Curse of the Mummy Scourge Traits: Curse Undead Mummy While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card. "Send your best raiders! All will be lost!" During This Scenario: Setup:
* After building the location deck, shuffle into it a number of the henchman Will of Ahriman equal to the number of characters. * To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table. When you discard a scourge from the blessings deck, suffer it. Additional Rules: Story Banes!
Usij Ghul:
Henchman Type: Monster Traits: Cultist Outsider Undead To Defeat: Combat 25 The Usij Ghul is immune to the Mental and Poison traits. Roll 1d6. All damage dealt by the Usij Ghul is the following type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, if you are the only character at your location, you are dealt 1d4 damage. After you act, each character at your location is dealt 1d4 damage. If undefeated, discard a card from the blessings deck. Druj Nasu:
Henchman Type: Monster Traits: Outsider To Defeat: Fortitude Perception 6 THEN Combat Divine 15 The Druj Nasu is immune to the Fire and Poison traits. Before you act, a character at your location summons and encounters the henchman Beheaded. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. If defeated, you may immediately attempt to close the location this henchman came from. Shira:
Henchman Type: Monster Traits: Outsider To Defeat: Combat 19 OR Divine 15 If another character at your location has more cards in his hand than you do, that character encounters the Shira instead. The Shira is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card. If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die. After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck. Scenario Level (#): 6 Turn: 13, Kyra/Nickademus Random Cards:
Monsters Spoiler:
Kalnaka
MM Monster 5 Traits: Undead Mummy To Defeat: Combat 22 The Kalnaka is immune to the Cold, Mental, and Poison traits. If the check to defeat has the Electricity trait, add 1d8. If undefeated, bury your discard pile. 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:
Ammut
MM Monster 6 Traits: Outsider Fire To Defeat: Combat 24 The Ammut is immune to the Fire and Poison traits. Before you act, each character at your location is dealt 1d4 Fire damage. If undefeated, suffer the scourge Curse of the Mummy. Spoiler:
Furies of the Drowned Desert
MM Monster 6 Traits: Elemental Outsider Acid To Defeat: Combat 21 The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage. Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat. Spoiler:
Elder Ifreeti
MM Monster 4 Traits: Elemental Outsider Janni Fire To Defeat: Combat 19 The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage. If the check to defeat has the Cold trait, add 1d8. If defeated, choose a type of boon other than loot and draw a boon of that type from the box. Barriers Spoiler:
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:
Inevitable Trap
MM Barrier 3 Traits: Trigger Trap Skirmish Magic To Defeat: Intelligence Arcane Knowledge 13 OR Wisdom Survival 10 When you examine this card, encounter it. If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card. Spoiler:
Telekinesis Trap
MM Barrier 2 Traits: Trap Arcane Magic To Defeat: ArcaneDivine 12 OR ConstitutionDisable 9 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location cannot move or explore. When you end your turn at this location, Telekinesis Trap deals 1d4+1 Acid damage to you. When you end your move step at this location, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card. Spoiler:
Fiendish Sphinx
MM Barrier 4 Traits: Trigger Trap Arcane Magic Sphinx To Defeat: Intelligence Knowledge Arcane Wisdom 12 When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls. Spoiler:
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:
Disrupting Rapier +1
MM Weapon 3 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Thousand Stings Whip
MM Weapon 4 Traits: Whip Melee Piercing Poison Finesse Magic To Acquire: Strength Melee 11 When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead. Spoiler:
Striking Wing Scimitar
MM Weapon 4 Traits: Sword Melee Slashing Magic Finesse To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4. Recharge this card to move. You may not use this power during an encounter. 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:
Galvanic Kopis +2
MM Weapon 5 Traits: Knife Ranged Slashing Electricity Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll. On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait. Spells 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:
Ride the Lightning
MM Spell 6 Traits: Magic Arcane Attack Electricity To Acquire: Intelligence Arcane 15 Display this card. While displayed, reduce Electricity damage dealt to you to 0. For your combat check, you may discard a card to use your Arcane skill + 4d6+4 and add the Electricity trait; if you do, you may move after the encounter. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 17 check to recharge it instead. 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:
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:
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. Armors Spoiler:
Shield of Fire Resistance
MM Armor 1 Traits: Shield Offhand Magic To Acquire: Constitution Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Skyplate Armor
MM Armor 5 Traits: Light Armor Magic To Acquire: Constitution Fortitude Craft Divine 12 Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move. Recharge this card to add 1 die to your check that invokes the Electricity trait. If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead. Spoiler:
Falcon Crown
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Wisdom Divine 10 Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor. For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6. If proficient with light armors, you may recharge this card when you play a spell. Spoiler:
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 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:
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:
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:
Djinn Favor Amulet
MM Item 1 Traits: Accessory Magic Healing To Acquire: Constitution Fortitude 4 OR Wisdom 7 Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile. Spoiler:
Ring of the Godless
MM Item B Traits: Accessory Magic To Acquire: Wisdom 5 During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait. Recharge this card to add the Magic trait to your check. Spoiler:
Twitch Tonic
MM Item B Traits: Liquid Alchemical To Acquire: IntelligenceCraft 6 Discard this card to examine the top card of your location deck, then explore your location. Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck. Allies Spoiler:
Freed Soul
MM Ally 5 Traits: Undead Incorporeal Ghost To Acquire: Charisma Diplomacy 13 Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card. Spoiler:
Hearth Elemental
MM Ally 4 Traits: Elemental Fire To Acquire: See Below None You may automatically acquire this card; if you do, you are dealt 1d6+1 Fire damage. Recharge this card to draw a weapon or an armor from your discard pile. Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location. Spoiler:
Unwrapped Harmony
MM Ally 2 Traits: Trigger Caligni Oracle To Acquire: Perception Charisma Diplomacy 11 When you examine this card, shuffle it into the deck it came from. If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn. Discard this card to examine the top 3 cards of your location deck and put them back in any order, then 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:
Apprentice
MM Ally 2 Traits: Half-Elf To Acquire: Arcane Divine Charisma Diplomacy 8 Recharge this card to add 1d6 to your Arcane or Divine check. Discard this card to explore your location. Blessings Spoiler:
Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Maat
MM Blessing 2 Traits: Divine Maat Healing To Acquire: Divine 6 OR ConstitutionFortitude 10 After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result. Recharge this card to reduce damage dealt to you by 2. On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8. After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile. Spoiler:
Blessing of Anubis
MM Blessing 4 Traits: Divine Anubis Poison Mummy To Acquire: Divine 8 OR Charisma Diplomacy 11 Discard this card to add 1 die and the Poison trait to any check. Discard this card to add 2 dice to any Charisma check. Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Isis
MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Current Hour: Curse of Daybane:
Curse of Daybane
MM Scourge B Traits: 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. Hours Remaining: 17 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Meligaster/eddiephlash: Spoiler: Hourglass Card 2 Sajan/Bigguyinblack: Hourglass Card 1 Meligaster/eddiephlash
Curse of the Sphinx MM Scourge 4 Traits: Curse Sphinx While displayed, before you explore, examine the top card of your location; if it is a boon, recharge your hand, then reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card. Spoiler: Hourglass Card 3 Kyra/Nickademus: Hourglass Card 2 Sajan/Bigguyinblack
Curse of Withering MM Scourge 2 Traits: 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. Spoiler: Hourglass Card 4 Meligaster/eddiephlash: Hourglass Card 3 Kyra/Nickademus
Curse of Vulnerability MM Scourge B Traits: Curse While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. 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. Spoiler: Hourglass Card 5 Sajan/Bigguyinblack: Hourglass Card 4 Meligaster/eddiephlash
Curse of Fevered Dreams MM Scourge 3 Traits: Curse Arcane While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards. If you already have Curse of Fevered Dreams displayed, banish this card. Spoiler: Hourglass Card 6 Kyra/Nickademus: Hourglass Card 5 Sajan/Bigguyinblack
Curse of Blindness MM Scourge 5 Traits: Curse While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card. Spoiler: Hourglass Card 7 Meligaster/eddiephlash: Hourglass Card 6 Kyra/Nickademus
Curse of the Ravenous MM Scourge 1 Traits: Curse While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1. blessings 2. allies 3. spells and weapons 4. items If you already have Curse of the Ravenous displayed, banish this card. Spoiler: Hourglass Card 8 Sajan/Bigguyinblack: Hourglass Card 7 Meligaster/eddiephlash
Sandstorm MM Villain B Type: Barrier Traits: Trigger Obstacle Weather To Defeat: None None When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card. "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx Spoiler: Hourglass Card 9 Kyra/Nickademus: Hourglass Card 8 Sajan/Bigguyinblack
Curse of the Mummy MM Scourge 6 Traits: Curse Undead Mummy While displayed, when you are dealt damage and would discard cards, bury 1 of those cards instead of discarding it. If you already have Curse of the Mummy displayed, banish this card. Spoiler: Hourglass Card 10 Meligaster/eddiephlash: Hourglass Card 9 Kyra/Nickademus
Curse of Poisoning MM Scourge B Traits: Curse Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. Spoiler: Hourglass Card 11 Sajan/Bigguyinblack: Hourglass Card 10 Meligaster/eddiephlash
Curse of Blindness MM Scourge 5 Traits: Curse While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card. Spoiler: Hourglass Card 12 Kyra/Nickademus: Hourglass Card 11 Sajan/Bigguyinblack
Curse of Withering MM Scourge 2 Traits: 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. Spoiler: Hourglass Card 13 Meligaster/eddiephlash: Hourglass Card 12 Kyra/Nickademus
Curse of Poisoning MM Scourge B Traits: Curse Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. Spoiler: Hourglass Card 14 Sajan/Bigguyinblack: Hourglass Card 13 Meligaster/eddiephlash
Curse of Poisoning MM Scourge B Traits: Curse Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. Spoiler: Hourglass Card 15 Kyra/Nickademus: Hourglass Card 14 Sajan/Bigguyinblack
Curse of Withering MM Scourge 2 Traits: 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. Spoiler: Hourglass Card 16 Meligaster/eddiephlash: Hourglass Card 15 Kyra/Nickademus
Curse of the Sphinx MM Scourge 4 Traits: Curse Sphinx While displayed, before you explore, examine the top card of your location; if it is a boon, recharge your hand, then reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card. Spoiler: Hourglass Card 17 Sajan/Bigguyinblack: Hourglass Card 16 Meligaster/eddiephlash
Curse of the Mummy MM Scourge 6 Traits: Curse Undead Mummy While displayed, when you are dealt damage and would discard cards, bury 1 of those cards instead of discarding it. If you already have Curse of the Mummy displayed, banish this card. Spoiler: Hourglass Card 17 Sajan/Bigguyinblack
Curse of Poisoning MM Scourge B Traits: Curse Poison While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck. Location #1: Oblivion's Bridge
Oblivion's Bridge Card 1: Will of Ahriman
None Henchman 6 Type: Barrier Traits: Divine Obstacle To Defeat: Wisdom Fortitude Knowledge Diplomacy 18 If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman. Oblivion's Bridge 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. Oblivion's Bridge Card 3: Rukh
MM Monster 3 Traits: Animal Acid To Defeat: Combat 13 THEN Combat 13 All damage dealt by the Rukh is Acid damage. If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4. If undefeated, move to a random location. Oblivion's Bridge Card 4: Telekinetic Enucleation
MM Barrier 5 Traits: Trigger Curse To Defeat: Intelligence Perception Dexterity Disable 16 When you examine this card, encounter it. If undefeated, each character at your location suffers the scourge Curse of Blindness. Oblivion's Bridge Card 5: 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. Oblivion's Bridge Card 6: 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. Oblivion's Bridge Card 7: Lightning Storm
MM Barrier B Traits: Obstacle Weather Electricity To Defeat: None Display this barrier next to the location deck. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location. Oblivion's Bridge Card 8: 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. Oblivion's Bridge Card 9: Royal Naga
MM Monster 4 Traits: Aberration To Defeat: Combat 16 THEN Combat 16 You may succeed at a Stealth 8 check to evade the Royal Naga. For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it. If the check to defeat has the Cold trait, add 1d8. Oblivion's Bridge Card 10: Dune of Doom
MM Spell 5 Traits: Magic Arcane Divine Attack Bludgeoning To Acquire: Intelligence Arcane Wisdom Divine 13 For your combat check, discard this card to use your Arcane or Divine skill + 3d10. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it. Oblivion's Bridge Card 11 (Ushering of Oblivion): Ushering of Oblivion
None Villain 6 Type: Barrier Traits: Arcane Skirmish To Defeat: None Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman: 1. Pairaka 3. Ghawwa 5. Usij Ghul 2. Druj-Nasu 4. Shira 6. Akvan The summoned card may summon other cards. If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.
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![]() Hey all, I'm recruiting for a run of 1-06. This is not a first come first served. Recruitment will close November 7th. I may end it sooner. Please post with your character so that I can check out your character. If your character info is not in your profile, you are unlikely to be selected. Warning: Evil NPCs will be run as evil. ![]()
![]() So, the heightened effect of this spell institutes a cooldown. Does that cooldown affect all castings? Even the 4th rank version? For example.. A Hezrou is blocked in by a PC casting a wall of stone. It uses 5th rank Translocate to get to the other side of the wall. A PC then casts a wall of force that blocks it in to its new location. Can the Hezrou use 4th rank Translocate to get to the other side? Or is it immune to all castings of Translocate? ![]()
![]() For clarity I am not talking about resistances. I am speaking of Tempest-Sun Redirection and Tempest-Sun Shielding Can those reductions to damage stack? Also how does each interact with multiple types of damage being dealt with a single attack? Let's use a situation where 25 slashing and 25 fire damage would be dealt by a single spell effect. ![]()
![]() Another thread got me to reading through the Starship Operations Manual and it occurred to me, why not have some of the weapons or the Training Interface Modules (TIMs) as purchasable boons in SFS? They could be starship boons wherein one could only 'slot' one. AcP-wise they would be similar to the uncommon spells/items one can purchase in 2e. Plus, it is not like starship boons would be a new thing. As they would essentially be additions to ships they have to cost something. Since BP don't have a specified credit value, why not AcP? Thoughts? ![]()
![]() It is curious to me that people dislike starship combat because of how boring it is and many of the same people play characters who do the same thing over and over in regular combat. I mean really?... Do you not see the inconsistency? Secondly, it seems that regardless of the tier I play in, I have to explain or give guidance to my fellow players on how to do starship combat. Starship combat takes so long because many of you refuse to learn it (assuming because you don't like it). Starship combat may be less than exciting, but many of you make it unenjoyable. For the sake of your fellow players, will you just learn it so that you can speed through it? Starship combat exists and likely is not leaving. Please deal with it like adults so that we all don't have to suffer through every time it comes up. ![]()
![]() So...how would the copaxi Gravity Adjustment ability interact with a Gravitational Harness? Gravity Adjustment:
Copaxis retain some of their ancient connection to the gravitational forces of the universe. A copaxi can adjust their personal gravity as a standard action. This adjustment remains in effect until the copaxi spends another standard action to return to their environment’s natural gravity. Entering an environment with a different gravity also cancels the copaxi’s ongoing adjustment. A copaxi can treat high or low gravity as standard gravity or treat standard gravity as high or low gravity. These adjustments only affect the copaxi and anything the copaxi is carrying; they do not affect thrown weapons. The copaxi cannot adjust to or from extreme or zero gravity. Gravitational Harness: Slim neutronium-core gravitational crystals attached to your spine using intense alchemical processes allow you to manipulate gravity once per day. With a mk 1 gravitational harness, you can increase or lower gravity for yourself and everything you carry by one step for 2 rounds. This applies the usual effects of lower gravity, including falling more slowly and increased carrying capacity. You can activate, change, or end the effect as a standard action or reaction. If you use a reaction, you can’t take a standard action on your next turn. You can’t make gravity stronger than high gravity or weaker than light gravity. In zero gravity, activating the augmentation instead grants you a supernatural fly speed of 15 feet with perfect maneuverability. You can’t use the fly speed to run or while overburdened. A mk 2 gravitational harness functions as the mk 1 model, except as follows. The effect lasts for a total of 10 rounds, though you need not use them consecutively. The augmentation can increase or decrease your gravity by up to two steps or negate gravity for you in an area of standard or light gravity. While you have the augmentation active in zero gravity or while negating gravity for yourself, your fly speed is 30 feet. A mk 3 gravitation harness functions as the mk 2 model, except as follows. The effect lasts for a total of 10 minutes. You need not use the minutes consecutively, but you must use them in 1-minute increments. While you have the augmentation active in zero gravity or while negating gravity for yourself, your fly speed is 60 feet.
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![]() IMPORTANT NOTE!!
If it is full and you would like to be added to the waitlist, you may post here. I will be posting when the game is full to inform people. Welcome! This game will start on March 11th, 2019 ![]()
![]() IMPORTANT NOTE!!
If it is full and you would like to be added to the waitlist, you may post here. I will be posting when the game is full to inform people. Welcome! This game will start on March 11th, 2019
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