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![]() Falto (Ally C)
Each character chooses ally or blessing and adds a card of that type from the game box to the cards acquired during this scenario. ![]()
![]() 4-6C: HUNTED IN THE UNDEAD CITY Development Y ou couldn’t save all your allies in Mechitar, but you at least secured some of your Katapeshi friends’ safety. For now, it seems like many traders whose names and prestige have protected you in this wretched city are out of danger. Perhaps just as important, you now know the truth. It wasn’t Nightcrescent who hunted your contacts, but a devourer assassin who works at the vampire’s behest. You came across hints of the assassin’s identity as you rushed to protect your allies, but the glimpse you saw just now of a walking, dry, heaving corpse with jagged ribs left no question. The bad news, however, is that you know the devourer will return to attack you at any moment. Unless, of course, you bring the fight to the assassin. To do that, you’re going to need even more help. And you’re going to have to ask for that help from the captain of the guards you just got killed. REWARD
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![]() Update to date after Ezren examined 3 cards. Ezren need to fix their turn as the siege deck is not a location so they do not encounter Ossumental Swarm. 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: When building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin (proxy with Imanish) and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel (proxy with Alchemical Golem), Varanthe the Paralyzer (proxy with Mining Constuct), and Xandhul Bloodsbane III (proxy with Paracletus) on the bottom of different location decks. Display the support card Defensive Stance next to this card. When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing. To win the scenario, a location must be open while the siege deck is empty. Additional Rules: Adventure rewards:
Defensive Stance When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck. When you would examine cards in a location deck, you may examine them in the siege deck instead. When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically. Scenario Level (#): 6 Turn: 17, 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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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. 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:
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:
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:
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:
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:
Smite Abomination
MM Spell 4 Traits: Magic Divine To Acquire: Wisdom Divine 10 Discard this card to add 2d6 to a combat check by a character at your location against a monster that has the Undead trait. No other spells may be played by any characters on this check. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 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:
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:
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. 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:
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:
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:
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:
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:
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:
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:
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:
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:
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. Allies Spoiler:
Azaz Arafe and Zazu
MM Ally 1 Traits: Human Evoker AND Animal To Acquire: Charisma Diplomacy Arcane Divine 7 If you fail to acquire this card, banish a card that has the Magic trait from your hand or discard pile. Recharge this card to examine the top card of your location deck. Discard this card to add the Magic trait to a combat check by a character at your location. Discard this card to explore your location. Spoiler:
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:
Idorii
MM Ally 1 Traits: Half-Elf Fighter To Acquire: Melee Charisma Diplomacy 9 If you fail to acquire this card, you are dealt 1d4 Combat damage. Recharge this card to add 1d4 to a combat check by a character at your location. Discard this card to explore your location. During this exploration, add 2d4 to all combat checks. Spoiler:
Mad Dog Marrn
MM Ally 1 Traits: Halfling Barbarian Hireling To Acquire: Survival Charisma Diplomacy 9 If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage. Recharge this card to add 1d8 to a Survival check by a character at your location. Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it. Spoiler:
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 Wadjet
MM Blessing C Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler:
Blessing of the Elements
MM Blessing C Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler:
Blessing of the Ancients
MM Blessing C Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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: 11 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Aric/20100: Spoiler: Hourglass Card 2 Raz/eddiephlash: Hourglass Card 1 Aric/20100
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 3 Mavaro/NathanDavis: Hourglass Card 2 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 4 Seoni/EmpTyger: Hourglass Card 3 Mavaro/NathanDavis
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: Hourglass Card 5 Ezren/AbrahamZ: Hourglass Card 4 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 6 Aric/20100: Hourglass Card 5 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 7 Raz/eddiephlash: Hourglass Card 6 Aric/20100
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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
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 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 the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 11 Aric/20100: 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 11 Aric/20100
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Siege Deck M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 1 Siege Deck Card 1 (Dance of the Dead): 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. Siege Deck Card 2 (Ossumental Swarm):
Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Location #1: Chisisek's Tomb
In deck: Disrupting Rapier +1
Chisisek's Tomb Card 1: 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. Chisisek's Tomb Card 2: 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. Chisisek's Tomb Card 3: 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. Chisisek's Tomb Card 4: Scribe
MM Ally 4 Traits: Human Hireling To Acquire: Intelligence Knowledge Charisma Diplomacy 9 Recharge this card to add 2d6 to your Diplomacy or Knowledge check. Discard this card to explore your location. Chisisek's Tomb Card 5: 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 6: Blessing of Horus
MM Blessing B Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Chisisek's Tomb Card 7: 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. Chisisek's Tomb Card 8:
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. 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: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 2 Located/Displayed Here: Raz/eddiephlash, None Crypt Card 1: 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. Crypt Card 2: 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. Crypt Card 3: Devourer Assassin
None Villain 6 Type: Monster Traits: Rogue Undead To Defeat: Divine Perception 6 THEN Combat 28 The Devourer Assassin is immune to the Mental and Poison traits. Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter. If undefeated, bury the top 1d4 cards of your deck. Crypt Card 4: 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. Crypt 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. Crypt Card 6: 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. Crypt Card 7: 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. Crypt Card 8: 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. Crypt Card 9:
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. Location #3: Mumia Lab At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box. When Closing: Summon and defeat the henchman Crawling Hands. When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box. M: 1 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 1 ?: 0 Located/Displayed Here: Shuffled in: Effigy of Maat Mumia Lab Card 1: 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. Mumia Lab Card 2: 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. Mumia Lab Card 3: 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. Mumia Lab Card 4: 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. Mumia Lab 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. Mumia Lab Card 6: 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. Mumia Lab Card 7: 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. Mumia Lab Card 8: 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. Mumia Lab Card 9:
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. Location #4: Sepulcher of the Servant At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits. When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering. When Permanently Closed: No effect. M: 1 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 3 ?: 1 Located/Displayed Here: Aric/20100, In location: Aric’s Wayfinder 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: 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. Sepulcher of the Servant Card 3: 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. Sepulcher of the Servant Card 4: 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. Sepulcher of the Servant Card 5: 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. 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: Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Sepulcher of the Servant Card 8: 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. Sepulcher of the Servant Card 9: 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 10:
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. Location #5: Cards Not In the Box Closed At This Location: Not a real location. M: 0 Ba: 0 W: 1 Sp: 3 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0 Located/Displayed Here: Cards Not In the Box Card 1: 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. Cards Not In the Box Card 2: 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. Cards Not In the Box Card 3: Khepresh of Refuge
MM Loot 6 Type: Armor Traits: Light Armor Magic Gambling To Acquire: None Reveal this card to reduce damage dealt to you by 1, or by 2 if it is Fire or Cold damage. If proficient with light armors, you may play another armor. Recharge this card to reroll the dice on your check; take the new result. Cards Not In the Box Card 4: 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. Cards Not In the Box Card 5: 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. Cards Not In the Box Card 6: 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. Cards Not In the Box Card 7: 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. Cards Not In the Box Card 8: 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. Cards Not In the Box Card 9: Maftet Hunter
MM Ally 4 Traits: Maftet Hunter To Acquire: Charisma Diplomacy 11 Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location. Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks. Cards Not In the Box Card 10: Erayu
MM Loot 4 Type: Ally Traits: Maftet Aristocrat To Acquire: None None Recharge this card to add 1d10 to your Intelligence check. Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks. Cards Not In the Box Card 11: Golden Serpent Armband
MM Loot 4 Type: Item Traits: Accessory Magic To Acquire: None Reveal this card to reduce damage dealt to you by 1. You may play another item. When you play a spell on your combat check, recharge this card to add your Strength or Melee skill. Cards Not In the Box Card 12: Neferekhu
MM Loot 2 Type: Ally Traits: Mace Melee Magic Undead Mummy To Acquire: None For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If the bane has the Outsider or Undead trait, you may additionally discard this card to add another 1d8. Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location, then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering. Cards Not In the Box Card 13: 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. Cards Not In the Box Card 14: Hand of the Honest Man
MM Loot 2 Type: Item Traits: Accessory Magic Mummy To Acquire: None Recharge this card to add a die to your Charisma or Diplomacy non-combat check. Bury this card to banish a displayed card that has the Curse trait; you may succeed at a Wisdom or Divine 8 check to recharge this card instead. Cards Not In the Box Card 15: Game of Afterlife
MM Loot B Type: Item Traits: Object Gambling To Acquire: None Bury this card to banish a displayed card that has the Curse trait. When you would fail a check, bury this card to reroll 1 die; take the new result. After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it. ![]()
![]() 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: When building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin (proxy with Imanish) and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel (proxy with Alchemical Golem), Varanthe the Paralyzer (proxy with Mining Constuct), and Xandhul Bloodsbane III (proxy with Paracletus) on the bottom of different location decks. Display the support card Defensive Stance next to this card. When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing. To win the scenario, a location must be open while the siege deck is empty. Additional Rules: Adventure rewards:
Defensive Stance When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck. When you would examine cards in a location deck, you may examine them in the siege deck instead. When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically. Scenario Level (#): 6 Turn: 14, 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:
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:
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:
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:
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:
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. 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:
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:
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:
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:
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:
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:
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:
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:
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. Spells 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:
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:
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:
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:
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:
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 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:
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:
Alchemist's Shield
MM Armor 2 Traits: Shield Offhand Alchemical To Acquire: Constitution Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor. Items Spoiler:
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:
Twitch Tonic
MM Item B Traits: Liquid Alchemical To Acquire: IntelligenceCraft 6 Discard this card to examine the top card of your location deck, then explore your location. Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck. Spoiler:
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:
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:
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. Allies 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:
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. Spoiler:
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. 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:
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. 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 Abadar
MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Ra
MM Blessing B Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of 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 Wadjet
MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Current Hour: Blessing of Nethys:
Blessing of Nethys
MM Blessing C Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 14 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Mavaro/NathanDavis: Spoiler: Hourglass Card 2 Seoni/EmpTyger: Hourglass Card 1 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 3 Ezren/AbrahamZ: Hourglass Card 2 Seoni/EmpTyger
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 4 Aric/20100: Hourglass Card 3 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 5 Raz/eddiephlash: Hourglass Card 4 Aric/20100
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 6 Mavaro/NathanDavis: Hourglass Card 5 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 7 Seoni/EmpTyger: Hourglass Card 6 Mavaro/NathanDavis
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: Hourglass Card 8 Ezren/AbrahamZ: Hourglass Card 7 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 9 Aric/20100: Hourglass Card 8 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 10 Raz/eddiephlash: Hourglass Card 9 Aric/20100
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Mavaro/NathanDavis: Hourglass Card 10 Raz/eddiephlash
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 12 Seoni/EmpTyger: Hourglass Card 11 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 13 Ezren/AbrahamZ: Hourglass Card 12 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 Aric/20100: Hourglass Card 13 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 14 Aric/20100
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Siege Deck M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 3 Siege Deck Card 1: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck 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. Siege Deck 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. Siege Deck Card 4: Devourer Assassin None Villain 6 Type: Monster Traits: Rogue Undead To Defeat: Divine Perception 6 THEN Combat 28 The Devourer Assassin is immune to the Mental and Poison traits. Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter. If undefeated, bury the top 1d4 cards of your deck. Siege Deck Card 5: 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. Siege Deck Card 6: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 7:
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. Location #1: Chisisek's Tomb
In deck: Disrupting Rapier +1
Chisisek's Tomb Card 1: 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. Chisisek's Tomb Card 2: 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. Chisisek's Tomb Card 3: 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. Chisisek's Tomb Card 4: 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 5: Scribe
MM Ally 4 Traits: Human Hireling To Acquire: Intelligence Knowledge Charisma Diplomacy 9 Recharge this card to add 2d6 to your Diplomacy or Knowledge check. Discard this card to explore your location. Chisisek's Tomb Card 6:
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. 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: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Crypt Card 1: 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. Crypt Card 2: 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. Crypt Card 3: 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. Crypt Card 4: 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. Crypt Card 5: 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. Crypt Card 6: 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. Crypt Card 7 (Xandhul Bloodsbane III):
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. Location #3: Mumia Lab At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box. When Closing: Summon and defeat the henchman Crawling Hands. When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box. M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0 Located/Displayed Here: Shuffled in: Effigy of Maat Mumia Lab Card 1: 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. Mumia Lab Card 2: 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. Mumia Lab Card 3: Frost Sling +1
MM Weapon 1 Traits: Sling Ranged Bludgeoning Magic To Acquire: Dexterity Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait. Mumia Lab Card 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. Mumia Lab 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. Mumia Lab Card 6: 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. Mumia Lab Card 7:
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. Location #4: 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: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1 Located/Displayed Here: Aric/20100, In location: Aric’s Wayfinder Sepulcher of the Servant Card 1 (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. Sepulcher of the Servant Card 2: 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. Sepulcher of the Servant 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. Sepulcher of the Servant Card 4: 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. Sepulcher of the Servant Card 5: 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. Sepulcher of the Servant Card 6: 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. Sepulcher of the Servant Card 7: 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. Sepulcher of the Servant Card 8:
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. Location #5: Cards Not In the Box Closed At This Location: Not a real location. M: 0 Ba: 0 W: 1 Sp: 3 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0 Located/Displayed Here: Cards Not In the Box Card 1: 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. Cards Not In the Box Card 2: 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. Cards Not In the Box Card 3: Khepresh of Refuge
MM Loot 6 Type: Armor Traits: Light Armor Magic Gambling To Acquire: None Reveal this card to reduce damage dealt to you by 1, or by 2 if it is Fire or Cold damage. If proficient with light armors, you may play another armor. Recharge this card to reroll the dice on your check; take the new result. Cards Not In the Box Card 4: 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. Cards Not In the Box Card 5: 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. Cards Not In the Box Card 6: 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. Cards Not In the Box Card 7: 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. Cards Not In the Box Card 8: 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. Cards Not In the Box Card 9: Maftet Hunter
MM Ally 4 Traits: Maftet Hunter To Acquire: Charisma Diplomacy 11 Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location. Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks. Cards Not In the Box Card 10: Erayu
MM Loot 4 Type: Ally Traits: Maftet Aristocrat To Acquire: None None Recharge this card to add 1d10 to your Intelligence check. Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks. Cards Not In the Box Card 11: Golden Serpent Armband
MM Loot 4 Type: Item Traits: Accessory Magic To Acquire: None Reveal this card to reduce damage dealt to you by 1. You may play another item. When you play a spell on your combat check, recharge this card to add your Strength or Melee skill. Cards Not In the Box Card 12: Neferekhu
MM Loot 2 Type: Ally Traits: Mace Melee Magic Undead Mummy To Acquire: None For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If the bane has the Outsider or Undead trait, you may additionally discard this card to add another 1d8. Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location, then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering. Cards Not In the Box Card 13: 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. Cards Not In the Box Card 14: Hand of the Honest Man
MM Loot 2 Type: Item Traits: Accessory Magic Mummy To Acquire: None Recharge this card to add a die to your Charisma or Diplomacy non-combat check. Bury this card to banish a displayed card that has the Curse trait; you may succeed at a Wisdom or Divine 8 check to recharge this card instead. Cards Not In the Box Card 15: Game of Afterlife
MM Loot B Type: Item Traits: Object Gambling To Acquire: None Bury this card to banish a displayed card that has the Curse trait. When you would fail a check, bury this card to reroll 1 die; take the new result. After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it. ![]()
![]() 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: When building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin (proxy with Imanish) and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel (proxy with Alchemical Golem), Varanthe the Paralyzer (proxy with Mining Constuct), and Xandhul Bloodsbane III (proxy with Paracletus) on the bottom of different location decks. Display the support card Defensive Stance next to this card. When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing. To win the scenario, a location must be open while the siege deck is empty. Additional Rules: Adventure rewards:
Defensive Stance When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck. When you would examine cards in a location deck, you may examine them in the siege deck instead. When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically. Scenario Level (#): 6 Turn: 13, Aric/20100
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:
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:
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:
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:
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:
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. 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:
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:
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. 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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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. 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:
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:
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:
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:
Alchemist's Shield
MM Armor 2 Traits: Shield Offhand Alchemical To Acquire: Constitution Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor. Items Spoiler:
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:
Helpful Haversack
MM Item 1 Traits: Accessory Magic To Acquire: Dexterity Intelligence 6 At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck. Spoiler:
Key of the Second Vault
MM Item C Traits: Object Magic Abadar To Acquire: Disable Perception Arcane Divine 10 Bury this card to banish a non-villain barrier that has the Lock, Obstacle, or Trap trait that you encounter or is displayed next to your location. After playing this card, you may discard a card that has the Abadar trait or succeed at a Disable, Arcane, or Divine 12 check to recharge this card instead of burying it. Spoiler:
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:
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. 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:
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:
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:
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. Blessings Spoiler:
Blessing of Horus
MM Blessing B Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Spoiler:
Blessing of 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. 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 B Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of Osiris:
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. Hours Remaining: 16 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Raz/eddiephlash: Spoiler: Hourglass Card 2 Mavaro/NathanDavis: Hourglass Card 1 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 3 Seoni/EmpTyger: Hourglass Card 2 Mavaro/NathanDavis
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: Hourglass Card 4 Ezren/AbrahamZ: Hourglass Card 3 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 5 Aric/20100: Hourglass Card 4 Ezren/AbrahamZ
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 6 Raz/eddiephlash: Hourglass Card 5 Aric/20100
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 Mavaro/NathanDavis: Hourglass Card 6 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 8 Seoni/EmpTyger: Hourglass Card 7 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 9 Ezren/AbrahamZ: Hourglass Card 8 Seoni/EmpTyger
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: Hourglass Card 10 Aric/20100: Hourglass Card 9 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 11 Raz/eddiephlash: Hourglass Card 10 Aric/20100
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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
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 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 Aric/20100: 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 Raz/eddiephlash: Hourglass Card 15 Aric/20100
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 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. Siege Deck M: 3 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 3 Siege Deck 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. Siege Deck Card 2: 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. Siege Deck Card 3: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 4: 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. Siege Deck Card 5: 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. Siege Deck Card 6: Devourer Assassin None Villain 6 Type: Monster Traits: Rogue Undead To Defeat: Divine Perception 6 THEN Combat 28 The Devourer Assassin is immune to the Mental and Poison traits. Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter. If undefeated, bury the top 1d4 cards of your deck. Siege Deck Card 7: 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. Siege Deck Card 8: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 9:
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. Location #1: Chisisek's Tomb
In deck: Disrupting Rapier +1
Chisisek's Tomb Card 1: 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. Chisisek's Tomb Card 2: 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. Chisisek's Tomb Card 3: 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. Chisisek's Tomb Card 4: 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 5: Scribe
MM Ally 4 Traits: Human Hireling To Acquire: Intelligence Knowledge Charisma Diplomacy 9 Recharge this card to add 2d6 to your Diplomacy or Knowledge check. Discard this card to explore your location. Chisisek's Tomb Card 6:
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. 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: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Crypt Card 1: 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. Crypt Card 2: 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. Crypt Card 3: 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. Crypt Card 4: 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. Crypt Card 5: 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. Crypt Card 6: 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. Crypt Card 7 (Xandhul Bloodsbane III):
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. Location #3: Mumia Lab At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box. When Closing: Summon and defeat the henchman Crawling Hands. When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box. M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0 Located/Displayed Here: Shuffled in: Effigy of Maat Mumia Lab Card 1: 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. Mumia Lab Card 2: 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. Mumia Lab Card 3: Frost Sling +1
MM Weapon 1 Traits: Sling Ranged Bludgeoning Magic To Acquire: Dexterity Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait. Mumia Lab Card 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. Mumia Lab 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. Mumia Lab Card 6: 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. Mumia Lab Card 7:
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. Location #4: 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: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1 Located/Displayed Here: None Sepulcher of the Servant Card 1: 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. Sepulcher of the Servant Card 2: 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. Sepulcher of the Servant 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. Sepulcher of the Servant Card 4: 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. Sepulcher of the Servant Card 5: 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. Sepulcher of the Servant Card 6: 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. Sepulcher of the Servant Card 7:
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 #5: Cards Not In the Box Closed At This Location: Not a real location. M: 0 Ba: 0 W: 1 Sp: 3 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0 Located/Displayed Here: Cards Not In the Box Card 1: 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. Cards Not In the Box Card 2: 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. Cards Not In the Box Card 3: Khepresh of Refuge
MM Loot 6 Type: Armor Traits: Light Armor Magic Gambling To Acquire: None Reveal this card to reduce damage dealt to you by 1, or by 2 if it is Fire or Cold damage. If proficient with light armors, you may play another armor. Recharge this card to reroll the dice on your check; take the new result. Cards Not In the Box Card 4: 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. Cards Not In the Box Card 5: 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. Cards Not In the Box Card 6: 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. Cards Not In the Box Card 7: 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. Cards Not In the Box Card 8: 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. Cards Not In the Box Card 9: Maftet Hunter
MM Ally 4 Traits: Maftet Hunter To Acquire: Charisma Diplomacy 11 Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location. Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks. Cards Not In the Box Card 10: Erayu
MM Loot 4 Type: Ally Traits: Maftet Aristocrat To Acquire: None None Recharge this card to add 1d10 to your Intelligence check. Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks. Cards Not In the Box Card 11: Golden Serpent Armband
MM Loot 4 Type: Item Traits: Accessory Magic To Acquire: None Reveal this card to reduce damage dealt to you by 1. You may play another item. When you play a spell on your combat check, recharge this card to add your Strength or Melee skill. Cards Not In the Box Card 12: Neferekhu
MM Loot 2 Type: Ally Traits: Mace Melee Magic Undead Mummy To Acquire: None For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If the bane has the Outsider or Undead trait, you may additionally discard this card to add another 1d8. Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location, then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering. Cards Not In the Box Card 13: 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. Cards Not In the Box Card 14: Hand of the Honest Man
MM Loot 2 Type: Item Traits: Accessory Magic Mummy To Acquire: None Recharge this card to add a die to your Charisma or Diplomacy non-combat check. Bury this card to banish a displayed card that has the Curse trait; you may succeed at a Wisdom or Divine 8 check to recharge this card instead. Cards Not In the Box Card 15: Game of Afterlife
MM Loot B Type: Item Traits: Object Gambling To Acquire: None Bury this card to banish a displayed card that has the Curse trait. When you would fail a check, bury this card to reroll 1 die; take the new result. After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it. ![]()
![]() 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: When building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin (proxy with Imanish) and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel (proxy with Alchemical Golem), Varanthe the Paralyzer (proxy with Mining Constuct), and Xandhul Bloodsbane III (proxy with Paracletus) on the bottom of different location decks. Display the support card Defensive Stance next to this card. When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing. To win the scenario, a location must be open while the siege deck is empty. Additional Rules: Adventure rewards:
Defensive Stance When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck. When you would examine cards in a location deck, you may examine them in the siege deck instead. When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically. 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:
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:
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:
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:
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. 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:
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:
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:
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:
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:
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. 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:
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:
Sistrum of Bastet
MM Weapon P Traits: Axe Book Ranged Bludgeoning Magic Arcane To Acquire: CharismaMelee 13 For your combat check, discard this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Charisma or Dexterity skill. Recharge this card to add 1d8 to your Charisma or Diplomacy check. Recharge this card to add 1d4 to any check by a character at your location. Spoiler:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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. Items Spoiler:
Canteen
MM Item B Traits: Object Alchemical To Acquire: Intelligence Craft 6 Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it on this card instead. You may bury this card to bury all the items on this card; if you have the Craft skill, you may draw all the items on this card instead of burying them. Spoiler:
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:
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:
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:
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:
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:
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:
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:
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. 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 Wadjet
MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Spoiler:
Blessing of the 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 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 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. 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: 19 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 Aric/20100: 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 Raz/eddiephlash: Hourglass Card 3 Aric/20100
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 Mavaro/NathanDavis: Hourglass Card 4 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 6 Seoni/EmpTyger: Hourglass Card 5 Mavaro/NathanDavis
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: Hourglass Card 7 Ezren/AbrahamZ: Hourglass Card 6 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 8 Aric/20100: Hourglass Card 7 Ezren/AbrahamZ
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 Raz/eddiephlash: Hourglass Card 8 Aric/20100
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 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 the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Ezren/AbrahamZ: Hourglass Card 11 Seoni/EmpTyger
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: Hourglass Card 13 Aric/20100: Hourglass Card 12 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 14 Raz/eddiephlash: Hourglass Card 13 Aric/20100
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Mavaro/NathanDavis: Hourglass Card 14 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 16 Seoni/EmpTyger: Hourglass Card 15 Mavaro/NathanDavis
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 17 Ezren/AbrahamZ: Hourglass Card 16 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 18 Aric/20100: Hourglass Card 17 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 19 Raz/eddiephlash: Hourglass Card 18 Aric/20100
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 19 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. Siege Deck M: 5 Ba: 5 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 3 Siege Deck Card 1: 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. Siege Deck Card 2: 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. Siege Deck Card 3: Corridor Dart Trap MM Barrier B Traits: Trap Construct Veteran To Defeat: Dexterity Disable Stealth Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any. Siege Deck Card 4: Devourer Assassin None Villain 6 Type: Monster Traits: Rogue Undead To Defeat: Divine Perception 6 THEN Combat 28 The Devourer Assassin is immune to the Mental and Poison traits. Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter. If undefeated, bury the top 1d4 cards of your deck. Siege Deck Card 5: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck 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. Siege Deck Card 7: 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. Siege Deck Card 8: 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. Siege Deck Card 9: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 10: 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. Siege Deck Card 11: 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. Siege Deck Card 12:
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. Location #1: Chisisek's Tomb
In deck: Disrupting Rapier +1
Chisisek's Tomb Card 1: 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. Chisisek's Tomb Card 2: 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. Chisisek's Tomb Card 3: 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. Chisisek's Tomb Card 4: 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 5: Scribe
MM Ally 4 Traits: Human Hireling To Acquire: Intelligence Knowledge Charisma Diplomacy 9 Recharge this card to add 2d6 to your Diplomacy or Knowledge check. Discard this card to explore your location. Chisisek's Tomb Card 6:
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. 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: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Crypt Card 1: 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. Crypt Card 2: 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. Crypt Card 3: 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. Crypt Card 4: 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. Crypt Card 5: 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. Crypt Card 6: 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. Crypt Card 7 (Xandhul Bloodsbane III):
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. Location #3: Mumia Lab At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box. When Closing: Summon and defeat the henchman Crawling Hands. When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box. M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0 Located/Displayed Here: Mavaro/NathanDavis, Shuffled in: Effigy of Maat Mumia Lab Card 1: 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. Mumia Lab Card 2: 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. Mumia Lab Card 3: Frost Sling +1
MM Weapon 1 Traits: Sling Ranged Bludgeoning Magic To Acquire: Dexterity Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait. Mumia Lab Card 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. Mumia Lab 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. Mumia Lab Card 6: 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. Mumia Lab Card 7:
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. Location #4: 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: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1 Located/Displayed Here: Seoni/EmpTyger, None Sepulcher of the Servant Card 1: 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. Sepulcher of the Servant Card 2: 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. Sepulcher of the Servant 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. Sepulcher of the Servant Card 4: 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. Sepulcher of the Servant Card 5: 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. Sepulcher of the Servant Card 6: 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. Sepulcher of the Servant Card 7:
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 #5: Cards Not In the Box Closed At This Location: Not a real location. M: 0 Ba: 0 W: 1 Sp: 3 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0 Located/Displayed Here: Cards Not In the Box Card 1: 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. Cards Not In the Box Card 2: 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. Cards Not In the Box Card 3: Khepresh of Refuge
MM Loot 6 Type: Armor Traits: Light Armor Magic Gambling To Acquire: None Reveal this card to reduce damage dealt to you by 1, or by 2 if it is Fire or Cold damage. If proficient with light armors, you may play another armor. Recharge this card to reroll the dice on your check; take the new result. Cards Not In the Box Card 4: 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. Cards Not In the Box Card 5: 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. Cards Not In the Box Card 6: 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. Cards Not In the Box Card 7: 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. Cards Not In the Box Card 8: 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. Cards Not In the Box Card 9: Maftet Hunter
MM Ally 4 Traits: Maftet Hunter To Acquire: Charisma Diplomacy 11 Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location. Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks. Cards Not In the Box Card 10: Erayu
MM Loot 4 Type: Ally Traits: Maftet Aristocrat To Acquire: None None Recharge this card to add 1d10 to your Intelligence check. Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks. Cards Not In the Box Card 11: Golden Serpent Armband
MM Loot 4 Type: Item Traits: Accessory Magic To Acquire: None Reveal this card to reduce damage dealt to you by 1. You may play another item. When you play a spell on your combat check, recharge this card to add your Strength or Melee skill. Cards Not In the Box Card 12: Neferekhu
MM Loot 2 Type: Ally Traits: Mace Melee Magic Undead Mummy To Acquire: None For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If the bane has the Outsider or Undead trait, you may additionally discard this card to add another 1d8. Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location, then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering. Cards Not In the Box Card 13: 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. Cards Not In the Box Card 14: Hand of the Honest Man
MM Loot 2 Type: Item Traits: Accessory Magic Mummy To Acquire: None Recharge this card to add a die to your Charisma or Diplomacy non-combat check. Bury this card to banish a displayed card that has the Curse trait; you may succeed at a Wisdom or Divine 8 check to recharge this card instead. Cards Not In the Box Card 15: Game of Afterlife
MM Loot B Type: Item Traits: Object Gambling To Acquire: None Bury this card to banish a displayed card that has the Curse trait. When you would fail a check, bury this card to reroll 1 die; take the new result. After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it. ![]()
![]() 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: When building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin (proxy with Imanish) and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel (proxy with Alchemical Golem), Varanthe the Paralyzer (proxy with Mining Constuct), and Xandhul Bloodsbane III (proxy with Paracletus) on the bottom of different location decks. Display the support card Defensive Stance next to this card. When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing. To win the scenario, a location must be open while the siege deck is empty. Additional Rules: Adventure rewards:
Defensive Stance When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck. When you would examine cards in a location deck, you may examine them in the siege deck instead. When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically. Scenario Level (#): 6 Turn: 9, 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:
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:
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:
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. 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:
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:
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:
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. 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:
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:
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:
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:
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:
Lightning Bolt
MM Spell 2 Traits: Magic Arcane Attack Electricity To Acquire: Intelligence Arcane 8 For your combat check, discard this card to use your Arcane skill + 3d6. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it. Spoiler:
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 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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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. Allies Spoiler:
Fire Gecko
MM Ally B Traits: Animal Elemental Fire To Acquire: Wisdom Survival 4 Reveal this card to add 1d4 and the Fire trait to your combat check. If you fail to defeat the bane, discard this card before you take damage. Discard this card to explore your location. During this exploration, add 1d4 and the Fire trait to your combat checks. Spoiler:
Nefti the Bard
MM Ally B Traits: Human Bard Aspis To Acquire: Charisma Diplomacy 8 If you fail to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile. Recharge this card to add your Diplomacy or Stealth skill to your check to acquire a weapon, an armor, or an item. During the explore step of a character at your location, discard this card to allow her to explore her location. Spoiler:
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:
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 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 the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler:
Blessing of Abadar
MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Wadjet
MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Current Hour: Blessing of Horus:
Blessing of Horus
MM Blessing B Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Hours Remaining: 20 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Mavaro/NathanDavis: Spoiler: Hourglass Card 2 Seoni/EmpTyger: Hourglass Card 1 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 3 Ezren/AbrahamZ: Hourglass Card 2 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 4 Aric/20100: Hourglass Card 3 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 5 Raz/eddiephlash: Hourglass Card 4 Aric/20100
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 6 Mavaro/NathanDavis: Hourglass Card 5 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 7 Seoni/EmpTyger: Hourglass Card 6 Mavaro/NathanDavis
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: Hourglass Card 8 Ezren/AbrahamZ: Hourglass Card 7 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 9 Aric/20100: Hourglass Card 8 Ezren/AbrahamZ
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 10 Raz/eddiephlash: Hourglass Card 9 Aric/20100
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 11 Mavaro/NathanDavis: Hourglass Card 10 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 12 Seoni/EmpTyger: Hourglass Card 11 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 13 Ezren/AbrahamZ: Hourglass Card 12 Seoni/EmpTyger
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: Hourglass Card 14 Aric/20100: Hourglass Card 13 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 15 Raz/eddiephlash: Hourglass Card 14 Aric/20100
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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
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 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 Aric/20100: 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 Raz/eddiephlash: Hourglass Card 19 Aric/20100
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 20 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. Siege Deck M: 7 Ba: 5 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 4 Siege Deck Card 1: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 2: 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. Siege Deck Card 3: 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. Siege Deck Card 4: 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. Siege Deck Card 5: 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. Siege Deck Card 6: 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. Siege Deck Card 7: Devourer Assassin None Villain 6 Type: Monster Traits: Rogue Undead To Defeat: Divine Perception 6 THEN Combat 28 The Devourer Assassin is immune to the Mental and Poison traits. Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter. If undefeated, bury the top 1d4 cards of your deck. Siege Deck Card 8: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 9: 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. Siege Deck Card 10: 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. Siege Deck Card 11: 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. Siege Deck Card 12: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 13: 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. Siege Deck Card 14: 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. Siege Deck Card 15:
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. Location #1: Chisisek's Tomb
In deck: Disrupting Rapier +1
Chisisek's Tomb Card 1: 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. Chisisek's Tomb Card 2: 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. Chisisek's Tomb Card 3: 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. Chisisek's Tomb Card 4: 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 5: Scribe
MM Ally 4 Traits: Human Hireling To Acquire: Intelligence Knowledge Charisma Diplomacy 9 Recharge this card to add 2d6 to your Diplomacy or Knowledge check. Discard this card to explore your location. Chisisek's Tomb Card 6:
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. 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: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: None Crypt Card 1: 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. Crypt Card 2: 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. Crypt Card 3: 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. Crypt Card 4: 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. Crypt Card 5: 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. Crypt Card 6: 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. Crypt Card 7 (Xandhul Bloodsbane III):
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. Location #3: Mumia Lab At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box. When Closing: Summon and defeat the henchman Crawling Hands. When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box. M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0 Located/Displayed Here: Mavaro/NathanDavis, Shuffled in: Effigy of Maat Mumia Lab Card 1: 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. Mumia Lab Card 2: 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. Mumia Lab Card 3: Frost Sling +1
MM Weapon 1 Traits: Sling Ranged Bludgeoning Magic To Acquire: Dexterity Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait. Mumia Lab Card 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. Mumia Lab 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. Mumia Lab Card 6: 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. Mumia Lab Card 7:
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. Location #4: 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: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1 Located/Displayed Here: Seoni/EmpTyger, Raz/eddiephlash, None Sepulcher of the Servant Card 1: 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. Sepulcher of the Servant Card 2: 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. Sepulcher of the Servant 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. Sepulcher of the Servant Card 4: 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. Sepulcher of the Servant Card 5: 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. Sepulcher of the Servant Card 6: 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. Sepulcher of the Servant Card 7:
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 #5: Cards Not In the Box Closed At This Location: Not a real location. M: 0 Ba: 0 W: 1 Sp: 3 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0 Located/Displayed Here: Cards Not In the Box Card 1: 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. Cards Not In the Box Card 2: 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. Cards Not In the Box Card 3: Khepresh of Refuge
MM Loot 6 Type: Armor Traits: Light Armor Magic Gambling To Acquire: None Reveal this card to reduce damage dealt to you by 1, or by 2 if it is Fire or Cold damage. If proficient with light armors, you may play another armor. Recharge this card to reroll the dice on your check; take the new result. Cards Not In the Box Card 4: 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. Cards Not In the Box Card 5: 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. Cards Not In the Box Card 6: 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. Cards Not In the Box Card 7: 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. Cards Not In the Box Card 8: 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. Cards Not In the Box Card 9: Maftet Hunter
MM Ally 4 Traits: Maftet Hunter To Acquire: Charisma Diplomacy 11 Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location. Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks. Cards Not In the Box Card 10: Erayu
MM Loot 4 Type: Ally Traits: Maftet Aristocrat To Acquire: None None Recharge this card to add 1d10 to your Intelligence check. Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks. Cards Not In the Box Card 11: Golden Serpent Armband
MM Loot 4 Type: Item Traits: Accessory Magic To Acquire: None Reveal this card to reduce damage dealt to you by 1. You may play another item. When you play a spell on your combat check, recharge this card to add your Strength or Melee skill. Cards Not In the Box Card 12: Neferekhu
MM Loot 2 Type: Ally Traits: Mace Melee Magic Undead Mummy To Acquire: None For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If the bane has the Outsider or Undead trait, you may additionally discard this card to add another 1d8. Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location, then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering. Cards Not In the Box Card 13: 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. Cards Not In the Box Card 14: Hand of the Honest Man
MM Loot 2 Type: Item Traits: Accessory Magic Mummy To Acquire: None Recharge this card to add a die to your Charisma or Diplomacy non-combat check. Bury this card to banish a displayed card that has the Curse trait; you may succeed at a Wisdom or Divine 8 check to recharge this card instead. Cards Not In the Box Card 15: Game of Afterlife
MM Loot B Type: Item Traits: Object Gambling To Acquire: None Bury this card to banish a displayed card that has the Curse trait. When you would fail a check, bury this card to reroll 1 die; take the new result. After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it. ![]()
![]() 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: When building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin (proxy with Imanish) and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel (proxy with Alchemical Golem), Varanthe the Paralyzer (proxy with Mining Constuct), and Xandhul Bloodsbane III (proxy with Paracletus) on the bottom of different location decks. Display the support card Defensive Stance next to this card. When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing. To win the scenario, a location must be open while the siege deck is empty. Additional Rules: Adventure rewards:
Defensive Stance When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck. When you would examine cards in a location deck, you may examine them in the siege deck instead. When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically. Scenario Level (#): 6 Turn: 7, 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:
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:
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:
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:
Enchanter
MM Monster C Traits: Human Sorcerer Veteran To Defeat: Combat 8 The difficulty to defeat is increased by the scenario's adventure deck number. Before you act, the Enchanter deals 1 Force damage to you. After you act, the Enchanter deals 1 Fire damage to you. Barriers Spoiler:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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. Armors 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:
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:
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. 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:
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:
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:
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:
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. 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:
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:
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:
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. 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 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 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 Khepri
MM Blessing P Traits: Divine Healing Khepri To Acquire: Craft 7 OR Divine 5 On your check, after the roll, discard this card to count every 1 rolled on this check as 6. When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck. Discard this card to explore your location. After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand. Spoiler:
Blessing of 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: 23 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Aric/20100: Spoiler: Hourglass Card 2 Raz/eddiephlash: Hourglass Card 1 Aric/20100
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 Mavaro/NathanDavis: Hourglass Card 2 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 4 Seoni/EmpTyger: Hourglass Card 3 Mavaro/NathanDavis
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 5 Ezren/AbrahamZ: Hourglass Card 4 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 6 Aric/20100: Hourglass Card 5 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 7 Raz/eddiephlash: Hourglass Card 6 Aric/20100
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 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 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 10 Ezren/AbrahamZ: Hourglass Card 9 Seoni/EmpTyger
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: Hourglass Card 11 Aric/20100: Hourglass Card 10 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. Spoiler: Hourglass Card 12 Raz/eddiephlash: Hourglass Card 11 Aric/20100
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 Mavaro/NathanDavis: Hourglass Card 12 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 14 Seoni/EmpTyger: Hourglass Card 13 Mavaro/NathanDavis
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 15 Ezren/AbrahamZ: Hourglass Card 14 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 16 Aric/20100: Hourglass Card 15 Ezren/AbrahamZ
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: Hourglass Card 17 Raz/eddiephlash: Hourglass Card 16 Aric/20100
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 18 Mavaro/NathanDavis: Hourglass Card 17 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 19 Seoni/EmpTyger: Hourglass Card 18 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 20 Ezren/AbrahamZ: Hourglass Card 19 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 21 Aric/20100: Hourglass Card 20 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 22 Raz/eddiephlash: Hourglass Card 21 Aric/20100
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Mavaro/NathanDavis: Hourglass Card 22 Raz/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 23 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. Siege Deck M: 9 Ba: 7 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 6 Siege Deck Card 1: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 2: 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. Siege Deck Card 3: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 4: 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. Siege Deck 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. Siege Deck 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. Siege Deck Card 7: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 8: 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. Siege Deck Card 9: 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. Siege Deck Card 10: 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. Siege Deck Card 11: 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. Siege Deck Card 12: 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. Siege Deck Card 13: Devourer Assassin None Villain 6 Type: Monster Traits: Rogue Undead To Defeat: Divine Perception 6 THEN Combat 28 The Devourer Assassin is immune to the Mental and Poison traits. Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter. If undefeated, bury the top 1d4 cards of your deck. Siege Deck Card 14: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 15: 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. Siege Deck Card 16: 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. Siege Deck Card 17: 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. Siege Deck Card 18: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 19: 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. Siege Deck Card 20: 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. Siege Deck Card 21:
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. Location #1: Chisisek's Tomb
Chisisek's Tomb 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. Chisisek's Tomb Card 2: 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 3: 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. Chisisek's Tomb Card 4: Scribe
MM Ally 4 Traits: Human Hireling To Acquire: Intelligence Knowledge Charisma Diplomacy 9 Recharge this card to add 2d6 to your Diplomacy or Knowledge check. Discard this card to explore your location. Chisisek's Tomb Card 5: 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. Chisisek's Tomb Card 6 (Mortevia Strassel):
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. 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: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: Raz/eddiephlash, None Crypt Card 1: 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. Crypt Card 2: 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. Crypt Card 3: 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. Crypt Card 4: 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. Crypt Card 5: 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. Crypt Card 6: 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. Crypt Card 7 (Xandhul Bloodsbane III):
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. Location #3: Mumia Lab At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box. When Closing: Summon and defeat the henchman Crawling Hands. When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box. M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0 Located/Displayed Here: None Mumia Lab Card 1: 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. Mumia Lab Card 2: 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. Mumia Lab Card 3: 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. Mumia Lab Card 4: 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. Mumia Lab Card 5: 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. Mumia Lab Card 6: 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. Mumia Lab Card 7:
Frost Sling +1
MM Weapon 1 Traits: Sling Ranged Bludgeoning Magic To Acquire: Dexterity Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait. Location #4: 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: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1 Located/Displayed Here: Aric/20100, None Sepulcher of the Servant Card 1 (Jolting Portent): 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. Sepulcher of the Servant Card 2: Shield Cloak
MM Armor 1 Traits: Clothing Light Armor Offhand Magic To Acquire: Intelligence Knowledge 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor. Sepulcher of the Servant Card 3: 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. Sepulcher of the Servant Card 4: 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. Sepulcher of the Servant Card 5: 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. Sepulcher of the Servant 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. Sepulcher of the Servant Card 7 (Varanthe the Paralyzer):
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. Location #5: Cards Not In the Box Closed At This Location: Not a real location. M: 0 Ba: 0 W: 1 Sp: 3 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0 Located/Displayed Here: Cards Not In the Box Card 1: 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. Cards Not In the Box Card 2: 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. Cards Not In the Box Card 3: Khepresh of Refuge
MM Loot 6 Type: Armor Traits: Light Armor Magic Gambling To Acquire: None Reveal this card to reduce damage dealt to you by 1, or by 2 if it is Fire or Cold damage. If proficient with light armors, you may play another armor. Recharge this card to reroll the dice on your check; take the new result. Cards Not In the Box Card 4: 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. Cards Not In the Box Card 5: 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. Cards Not In the Box Card 6: 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. Cards Not In the Box Card 7: 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. Cards Not In the Box Card 8: 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. Cards Not In the Box Card 9: Maftet Hunter
MM Ally 4 Traits: Maftet Hunter To Acquire: Charisma Diplomacy 11 Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location. Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks. Cards Not In the Box Card 10: Erayu
MM Loot 4 Type: Ally Traits: Maftet Aristocrat To Acquire: None None Recharge this card to add 1d10 to your Intelligence check. Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks. Cards Not In the Box Card 11: Golden Serpent Armband
MM Loot 4 Type: Item Traits: Accessory Magic To Acquire: None Reveal this card to reduce damage dealt to you by 1. You may play another item. When you play a spell on your combat check, recharge this card to add your Strength or Melee skill. Cards Not In the Box Card 12: Neferekhu
MM Loot 2 Type: Ally Traits: Mace Melee Magic Undead Mummy To Acquire: None For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If the bane has the Outsider or Undead trait, you may additionally discard this card to add another 1d8. Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location, then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering. Cards Not In the Box Card 13: 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. Cards Not In the Box Card 14: Hand of the Honest Man
MM Loot 2 Type: Item Traits: Accessory Magic Mummy To Acquire: None Recharge this card to add a die to your Charisma or Diplomacy non-combat check. Bury this card to banish a displayed card that has the Curse trait; you may succeed at a Wisdom or Divine 8 check to recharge this card instead. Cards Not In the Box Card 15: Game of Afterlife
MM Loot B Type: Item Traits: Object Gambling To Acquire: None Bury this card to banish a displayed card that has the Curse trait. When you would fail a check, bury this card to reroll 1 die; take the new result. After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it. ![]()
![]() 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: When building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin (proxy with Imanish) and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel (proxy with Alchemical Golem), Varanthe the Paralyzer (proxy with Mining Constuct), and Xandhul Bloodsbane III (proxy with Paracletus) on the bottom of different location decks. Display the support card Defensive Stance next to this card. When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing. To win the scenario, a location must be open while the siege deck is empty. Additional Rules: Adventure rewards:
Defensive Stance When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck. When you would examine cards in a location deck, you may examine them in the siege deck instead. When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically. Scenario Level (#): 6 Turn: 6, Seoni/EmpTyger
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:
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:
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:
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:
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:
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:
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:
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:
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:
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. 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:
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:
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:
Sistrum of Bastet
MM Weapon P Traits: Axe Book Ranged Bludgeoning Magic Arcane To Acquire: CharismaMelee 13 For your combat check, discard this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Charisma or Dexterity skill. Recharge this card to add 1d8 to your Charisma or Diplomacy check. Recharge this card to add 1d4 to any check by a character at your location. Spoiler:
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:
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:
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:
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:
Elemental Skin
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 Display this card next to your location and choose Acid, Cold, Electricity, or Fire. While displayed, reduce damage of the chosen type to characters at this location to 0, and you may add 1d6 and the chosen trait to Melee combat checks by characters at this location. 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 14 check to recharge it instead. 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. 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:
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:
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:
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:
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:
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 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:
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:
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. Allies 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:
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. Spoiler:
Druid of the Storm
MM Ally 2 Traits: Human Druid Veteran To Acquire: Divine 7 OR Charisma Diplomacy 9 Discard this card to add 1d4 and the Electricity trait to your combat check. Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks. Spoiler:
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:
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. 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 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 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 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 Ra
MM Blessing B Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of the Elements:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Hours Remaining: 24 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Ezren/AbrahamZ: Spoiler: Hourglass Card 2 Aric/20100: Hourglass Card 1 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 3 Raz/eddiephlash: Hourglass Card 2 Aric/20100
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 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 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 6 Ezren/AbrahamZ: Hourglass Card 5 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 7 Aric/20100: 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 Raz/eddiephlash: Hourglass Card 7 Aric/20100
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Mavaro/NathanDavis: Hourglass Card 8 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 10 Seoni/EmpTyger: Hourglass Card 9 Mavaro/NathanDavis
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 11 Ezren/AbrahamZ: Hourglass Card 10 Seoni/EmpTyger
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: Hourglass Card 12 Aric/20100: Hourglass Card 11 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. Spoiler: Hourglass Card 13 Raz/eddiephlash: Hourglass Card 12 Aric/20100
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 14 Mavaro/NathanDavis: Hourglass Card 13 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 15 Seoni/EmpTyger: Hourglass Card 14 Mavaro/NathanDavis
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 16 Ezren/AbrahamZ: Hourglass Card 15 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 17 Aric/20100: Hourglass Card 16 Ezren/AbrahamZ
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: Hourglass Card 18 Raz/eddiephlash: Hourglass Card 17 Aric/20100
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 19 Mavaro/NathanDavis: Hourglass Card 18 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 20 Seoni/EmpTyger: Hourglass Card 19 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 21 Ezren/AbrahamZ: Hourglass Card 20 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 22 Aric/20100: Hourglass Card 21 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 23 Raz/eddiephlash: Hourglass Card 22 Aric/20100
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 24 Mavaro/NathanDavis: Hourglass Card 23 Raz/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 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. Siege Deck M: 9 Ba: 8 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 6 Siege Deck 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. Siege Deck Card 2: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 3: 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. Siege Deck Card 4: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 5: 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. Siege Deck Card 6: 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. Siege Deck Card 7: 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. Siege Deck Card 8: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 9: 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. Siege Deck 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. Siege Deck Card 11: 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. Siege Deck Card 12: 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. Siege Deck Card 13: 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. Siege Deck Card 14: Devourer Assassin None Villain 6 Type: Monster Traits: Rogue Undead To Defeat: Divine Perception 6 THEN Combat 28 The Devourer Assassin is immune to the Mental and Poison traits. Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter. If undefeated, bury the top 1d4 cards of your deck. Siege Deck Card 15: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 16: 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. Siege Deck Card 17: 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. Siege Deck Card 18: 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. Siege Deck Card 19: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 20: 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. Siege Deck Card 21: 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. Siege Deck Card 22:
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. Location #1: Chisisek's Tomb
Chisisek's Tomb 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. Chisisek's Tomb Card 2: 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 3: 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. Chisisek's Tomb Card 4: Scribe
MM Ally 4 Traits: Human Hireling To Acquire: Intelligence Knowledge Charisma Diplomacy 9 Recharge this card to add 2d6 to your Diplomacy or Knowledge check. Discard this card to explore your location. Chisisek's Tomb Card 5: 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. Chisisek's Tomb Card 6 (Mortevia Strassel):
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. 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: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: Raz/eddiephlash, None Crypt Card 1: 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. Crypt Card 2: 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. Crypt Card 3: 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. Crypt Card 4: 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. Crypt Card 5: 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. Crypt Card 6: 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. Crypt Card 7 (Xandhul Bloodsbane III):
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. Location #3: Mumia Lab At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box. When Closing: Summon and defeat the henchman Crawling Hands. When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box. M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0 Located/Displayed Here: None Mumia Lab Card 1: 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. Mumia Lab Card 2: 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. Mumia Lab Card 3: 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. Mumia Lab Card 4: 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. Mumia Lab Card 5: 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. Mumia Lab Card 6: 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. Mumia Lab Card 7:
Frost Sling +1
MM Weapon 1 Traits: Sling Ranged Bludgeoning Magic To Acquire: Dexterity Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait. Location #4: 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: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1 Located/Displayed Here: Aric/20100, None Sepulcher of the Servant Card 1 (Jolting Portent): 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. Sepulcher of the Servant Card 2: Shield Cloak
MM Armor 1 Traits: Clothing Light Armor Offhand Magic To Acquire: Intelligence Knowledge 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor. Sepulcher of the Servant Card 3: 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. Sepulcher of the Servant Card 4: 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. Sepulcher of the Servant Card 5: 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. Sepulcher of the Servant 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. Sepulcher of the Servant Card 7 (Varanthe the Paralyzer):
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. Location #5: Cards Not In the Box Closed At This Location: Not a real location. M: 0 Ba: 0 W: 1 Sp: 3 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0 Located/Displayed Here: Cards Not In the Box Card 1: 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. Cards Not In the Box Card 2: 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. Cards Not In the Box Card 3: Khepresh of Refuge
MM Loot 6 Type: Armor Traits: Light Armor Magic Gambling To Acquire: None Reveal this card to reduce damage dealt to you by 1, or by 2 if it is Fire or Cold damage. If proficient with light armors, you may play another armor. Recharge this card to reroll the dice on your check; take the new result. Cards Not In the Box Card 4: 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. Cards Not In the Box Card 5: 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. Cards Not In the Box Card 6: 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. Cards Not In the Box Card 7: 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. Cards Not In the Box Card 8: 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. Cards Not In the Box Card 9: Maftet Hunter
MM Ally 4 Traits: Maftet Hunter To Acquire: Charisma Diplomacy 11 Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location. Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks. Cards Not In the Box Card 10: Erayu
MM Loot 4 Type: Ally Traits: Maftet Aristocrat To Acquire: None None Recharge this card to add 1d10 to your Intelligence check. Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks. Cards Not In the Box Card 11: Golden Serpent Armband
MM Loot 4 Type: Item Traits: Accessory Magic To Acquire: None Reveal this card to reduce damage dealt to you by 1. You may play another item. When you play a spell on your combat check, recharge this card to add your Strength or Melee skill. Cards Not In the Box Card 12: Neferekhu
MM Loot 2 Type: Ally Traits: Mace Melee Magic Undead Mummy To Acquire: None For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If the bane has the Outsider or Undead trait, you may additionally discard this card to add another 1d8. Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location, then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering. Cards Not In the Box Card 13: 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. Cards Not In the Box Card 14: Hand of the Honest Man
MM Loot 2 Type: Item Traits: Accessory Magic Mummy To Acquire: None Recharge this card to add a die to your Charisma or Diplomacy non-combat check. Bury this card to banish a displayed card that has the Curse trait; you may succeed at a Wisdom or Divine 8 check to recharge this card instead. Cards Not In the Box Card 15: Game of Afterlife
MM Loot B Type: Item Traits: Object Gambling To Acquire: None Bury this card to banish a displayed card that has the Curse trait. When you would fail a check, bury this card to reroll 1 die; take the new result. After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it. ![]()
![]() 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: When building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin (proxy with Imanish) and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel (proxy with Alchemical Golem), Varanthe the Paralyzer (proxy with Mining Constuct), and Xandhul Bloodsbane III (proxy with Paracletus) on the bottom of different location decks. Display the support card Defensive Stance next to this card. When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing. To win the scenario, a location must be open while the siege deck is empty. Additional Rules: Adventure rewards:
Defensive Stance When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck. When you would examine cards in a location deck, you may examine them in the siege deck instead. When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically. Scenario Level (#): 6 Turn: 4, 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:
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:
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:
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:
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:
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:
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:
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:
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:
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. 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:
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:
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:
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:
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. 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:
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:
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:
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:
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. 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:
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:
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:
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:
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:
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:
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:
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:
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:
Ring of Rejection
MM Item P Traits: Accessory Magic To Acquire: Constitution 1 Bury this card to evade your encounter. Bury this card to ignore any power on a card that happens when it is examined. "No." Allies Spoiler:
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:
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:
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:
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. 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 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 Abadar
MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Elements
MM Blessing 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 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 Pharasma:
Blessing of Pharasma
MM Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 26 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Mavaro/NathanDavis: Spoiler: Hourglass Card 2 Seoni/EmpTyger: Hourglass Card 1 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 3 Ezren/AbrahamZ: Hourglass Card 2 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 4 Aric/20100: Hourglass Card 3 Ezren/AbrahamZ
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 Raz/eddiephlash: Hourglass Card 4 Aric/20100
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 6 Mavaro/NathanDavis: Hourglass Card 5 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 7 Seoni/EmpTyger: Hourglass Card 6 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 8 Ezren/AbrahamZ: Hourglass Card 7 Seoni/EmpTyger
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 9 Aric/20100: Hourglass Card 8 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 10 Raz/eddiephlash: Hourglass Card 9 Aric/20100
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 11 Mavaro/NathanDavis: Hourglass Card 10 Raz/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 12 Seoni/EmpTyger: Hourglass Card 11 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 13 Ezren/AbrahamZ: Hourglass Card 12 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 Aric/20100: Hourglass Card 13 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 15 Raz/eddiephlash: Hourglass Card 14 Aric/20100
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 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 Aric/20100: Hourglass Card 18 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 20 Raz/eddiephlash: Hourglass Card 19 Aric/20100
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 21 Mavaro/NathanDavis: Hourglass Card 20 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 22 Seoni/EmpTyger: Hourglass Card 21 Mavaro/NathanDavis
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: Hourglass Card 23 Ezren/AbrahamZ: Hourglass Card 22 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 24 Aric/20100: Hourglass Card 23 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 25 Raz/eddiephlash: Hourglass Card 24 Aric/20100
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: Hourglass Card 26 Mavaro/NathanDavis: Hourglass Card 25 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 26 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. Siege Deck M: 11 Ba: 8 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 6 Siege Deck Card 1 (Living Sandstorms): 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. Siege Deck Card 2: 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. Siege Deck Card 3: 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. Siege Deck 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. Siege Deck Card 5: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 6: 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. Siege Deck Card 7: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 8: 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. Siege Deck Card 9: 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. Siege Deck Card 10: 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. Siege Deck Card 11: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 12: 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. Siege Deck Card 13: 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. Siege Deck Card 14: 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. Siege Deck Card 15: 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. Siege Deck Card 16: 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. Siege Deck Card 17: Devourer Assassin None Villain 6 Type: Monster Traits: Rogue Undead To Defeat: Divine Perception 6 THEN Combat 28 The Devourer Assassin is immune to the Mental and Poison traits. Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter. If undefeated, bury the top 1d4 cards of your deck. Siege Deck Card 18: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 19: 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. Siege Deck Card 20: 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. Siege Deck Card 21: 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. Siege Deck Card 22: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 23: 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. Siege Deck Card 24: 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. Siege Deck Card 25:
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. Location #1: Chisisek's Tomb
Chisisek's Tomb 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. Chisisek's Tomb Card 2: 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 3: 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. Chisisek's Tomb Card 4: Scribe
MM Ally 4 Traits: Human Hireling To Acquire: Intelligence Knowledge Charisma Diplomacy 9 Recharge this card to add 2d6 to your Diplomacy or Knowledge check. Discard this card to explore your location. Chisisek's Tomb Card 5: 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. Chisisek's Tomb Card 6 (Mortevia Strassel):
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. 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: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: Raz/eddiephlash, None Crypt Card 1: 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. Crypt Card 2: 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. Crypt Card 3: 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. Crypt Card 4: 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. Crypt Card 5: 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. Crypt Card 6: 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. Crypt Card 7 (Xandhul Bloodsbane III):
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. Location #3: Mumia Lab At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box. When Closing: Summon and defeat the henchman Crawling Hands. When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box. M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0 Located/Displayed Here: None Mumia Lab Card 1: 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. Mumia Lab Card 2: 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. Mumia Lab Card 3: 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. Mumia Lab Card 4: 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. Mumia Lab Card 5: 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. Mumia Lab Card 6: 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. Mumia Lab Card 7:
Frost Sling +1
MM Weapon 1 Traits: Sling Ranged Bludgeoning Magic To Acquire: Dexterity Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait. Location #4: 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: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1 Located/Displayed Here: Aric/20100, None Sepulcher of the Servant Card 1: 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. Sepulcher of the Servant Card 2: Shield Cloak
MM Armor 1 Traits: Clothing Light Armor Offhand Magic To Acquire: Intelligence Knowledge 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor. Sepulcher of the Servant Card 3: 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. Sepulcher of the Servant Card 4: 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. Sepulcher of the Servant Card 5: 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. Sepulcher of the Servant 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. Sepulcher of the Servant Card 7 (Varanthe the Paralyzer):
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. Location #5: Cards Not In the Box Closed At This Location: Not a real location. M: 0 Ba: 0 W: 1 Sp: 3 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0 Located/Displayed Here: Cards Not In the Box Card 1: 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. Cards Not In the Box Card 2: 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. Cards Not In the Box Card 3: Khepresh of Refuge
MM Loot 6 Type: Armor Traits: Light Armor Magic Gambling To Acquire: None Reveal this card to reduce damage dealt to you by 1, or by 2 if it is Fire or Cold damage. If proficient with light armors, you may play another armor. Recharge this card to reroll the dice on your check; take the new result. Cards Not In the Box Card 4: 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. Cards Not In the Box Card 5: 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. Cards Not In the Box Card 6: 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. Cards Not In the Box Card 7: 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. Cards Not In the Box Card 8: 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. Cards Not In the Box Card 9: Maftet Hunter
MM Ally 4 Traits: Maftet Hunter To Acquire: Charisma Diplomacy 11 Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location. Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks. Cards Not In the Box Card 10: Erayu
MM Loot 4 Type: Ally Traits: Maftet Aristocrat To Acquire: None None Recharge this card to add 1d10 to your Intelligence check. Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks. Cards Not In the Box Card 11: Golden Serpent Armband
MM Loot 4 Type: Item Traits: Accessory Magic To Acquire: None Reveal this card to reduce damage dealt to you by 1. You may play another item. When you play a spell on your combat check, recharge this card to add your Strength or Melee skill. Cards Not In the Box Card 12: Neferekhu
MM Loot 2 Type: Ally Traits: Mace Melee Magic Undead Mummy To Acquire: None For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If the bane has the Outsider or Undead trait, you may additionally discard this card to add another 1d8. Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location, then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering. Cards Not In the Box Card 13: 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. Cards Not In the Box Card 14: Hand of the Honest Man
MM Loot 2 Type: Item Traits: Accessory Magic Mummy To Acquire: None Recharge this card to add a die to your Charisma or Diplomacy non-combat check. Bury this card to banish a displayed card that has the Curse trait; you may succeed at a Wisdom or Divine 8 check to recharge this card instead. Cards Not In the Box Card 15: Game of Afterlife
MM Loot B Type: Item Traits: Object Gambling To Acquire: None Bury this card to banish a displayed card that has the Curse trait. When you would fail a check, bury this card to reroll 1 die; take the new result. After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it. ![]()
![]() 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: When building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin (proxy with Imanish) and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel (proxy with Alchemical Golem), Varanthe the Paralyzer (proxy with Mining Constuct), and Xandhul Bloodsbane III (proxy with Paracletus) on the bottom of different location decks. Display the support card Defensive Stance next to this card. When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing. To win the scenario, a location must be open while the siege deck is empty. Additional Rules: Adventure rewards:
Defensive Stance When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck. When you would examine cards in a location deck, you may examine them in the siege deck instead. When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically. Scenario Level (#): 6 Turn: 3, Aric/20100
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:
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:
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. 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:
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:
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:
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:
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:
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:
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. 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:
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:
Sistrum of Bastet
MM Weapon P Traits: Axe Book Ranged Bludgeoning Magic Arcane To Acquire: CharismaMelee 13 For your combat check, discard this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Charisma or Dexterity skill. Recharge this card to add 1d8 to your Charisma or Diplomacy check. Recharge this card to add 1d4 to any check by a character at your location. Spoiler:
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:
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:
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:
Stone Skin
MM Spell 1 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 7 Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 9 check to recharge it instead. Spoiler:
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:
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:
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:
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:
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:
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. 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:
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:
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 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:
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. Allies Spoiler:
Dredge
MM Ally B Traits: Halfling Rogue Aspis To Acquire: Charisma Diplomacy 8 When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead. Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items. Spoiler:
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:
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:
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:
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. Blessings 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 Abadar
MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Wadjet
MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler:
Blessing of the Elements
MM Blessing C Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Current Hour: Blessing of the 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: 27 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Raz/eddiephlash: Spoiler: Hourglass Card 2 Mavaro/NathanDavis: Hourglass Card 1 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 3 Seoni/EmpTyger: Hourglass Card 2 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 4 Ezren/AbrahamZ: Hourglass Card 3 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 5 Aric/20100: Hourglass Card 4 Ezren/AbrahamZ
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 6 Raz/eddiephlash: Hourglass Card 5 Aric/20100
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 Mavaro/NathanDavis: Hourglass Card 6 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 8 Seoni/EmpTyger: Hourglass Card 7 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 9 Ezren/AbrahamZ: Hourglass Card 8 Seoni/EmpTyger
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 10 Aric/20100: Hourglass Card 9 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 11 Raz/eddiephlash: Hourglass Card 10 Aric/20100
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 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 Seoni/EmpTyger: Hourglass Card 12 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 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 Aric/20100: 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 Raz/eddiephlash: Hourglass Card 15 Aric/20100
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Mavaro/NathanDavis: Hourglass Card 16 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 18 Seoni/EmpTyger: Hourglass Card 17 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 19 Ezren/AbrahamZ: Hourglass Card 18 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 20 Aric/20100: Hourglass Card 19 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 21 Raz/eddiephlash: Hourglass Card 20 Aric/20100
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 22 Mavaro/NathanDavis: Hourglass Card 21 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 23 Seoni/EmpTyger: Hourglass Card 22 Mavaro/NathanDavis
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: Hourglass Card 24 Ezren/AbrahamZ: Hourglass Card 23 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 25 Aric/20100: Hourglass Card 24 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 26 Raz/eddiephlash: Hourglass Card 25 Aric/20100
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: Hourglass Card 27 Mavaro/NathanDavis: Hourglass Card 26 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 27 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. Siege Deck M: 14 Ba: 9 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 6 Siege Deck 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. Siege Deck Card 2: 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. Siege Deck 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. Siege Deck 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. Siege Deck Card 5: 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. Siege Deck Card 6: 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. Siege Deck Card 7: 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. Siege Deck 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. Siege Deck Card 9: 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. Siege Deck 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. Siege Deck Card 11: 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. Siege Deck Card 12: Devourer Assassin None Villain 6 Type: Monster Traits: Rogue Undead To Defeat: Divine Perception 6 THEN Combat 28 The Devourer Assassin is immune to the Mental and Poison traits. Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter. If undefeated, bury the top 1d4 cards of your deck. Siege Deck Card 13: 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. Siege Deck Card 14: 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. Siege Deck Card 15: 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. Siege Deck Card 16: 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. Siege Deck Card 17: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 18: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 19: 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. Siege Deck Card 20: 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. Siege Deck Card 21: 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. Siege Deck Card 22: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 23: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 24: 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. Siege Deck Card 25: 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. Siege Deck Card 26: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 27: 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. Siege Deck Card 28: 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. Siege Deck Card 29:
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. Location #1: Chisisek's Tomb
Chisisek's Tomb 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. Chisisek's Tomb Card 2: 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 3: 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. Chisisek's Tomb Card 4: Scribe
MM Ally 4 Traits: Human Hireling To Acquire: Intelligence Knowledge Charisma Diplomacy 9 Recharge this card to add 2d6 to your Diplomacy or Knowledge check. Discard this card to explore your location. Chisisek's Tomb Card 5: 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. Chisisek's Tomb Card 6 (Mortevia Strassel):
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. 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: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: Raz/eddiephlash, None Crypt Card 1: 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. Crypt Card 2: 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. Crypt Card 3: 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. Crypt Card 4: 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. Crypt Card 5: 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. Crypt Card 6: 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. Crypt Card 7 (Xandhul Bloodsbane III):
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. Location #3: Mumia Lab At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box. When Closing: Summon and defeat the henchman Crawling Hands. When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box. M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0 Located/Displayed Here: None Mumia Lab Card 1: 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. Mumia Lab Card 2: 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. Mumia Lab Card 3: 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. Mumia Lab Card 4: 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. Mumia Lab Card 5: 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. Mumia Lab Card 6: 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. Mumia Lab Card 7:
Frost Sling +1
MM Weapon 1 Traits: Sling Ranged Bludgeoning Magic To Acquire: Dexterity Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait. Location #4: 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: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1 Located/Displayed Here: Aric/20100, None Sepulcher of the Servant Card 1: 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. Sepulcher of the Servant Card 2: Shield Cloak
MM Armor 1 Traits: Clothing Light Armor Offhand Magic To Acquire: Intelligence Knowledge 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor. Sepulcher of the Servant Card 3: 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. Sepulcher of the Servant Card 4: 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. Sepulcher of the Servant Card 5: 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. Sepulcher of the Servant 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. Sepulcher of the Servant Card 7 (Varanthe the Paralyzer):
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. Location #5: Cards Not In the Box Closed At This Location: Not a real location. M: 0 Ba: 0 W: 1 Sp: 3 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0 Located/Displayed Here: Cards Not In the Box Card 1: 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. Cards Not In the Box Card 2: 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. Cards Not In the Box Card 3: Khepresh of Refuge
MM Loot 6 Type: Armor Traits: Light Armor Magic Gambling To Acquire: None Reveal this card to reduce damage dealt to you by 1, or by 2 if it is Fire or Cold damage. If proficient with light armors, you may play another armor. Recharge this card to reroll the dice on your check; take the new result. Cards Not In the Box Card 4: 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. Cards Not In the Box Card 5: 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. Cards Not In the Box Card 6: 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. Cards Not In the Box Card 7: 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. Cards Not In the Box Card 8: 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. Cards Not In the Box Card 9: Maftet Hunter
MM Ally 4 Traits: Maftet Hunter To Acquire: Charisma Diplomacy 11 Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location. Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks. Cards Not In the Box Card 10: Erayu
MM Loot 4 Type: Ally Traits: Maftet Aristocrat To Acquire: None None Recharge this card to add 1d10 to your Intelligence check. Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks. Cards Not In the Box Card 11: Golden Serpent Armband
MM Loot 4 Type: Item Traits: Accessory Magic To Acquire: None Reveal this card to reduce damage dealt to you by 1. You may play another item. When you play a spell on your combat check, recharge this card to add your Strength or Melee skill. Cards Not In the Box Card 12: Neferekhu
MM Loot 2 Type: Ally Traits: Mace Melee Magic Undead Mummy To Acquire: None For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If the bane has the Outsider or Undead trait, you may additionally discard this card to add another 1d8. Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location, then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering. Cards Not In the Box Card 13: 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. Cards Not In the Box Card 14: Hand of the Honest Man
MM Loot 2 Type: Item Traits: Accessory Magic Mummy To Acquire: None Recharge this card to add a die to your Charisma or Diplomacy non-combat check. Bury this card to banish a displayed card that has the Curse trait; you may succeed at a Wisdom or Divine 8 check to recharge this card instead. Cards Not In the Box Card 15: Game of Afterlife
MM Loot B Type: Item Traits: Object Gambling To Acquire: None Bury this card to banish a displayed card that has the Curse trait. When you would fail a check, bury this card to reroll 1 die; take the new result. After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it. ![]()
![]() 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: When building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin (proxy with Imanish) and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel (proxy with Alchemical Golem), Varanthe the Paralyzer (proxy with Mining Constuct), and Xandhul Bloodsbane III (proxy with Paracletus) on the bottom of different location decks. Display the support card Defensive Stance next to this card. When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing. To win the scenario, a location must be open while the siege deck is empty. Additional Rules: Adventure rewards:
Defensive Stance When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck. When you would examine cards in a location deck, you may examine them in the siege deck instead. When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically. Scenario Level (#): 6 Turn: 1, Seoni/EmpTyger
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 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:
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:
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:
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:
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:
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. 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:
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:
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. 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. 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:
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:
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:
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:
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:
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:
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:
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:
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. 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:
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:
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:
Mistmail
MM Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 OR Intelligence Arcane 8 Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3. Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead. If proficent with light armors, you may recharge this card when you reset your hand. Items Spoiler:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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 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 Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler:
Blessing of Ra
MM Blessing B Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Pharasma
MM Blessing C Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the 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. 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: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Ezren/AbrahamZ: Spoiler: Hourglass Card 2 Aric/20100: Hourglass Card 1 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 3 Raz/eddiephlash: Hourglass Card 2 Aric/20100
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 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 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
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 Aric/20100: Hourglass Card 6 Ezren/AbrahamZ
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 Aric/20100
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 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 10 Seoni/EmpTyger: Hourglass Card 9 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 11 Ezren/AbrahamZ: Hourglass Card 10 Seoni/EmpTyger
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 Aric/20100: Hourglass Card 11 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 13 Raz/eddiephlash: Hourglass Card 12 Aric/20100
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 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 15 Seoni/EmpTyger: Hourglass Card 14 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 16 Ezren/AbrahamZ: Hourglass Card 15 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 17 Aric/20100: Hourglass Card 16 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 18 Raz/eddiephlash: Hourglass Card 17 Aric/20100
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 19 Mavaro/NathanDavis: Hourglass Card 18 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 20 Seoni/EmpTyger: Hourglass Card 19 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 21 Ezren/AbrahamZ: Hourglass Card 20 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 22 Aric/20100: Hourglass Card 21 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 23 Raz/eddiephlash: Hourglass Card 22 Aric/20100
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 24 Mavaro/NathanDavis: Hourglass Card 23 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 25 Seoni/EmpTyger: Hourglass Card 24 Mavaro/NathanDavis
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: 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 27 Aric/20100: Hourglass Card 26 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 28 Raz/eddiephlash: Hourglass Card 27 Aric/20100
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: Hourglass Card 29 Mavaro/NathanDavis: Hourglass Card 28 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 29 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. Siege Deck M: 16 Ba: 10 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 6 Siege Deck 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. Siege Deck Card 2: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 3: Corridor Dart Trap MM Barrier B Traits: Trap Construct Veteran To Defeat: Dexterity Disable Stealth Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any. Siege Deck Card 4: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 5: 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. Siege Deck Card 6: Bonecrusher Hunter MM Monster B Traits: Trigger Gnoll Veteran To Defeat: Combat 9 When you examine this card, encounter it; the difficulty to defeat is increased by 3. The difficulty to defeat is increased by the scenario's adventure deck number. Siege Deck 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. Siege Deck Card 8: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 9: 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. Siege Deck Card 10: 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. Siege Deck Card 11: 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. Siege Deck Card 12: 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. Siege Deck Card 13: 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. Siege Deck Card 14: 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. Siege Deck Card 15: 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. Siege Deck Card 16: 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. Siege Deck Card 17: 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. Siege Deck Card 18: 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. Siege Deck Card 19: 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. Siege Deck Card 20: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 21: 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. Siege Deck Card 22: 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. Siege Deck Card 23: 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. Siege Deck Card 24: 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. Siege Deck Card 25: 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. Siege Deck Card 26: 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. Siege Deck Card 27: 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. Siege Deck Card 28: 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. Siege Deck Card 29: 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. Siege Deck Card 30: Devourer Assassin None Villain 6 Type: Monster Traits: Rogue Undead To Defeat: Divine Perception 6 THEN Combat 28 The Devourer Assassin is immune to the Mental and Poison traits. Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter. If undefeated, bury the top 1d4 cards of your deck. Siege Deck Card 31: Ossumental Swarm MM Henchman 5 Type: Monster Traits: Undead Swarm To Defeat: Combat 20 The Ossumental Swarm is immune to the Mental and Poison traits. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If the result of the check to defeat the Ossumental Swarm is greater than 30, draw a blessing from the box. If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage. Siege Deck Card 32:
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. Location #1: Chisisek's Tomb
Chisisek's Tomb 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. Chisisek's Tomb Card 2: 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 3: 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. Chisisek's Tomb Card 4: Scribe
MM Ally 4 Traits: Human Hireling To Acquire: Intelligence Knowledge Charisma Diplomacy 9 Recharge this card to add 2d6 to your Diplomacy or Knowledge check. Discard this card to explore your location. Chisisek's Tomb Card 5: 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. Chisisek's Tomb Card 6 (Mortevia Strassel):
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. 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: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: Raz/eddiephlash, None Crypt Card 1: 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. Crypt Card 2: 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. Crypt Card 3: 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. Crypt Card 4: 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. Crypt Card 5: 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. Crypt Card 6: 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. Crypt Card 7 (Xandhul Bloodsbane III):
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. Location #3: Mumia Lab At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box. When Closing: Summon and defeat the henchman Crawling Hands. When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box. M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 0 Located/Displayed Here: None Mumia Lab Card 1: 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. Mumia Lab Card 2: 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. Mumia Lab Card 3: 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. Mumia Lab Card 4: 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. Mumia Lab Card 5: 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. Mumia Lab Card 6: 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. Mumia Lab Card 7:
Frost Sling +1
MM Weapon 1 Traits: Sling Ranged Bludgeoning Magic To Acquire: Dexterity Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait. Location #4: 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: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1 Located/Displayed Here: Aric/20100, None Sepulcher of the Servant Card 1: 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. Sepulcher of the Servant Card 2: Shield Cloak
MM Armor 1 Traits: Clothing Light Armor Offhand Magic To Acquire: Intelligence Knowledge 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor. Sepulcher of the Servant Card 3: 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. Sepulcher of the Servant Card 4: 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. Sepulcher of the Servant Card 5: 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. Sepulcher of the Servant 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. Sepulcher of the Servant Card 7 (Varanthe the Paralyzer):
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. Location #5: Cards Not In the Box Closed At This Location: Not a real location. M: 0 Ba: 0 W: 1 Sp: 3 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 0 Located/Displayed Here: Cards Not In the Box Card 1: 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. Cards Not In the Box Card 2: 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. Cards Not In the Box Card 3: Khepresh of Refuge
MM Loot 6 Type: Armor Traits: Light Armor Magic Gambling To Acquire: None Reveal this card to reduce damage dealt to you by 1, or by 2 if it is Fire or Cold damage. If proficient with light armors, you may play another armor. Recharge this card to reroll the dice on your check; take the new result. Cards Not In the Box Card 4: 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. Cards Not In the Box Card 5: 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. Cards Not In the Box Card 6: 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. Cards Not In the Box Card 7: 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. Cards Not In the Box Card 8: 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. Cards Not In the Box Card 9: Maftet Hunter
MM Ally 4 Traits: Maftet Hunter To Acquire: Charisma Diplomacy 11 Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location. Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks. Cards Not In the Box Card 10: Erayu
MM Loot 4 Type: Ally Traits: Maftet Aristocrat To Acquire: None None Recharge this card to add 1d10 to your Intelligence check. Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks. Cards Not In the Box Card 11: Golden Serpent Armband
MM Loot 4 Type: Item Traits: Accessory Magic To Acquire: None Reveal this card to reduce damage dealt to you by 1. You may play another item. When you play a spell on your combat check, recharge this card to add your Strength or Melee skill. Cards Not In the Box Card 12: Neferekhu
MM Loot 2 Type: Ally Traits: Mace Melee Magic Undead Mummy To Acquire: None For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If the bane has the Outsider or Undead trait, you may additionally discard this card to add another 1d8. Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location, then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering. Cards Not In the Box Card 13: 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. Cards Not In the Box Card 14: Hand of the Honest Man
MM Loot 2 Type: Item Traits: Accessory Magic Mummy To Acquire: None Recharge this card to add a die to your Charisma or Diplomacy non-combat check. Bury this card to banish a displayed card that has the Curse trait; you may succeed at a Wisdom or Divine 8 check to recharge this card instead. Cards Not In the Box Card 15: Game of Afterlife
MM Loot B Type: Item Traits: Object Gambling To Acquire: None Bury this card to banish a displayed card that has the Curse trait. When you would fail a check, bury this card to reroll 1 die; take the new result. After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it. ![]()
![]() Traders Efni Raan
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. 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. Ghoul Market
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. 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. Agymah
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. 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. Shardizhad
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. 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. ![]()
![]() 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: When building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin (proxy with Imanish) and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel (proxy with Alchemical Golem), Varanthe the Paralyzer (proxy with Mining Constuct), and Xandhul Bloodsbane III (proxy with Paracletus) on the bottom of different location decks. Display the support card Defensive Stance next to this card. When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing. To win the scenario, a location must be open while the siege deck is empty. Additional Rules: Adventure rewards:
Scenario Level (#): 6 Turn: 0, Mavaro/NathanDavis Location #1: Chisisek's Tomb
Location #2: Crypt
Location #3: Mumia Lab
Location #4: Sepulcher of the Servant
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![]() 4-6C: HUNTED IN THE UNDEAD CITY Your nerves thoroughly shaken after your close call in Sellortia, you slink back onto the relatively safe daytime streets of Mechitar. Despite your exhaustion, you fix your features with what you hope is an intimidating scowl. A few hooded ghouls pass by you, taunting you with hisses and jeers of “fresh meat!” but none move to attack. A few blocks from Stavros Nightcrescent’s manor, you toss back your cloak, revealing the badge that marks you as a protected trader in the city of the undead. You hope it’s enough to keep the voracious undead from your throat while you travel back to the Katapeshi embassy where you’re staying. Today, it’ll suffice, it seems. The next fortnight passes relatively peacefully. You accompany Tirah Dolreshi and the other Katapeshi delegates to their meetings with the Gebbites, some inside a few alcazars belonging to particularly powerful Blood Lords. You even venture across the tainted River of Rot, the putrid canal’s waters a bubbling morass, to attend a sit-down with the undead nation’s treasurer. All the while, you watch your intractable companions forge economic deals and diplomatic relations with some shockingly evil beings. This is a shockingly dull routine, given that you’re a living being in a city of undead who’d rather eat you than parley. All seems well until a zombie courier arrives in the embassy, a bloody sack clutched in its hand. Grimacing only slightly, Dolreshi accepts the delivery on behalf of Katapesh. When she looks inside the bag, however, she’s baffled. But you’re not. The bag is filled with about a half-dozen bloodied teeth, their ends ground to a fine point—the carefully filed fangs of Xandhul Bloodsbane III. This human guard with the Bellator Mortus was assisting you against the vampire Blood Lord Nightcrescent on false pretenses. The note inside the bag reads: “You infiltrated my life. Now, I’m infiltrating yours. Consider your allies forfeit. You, however, I ruin last.” The message is signed with only an initial: S. It seems Stavros Nightcrescent was not blind to your identity or your failed plan. Now he’s after you and all your allies in Mechitar. You’re going to need all the help you can muster if you’re going to fend off his attacks! ![]()
![]() 4-6B: IN DEATH’S SHADOW Development: It was never foolproof, but you’re shocked at exactly how overambitious your scheme really was. Nightcrescent’s manor was far better protected than you imagined, and you and your unlikely compatriots fought all manner of ordeals where you least expected them. You obtained none of the false proof you promised the guards, nor were you able to create the distraction needed to find what you truly sought: the Pathfinder Society’s stolen relics. But you survived, and the guards are looking to you now for a new plan. That, or perhaps they’re considering destroying you. These, you realize, are not mutually exclusive options. But they do suggest they’ll let the first happen before the second. You can salvage this, you insist. You just need some time. The guards nod suspiciously and disperse, and just like that, you’re left to your own devices on Mechitar’s streets. ![]()
![]() 4-6B: IN DEATH’S SHADOW REWARD For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Cartouche of Protection and 1 character may temporarily replace 1 armor in his deck with the loot Khepresh of Refuge.
Acquired: Cloud Elemental (Ally 5)
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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: After building the location decks, shuffle the following henchmen into these location decks: Aiveria into Five-Pointed Sun, Mockery of Ra into Forgery of Ra, Thundercloud of Set into Hall of Winged Chaos, Brass Golem into Eternal Arena, Shendakut into Hall of Crocodile Kings, Usij Ghul (proxy with Fire Spirit) into Ruined Temple, Sky Pharaoh Guardian into Guardian Vault, and Kixexa into Sculptors’ Lair. Display the henchmen Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III next to characters. Characters cannot start at the location Five-Pointed Sun. If your location is open, you may not move. At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck. When you defeat the henchman Brass Golem, you may immediately attempt to close your location. To win, close all locations. Additional Rules: Adventure rewards:
VARANTHE THE PARALYZER displayed next to Seoni:
MORTEVIA STRASSEL displayed by Ezren:
XANDHUL BLOODSBANE III displayed by Zelhara:
Henchman Five-Pointed Sun: Aiveria:
MM Henchman 5 Type: Monster Traits: Outsider Elemental Janni Bard To Defeat: Combat 23 Aiveria is immune to the Cold, Electricity, Fire, and Poison traits. Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If defeated, you may immediately attempt to close the location this henchman came from. Forgery of Ra: Mockery of Ra:
MM Henchman 6 Type: Monster Traits: Construct Fire To Defeat: Combat 22 The Mockery of Ra is immune to the Fire, Mental, and Poison traits. All damage dealt by the Mockery of Ra is Fire damage. Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated. If undefeated, the Mockery of Ra does not deal Combat damage. Instead you are dealt 1d6 Fire damage; if you would discard cards as damage, discard them from the top of your deck instead. If defeated, you may immediately attempt to close the location this henchman came from. Hall of Winged Chaos: Thundercloud of Set:
MM Henchman 6 Type: Monster Traits: Elemental Electricity To Defeat: Combat 21 The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage. After you act, if the check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, recharge your hand. If undefeated, each character is dealt 1d4 damage. If defeated, you may immediately attempt to close the location this henchman came from. Eternal Arena: Brass Golem:
MM Henchman 6 Type: Monster Traits: Construct Golem To Defeat: Combat 24 The Brass Golem is immune to the Attack, Fire, and Mental traits. Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location. If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location. Hall of the Crocodile Kings: Shendakut:
MM Henchman 6 Type: Monster Traits: Undead Mummy Sphinx Cleric To Defeat: Divine 16 OR Combat 26 Shendakut is immune to the Mental and Poison traits. If your check against Shendakut has the Fire trait, add 1d8. Before you act, attempt an Intelligence, Charisma, or Diplomacy 20 check. If you succeed, Shendakut is defeated; if you fail, recharge your hand, then reset your hand, then bury a card. Ruined Temple: Usij Ghul:
None Henchman 6 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. Guardian Vault: Sky Pharaoh Guardian:
MM Henchman 5 Type: Monster Traits: Construct To Defeat: Combat 21 The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from. Displayed: 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. Scenario Level (#): 6 Turn: 27, 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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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. 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:
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:
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:
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:
Healer's Kit
MM Item B Traits: Tool Healing To Acquire: Wisdom Survival Divine 6 Bury this card to draw 1d4+1 cards that have the Healing trait from your discard pile. Then you may shuffle any number of cards that have the Healing trait into your deck. Spoiler:
Staff of 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:
Twitch Tonic
MM Item B Traits: Liquid Alchemical To Acquire: IntelligenceCraft 6 Discard this card to examine the top card of your location deck, then explore your location. Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck. Spoiler:
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:
Burglar's Bracers
MM Item B Traits: Accessory Tool To Acquire: Intelligence Craft Disable 6 Recharge this card to add 1d8 to your Craft or Disable check. Allies Spoiler:
Pard
MM Ally C Traits: Animal To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 10 Recharge this card to add your Charisma skill to your combat check. Recharge this card to add 1d4 to a combat check by a character at another location. Discard this card to examine the top card of another location deck. If it is a non-villain, non-henchman monster, you may place it on top or bottom of its location deck. Spoiler:
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:
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. 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:
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. Blessings Spoiler:
Blessing of Wadjet
MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Spoiler:
Blessing of 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 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 Bastet
MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Current Hour: Blessing of 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: 3 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Mavaro/NathanDavis: Spoiler: Hourglass Card 2 Seoni/EmpTyger: Hourglass Card 1 Mavaro/NathanDavis
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 Ezren/AbrahamZ: Hourglass Card 2 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 3 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. Location #1: Five-Pointed Sun
Location #2: Forgery of Ra
Location #3: Hall of Winged Chaos
Location #4: Hall of the Crocodile Kings
Location #5: Eternal Arena
Location #6: Ruined Temple
In location: Ring of the Grasping Grave, Blessing of the Ancients
Ruined Temple Card 1: 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. Ruined Temple Card 2:
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. Location #7: Guardian Vault Closed At This Location: If you move to this location you are dealt 2 Poison damage. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None ![]()
![]() 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: After building the location decks, shuffle the following henchmen into these location decks: Aiveria into Five-Pointed Sun, Mockery of Ra into Forgery of Ra, Thundercloud of Set into Hall of Winged Chaos, Brass Golem into Eternal Arena, Shendakut into Hall of Crocodile Kings, Usij Ghul (proxy with Fire Spirit) into Ruined Temple, Sky Pharaoh Guardian into Guardian Vault, and Kixexa into Sculptors’ Lair. Display the henchmen Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III next to characters. Characters cannot start at the location Five-Pointed Sun. If your location is open, you may not move. At the end of your turn, if Five-Pointed Sun is unoccupied, add a monster from the box to the top of its location deck. When you defeat the henchman Brass Golem, you may immediately attempt to close your location. To win, close all locations. Additional Rules: Adventure rewards:
VARANTHE THE PARALYZER displayed next to Seoni:
MORTEVIA STRASSEL displayed by Ezren:
XANDHUL BLOODSBANE III displayed by Zelhara:
Henchman Five-Pointed Sun: Aiveria:
MM Henchman 5 Type: Monster Traits: Outsider Elemental Janni Bard To Defeat: Combat 23 Aiveria is immune to the Cold, Electricity, Fire, and Poison traits. Before you act, succeed at a Wisdom or Divine 9 check or you may not play weapons or spells during this encounter. If the check to defeat has the Acid or Bludgeoning trait, add 1d8. If defeated, you may immediately attempt to close the location this henchman came from. Forgery of Ra: Mockery of Ra:
MM Henchman 6 Type: Monster Traits: Construct Fire To Defeat: Combat 22 The Mockery of Ra is immune to the Fire, Mental, and Poison traits. All damage dealt by the Mockery of Ra is Fire damage. Before you act, succeed at a Dexterity or Disable 12 check or the Mockery of Ra is undefeated. If undefeated, the Mockery of Ra does not deal Combat damage. Instead you are dealt 1d6 Fire damage; if you would discard cards as damage, discard them from the top of your deck instead. If defeated, you may immediately attempt to close the location this henchman came from. Hall of Winged Chaos: Thundercloud of Set:
MM Henchman 6 Type: Monster Traits: Elemental Electricity To Defeat: Combat 21 The Thundercloud of Set is immune to the Electricity and Poison traits. All damage dealt by the Thundercloud of Set is Electricity damage. After you act, if the check to defeat does not have the Bludgeoning, Dexterity, or Ranged trait, recharge your hand. If undefeated, each character is dealt 1d4 damage. If defeated, you may immediately attempt to close the location this henchman came from. Eternal Arena: Brass Golem:
MM Henchman 6 Type: Monster Traits: Construct Golem To Defeat: Combat 24 The Brass Golem is immune to the Attack, Fire, and Mental traits. Before you act, the Brass Golem deals 1d4 Fire damage to a random character at your location. If defeated, the Brass Golem deals 1d4 Fire damage to each character at your location. Hall of the Crocodile Kings: Shendakut:
MM Henchman 6 Type: Monster Traits: Undead Mummy Sphinx Cleric To Defeat: Divine 16 OR Combat 26 Shendakut is immune to the Mental and Poison traits. If your check against Shendakut has the Fire trait, add 1d8. Before you act, attempt an Intelligence, Charisma, or Diplomacy 20 check. If you succeed, Shendakut is defeated; if you fail, recharge your hand, then reset your hand, then bury a card. Ruined Temple: Usij Ghul:
None Henchman 6 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. Guardian Vault: Sky Pharaoh Guardian:
MM Henchman 5 Type: Monster Traits: Construct To Defeat: Combat 21 The Sky Pharaoh Guardian is immune to the Mental and Poison traits. When you encounter the Sky Pharaoh Guardian, roll 1d6. During this encounter, characters may not play cards of the corresponding type: 1. Weapons 2. Spells 3. Armors 4. Items 5. Allies 6. Blessings If defeated, you may immediately attempt to close the location this henchman came from. Displayed: 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. Scenario Level (#): 6 Turn: 26, Aric/20100
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:
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:
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:
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:
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:
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. 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:
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:
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:
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. Weapons 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:
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:
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:
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:
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:
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:
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:
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:
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:
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:
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: 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 i |