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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() DEVELOPMENT
As you pull yourself back through Nightcrescent’s blasted parlor, you hear the clash of the hellmouth finally closing for good. A few more minutes of searching the manor turns up the missing artifacts the Pathfinder Society seeks, and you flee. You can’t wait to leave Geb. REWARD
Each player grants 1 of her Pathfinder Society Roleplaying Guild characters a ranger’s favored enemy (+2) benefits against undead for the duration of one adventure. This bonus increases to +3 against vampires, and it does not stack with other favored enemy bonuses. Note this reward on your Chronicle sheet, and cross it off when used. ![]()
Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour:Elements
Mavaro attempts to recover all cards in their Recovery pile.
[u]Summary[/u]
Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Lacuna Codex, Death's Touch, Sand Elemental, Ghost Whip, Chronicler 2, Blessing of the Master of Masters, Blessing of the Seventh Veil, Volcanic Storm, Cure , Library Curator, Restorative Touch, Venomous Fighting Fan +1, Sehela, Blessing of Wadjet, Blessing of Qi Zhong, Sign of the Patrarch, Blessing of the Ancients 2 Recharged: Cloudburst, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour: Horus
Mavaro ends their turn.
Mavaro resets their hand. [u]Summary[/u]
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Blessing of Wadjet, Blessing of the Master of Masters, Blessing of Qi Zhong, Cure , Ice and Fire, Death's Touch, Venomous Fighting Fan +1, Restorative Touch, Sehela, Blessing of the Seventh Veil, Ghost Whip, Chronicler 2, Blessing of Horus, Lacuna Codex, Sand Elemental, Volcanic Storm, Sign of the Patrarch Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() During This Adventure: To play this scenario, characters must have gained the reward from the Season of Plundered Tombs Adventure Path. Treat the adventure deck number as 7. The scourge die is 1d6+4. Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer
Curse of Daybane:
Scourge Traits: Curse Undead While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card. When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). During This Scenario: Additional Rules: All monsters gain the Undead and Vampire traits and are immune to the Mental and Poison traits. While you act against a monster other than Yeleth the Ravager or a Revenant Court Vampire, before any character plays a card, that character recharges a card. If the monster is undefeated, bury your discard pile. If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 13 or more, suffer a scourge. Scenario Level (#): 7 Turn: 17, Flenta/Grizzly
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:
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:
Living Sandstorms
MM Monster 5 Traits: Trigger Elemental Outsider To Defeat: Combat 18 When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage. The Living Sandstorm is immune to the Mental, Poison, and Ranged traits. Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck. Spoiler:
Scarab Swarm
MM Monster B Traits: Trigger Vermin Swarm Poison Veteran To Defeat: Combat 6 When you examine this card, you are dealt 1 Poison damage. Then encounter this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from. Spoiler:
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:
Desert Trapper
MM Monster B Traits: Human Veteran To Defeat: Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number. Each character may play no more than 1 card on the check to defeat. Barriers Spoiler:
Holy Word Trap
MM Barrier 5 Traits: Trigger Trap Magic Divine To Defeat: Wisdom Divine 11 OR Intelligence Perception 13 When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card. If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck. Spoiler:
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:
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:
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. Weapons Spoiler:
Axe of the Imperative
MM Weapon 5 Traits: Axe Melee Slashing Magic To Acquire: Strength Melee Perception 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8. Spoiler:
Disrupting Rapier +1
MM Weapon 3 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Dagger of Doubling
MM Weapon 3 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it. On your combat check, if you played another weapon, discard this card to add 2d4. Spoiler:
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:
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:
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:
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:
Corrosion
MM Spell 2 Traits: Magic Arcane Divine Acid To Acquire: Intelligence Arcane Wisdom Divine 7 Discard this card to add 1 die to any check to defeat a barrier. Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it. Spoiler:
Spite Cloud
MM Spell 5 Traits: Magic Arcane Attack Acid To Acquire: Intelligence Arcane 12 For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 14 check to recharge this card instead of discarding it. Armors Spoiler:
Falcon Crown
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Wisdom Divine 10 Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor. For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6. If proficient with light armors, you may recharge this card when you play a spell. Spoiler:
Bone Lamellar
MM Armor 1 Traits: Light Armor To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8 Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead. Spoiler:
Elemental Brass Mail
MM Armor 6 Traits: Light Armor Magic To Acquire: Constitution Fortitude 12 OR Intelligence Arcane Wisdom Divine 14 Reveal this card to reduce Combat damage dealt to you by 3. Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait. Spoiler:
Burglar's Buckler
MM Armor 1 Traits: Shield To Acquire: Constitution Fortitude Disable 6 Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor. Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor. Reveal this card to add 1 die to your Disable check. You may play another armor on this check. Spoiler:
Aegis of Recovery
MM Armor 5 Traits: Light Armor Magic To Acquire: Constitution Fortitude Wisdom Divine 12 At the end of your turn, reveal this card to recharge a random card from your discard pile. Recharge this card to add 1 die to your Constitution or Fortitude non-combat check. Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0. If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck. Items Spoiler:
Feather of Maat
MM Item B Traits: Object Magic Maat To Acquire: Constitution Knowledge Divine 5 Recharge this card to add 1 die to your Constitution non-combat check. After you roll the dice on your check, recharge this card to add or subtract 1 from the result. Spoiler:
Effigy of Maat
MM Item 2 Traits: Trigger Object Magic Maat To Acquire: Constitution Fortitude Divine 8 When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card. On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result. Spoiler:
Effigy of Anubis
MM Item 3 Traits: Trigger Object Magic Anubis To Acquire: Intelligence 10 OR Charisma Diplomacy 8 When you examine this card, you may reveal a blessing that has the Anubis trait to automatically acquire this card. When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck. Spoiler:
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:
Mummified Cat
MM Item 1 Traits: Object Magic Mummy To Acquire: Wisdom Divine Survival 6 Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it. Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0. Allies Spoiler:
Hippopotamus Mud Elemental
MM Ally 6 Traits: Elemental Acid To Acquire: Wisdom Survival 14 Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4. Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location. Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait. Spoiler:
Black Kiss
MM Ally 1 Traits: Half-Elf Alchemist Hireling Aspis To Acquire: Intelligence Craft Charisma Diplomacy 10 If you fail to acquire this card, you are dealt 1d4 Poison damage. Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location. Discard this card to explore your location. Spoiler:
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:
Bal Themm
MM Ally 2 Traits: Human Cleric To Acquire: CharismaDiplomacy 10 Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait. Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat a bane that has the Undead trait. Spoiler:
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. Blessings Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler:
Blessing of 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 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 Isis
MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. 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: 13 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Yoon/Iceman91: Spoiler: Hourglass Card 2 Mavaro/tcolmaster01: Hourglass Card 1 Yoon/Iceman91
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Flenta/Grizzly: Hourglass Card 2 Mavaro/tcolmaster01
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 4 Yoon/Iceman91: Hourglass Card 3 Flenta/Grizzly
Blessing of Ra MM Blessing B Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Mavaro/tcolmaster01: Hourglass Card 4 Yoon/Iceman91
Blessing of Wadjet MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Spoiler: Hourglass Card 6 Flenta/Grizzly: Hourglass Card 5 Mavaro/tcolmaster01
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Yoon/Iceman91: Hourglass Card 6 Flenta/Grizzly
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 8 Mavaro/tcolmaster01: Hourglass Card 7 Yoon/Iceman91
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 Flenta/Grizzly: Hourglass Card 8 Mavaro/tcolmaster01
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Yoon/Iceman91: Hourglass Card 9 Flenta/Grizzly
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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/tcolmaster01: Hourglass Card 10 Yoon/Iceman91
Blessing of Horus MM Blessing B Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Spoiler: Hourglass Card 12 Flenta/Grizzly: Hourglass Card 11 Mavaro/tcolmaster01
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 13 Yoon/Iceman91: Hourglass Card 12 Flenta/Grizzly
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Yoon/Iceman91
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Location #1: Ghoul Square
Ghoul Square Card 1: Quickdraw Shield
MM Armor 5 Traits: Shield Finesse Magic To Acquire: Constitution Fortitude 10 Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor. During your turn, if proficient with light armors, you may recharge this card. Ghoul Square Card 2: Corridor Dart Trap
MM Barrier B Traits: Trap Construct Veteran To Defeat: Dexterity Disable Stealth Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any. Ghoul Square Card 3: 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. Ghoul Square 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. Ghoul Square Card 5: Reed Snake Armor
MM Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Ghoul Square Card 6: 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 Square Card 7: Revenant Court Vampire
None Henchman 6 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Combat 27 OR Divine 17 The Revenant Court Vampire is immune to the Mental and Poison traits. While you act, before any character plays a card, that character discards a card. If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from. Ghoul Square Card 8: 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. Ghoul Square Card 9: 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. Ghoul Square Card 10:
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. Location #2: Guardian Vault At This Location: If you move to this location, you are dealt 2 Poison damage. At the end of your turn you are moved to a random location. When Closing: Draw a random scourge from the box. When Permanently Closed: On closing, you are moved to a random location. M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Yoon/Iceman91, None Guardian Vault Card 1: 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. Guardian Vault Card 2: 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. Guardian Vault Card 3:
Shattertouch Shotel +2
MM Weapon 4 Traits: Scythe Melee Slashing Finesse Magic To Acquire: Strength Melee Wisdom Dexterity 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits. Location #3: Sepulcher of the Servant Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None Location #4: Volcanic Vents
Location #5: Ruined Temple
Ruined Temple Card 1: Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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: 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. Ruined Temple Card 3: 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. Ruined Temple Card 4: 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. Ruined Temple Card 5: 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. Ruined Temple Card 6: Yeleth the Ravager
None Villain B Type: Monster Traits: Aristocrat Mythic Undead Vampire To Defeat: Combat 30 THEN Combat 36 Yeleth the Ravager is immune to the Mental and Poison traits. Before you act, either banish an ally or a blessing, or discard your hand. Then draw an equal number of cards. While you act, before any character plays a card, that character buries a card. If undefeated, each character must banish an ally or a blessing from their hand, discard pile, or the top of the blessings deck. Ruined Temple Card 7:
Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Location #6: Pleasure Barge At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage. When Closing: Succeed at Charisma or Diplomacy 9 check. When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile. M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 4 Bl: 1 ?: 1 Located/Displayed Here: None Pleasure Barge Card 1: Cloud Elemental
MM Ally 5 Traits: Outsider Elemental Electricity To Acquire: Wisdom Survival 11 Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card. When the scenario ends, if this card is displayed, discard it. Pleasure Barge Card 2: 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. Pleasure Barge Card 3: 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. Pleasure Barge Card 4: Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Pleasure Barge Card 5: 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. Pleasure Barge Card 6: Revenant Court Vampire
None Henchman 6 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Combat 27 OR Divine 17 The Revenant Court Vampire is immune to the Mental and Poison traits. While you act, before any character plays a card, that character discards a card. If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from. Pleasure Barge Card 7: 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. Pleasure Barge Card 8: 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. ![]()
Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour:Isis
Mavaro ends their turn.
[u]Summary[/u]
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Blessing of Wadjet, Blessing of Qi Zhong, Blessing of the Master of Masters, Lacuna Codex, Ghost Whip, Chronicler 2, Venomous Fighting Fan +1, Restorative Touch, Ice and Fire, Sand Elemental, Cure , Library Curator, Sehela Recharged: Blessing of Horus, Blessing of the Seventh Veil, Volcanic Storm, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour:Osiris
Mavaro ends their turn.
Mavaro resets their hand. [u]Summary[/u]
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Library Curator, Lacuna Codex, Sehela, Cloudburst, Sign of the Patrarch, Venomous Fighting Fan +1, Blessing of Wadjet, Restorative Touch, Ghost Whip, Blessing of Qi Zhong, Sand Elemental, Chronicler 2, Cure , Blessing of the Ancients, Ice and Fire Recharged: Blessing of Horus, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() During This Adventure: To play this scenario, characters must have gained the reward from the Season of Plundered Tombs Adventure Path. Treat the adventure deck number as 7. The scourge die is 1d6+4. Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer
Curse of Daybane:
Scourge Traits: Curse Undead While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card. When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). During This Scenario: Additional Rules: All monsters gain the Undead and Vampire traits and are immune to the Mental and Poison traits. While you act against a monster other than Yeleth the Ravager or a Revenant Court Vampire, before any character plays a card, that character recharges a card. If the monster is undefeated, bury your discard pile. If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 13 or more, suffer a scourge. Scenario Level (#): 7 Turn: 11, Flenta/Grizzly
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:
Elemental Arachnid
MM Monster 4 Traits: Construct To Defeat: Combat 17 The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter. Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage. If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage. Spoiler:
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:
Giant Mummified Crocodile
MM Monster 5 Traits: Undead Mummy To Defeat: Combat 21 The Giant Mummified Crocodile is immune to the Mental and Poison traits. If the check to defeat has the Cold or Electricity trait, add 1d8. If undefeated, bury your discard pile and shuffle this card into a random open location deck. Spoiler:
Ubashki Swarm
MM Monster 1 Traits: Trigger Undead Mummy Swarm To Defeat: Combat 8 THEN Combat 8 When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm. The Ubashki Swarm is immune to the Mental and Poison traits. If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card. Barriers Spoiler:
Insanity Mist
MM Barrier 3 Traits: Trigger Trap Magic To Defeat: None When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage. Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom or Perception 10 check to banish this barrier or you are dealt 2 Poison damage. Spoiler:
Curse of the Netheshuun
MM Barrier 6 Traits: Trigger Curse Undead Cold Magic To Defeat: Wisdom Divine 16 OR Dexterity Disable 17 When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card. If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge. 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:
Hungry Fog
MM Barrier 3 Traits: Obstacle Magic Acid To Defeat: Wisdom Perception 10 The Hungry Fog is immune to the Acid and Electricity traits. When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it. If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck. Spoiler:
Polymorph Gas
MM Barrier 6 Traits: Curse Trap Magic Poison To Defeat: Constitution Fortitude Intelligence Perception 14 If undefeated, recharge your hand, then suffer the scourge Curse of the Mummy. Weapons Spoiler:
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:
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:
Disrupting Rapier +1
MM Weapon 3 Traits: Sword Melee Piercing Finesse Swashbuckling Magic To Acquire: Strength Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
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:
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. Spells Spoiler:
Detect Undead
MM Spell 1 Traits: Magic Divine To Acquire: Wisdom Divine 5 During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it. After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it. Spoiler:
Vision
MM Spell 5 Traits: Magic Arcane Divine To Acquire: IntelligenceArcaneWisdomDivine 13 Discard this card to examine any location deck. If you find a villain, it escapes as if undefeated. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it. Spoiler:
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:
Commune
MM Spell 1 Traits: Magic Divine To Acquire: Wisdom Divine 12 Bury this card to draw a random non-Basic blessing from the box and add it to your hand. After playing this card, if you do not have the Divine skill, banish this card instead of burying it. Spoiler:
Acid Splash
MM Spell B Traits: Magic Arcane Acid Attack To Acquire: Intelligence Arcane 4 For your combat or Disable check, discard this card to use your Arcane skill + 1d6. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it. Armors Spoiler:
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:
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:
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:
Shield Cloak
MM Armor 1 Traits: Clothing Light Armor Offhand Magic To Acquire: Intelligence Knowledge 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor. Items Spoiler:
Frost Staff
MM Item B Traits: Staff Attack Magic Cold To Acquire: Arcane Divine 6 For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell. Bury this card to evade a non-villain, non-henchman monster you encounter. Spoiler:
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:
Burglar's Bracers
MM Item B Traits: Accessory Tool To Acquire: Intelligence Craft Disable 6 Recharge this card to add 1d8 to your Craft or Disable check. Spoiler:
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:
Scroll of Thoth
MM Item 1 Traits: Trigger Object Magic Thoth To Acquire: Knowledge Wisdom Divine 7 When you examine this card, you may reveal a blessing that has the Thoth trait to automatically acquire this card. Recharge this card to add 1 die to your Wisdom non-combat check. Recharge this card to add 1 die to your check against a bane that invokes the Cold trait. Recharge this card to add the Cold trait to your check. 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:
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:
Marianix Karn
MM Ally B Traits: Human Aspis Sage To Acquire: Charisma Diplomacy 9 Reveal this card to add 1 to your check to acquire a boon. Recharge this card to add 1d6 to your check to defeat a barrier. Discard this card to explore your location. Spoiler:
Ptemenib
MM Ally 2 Traits: Human Cleric To Acquire: Charisma Diplomacy Divine 8 Recharge this card to examine the top card of up to 2 locations. Bury this card to shuffle 1d4+2 cards from your discard pile into your deck. Spoiler:
Pakesket
MM Ally 5 Traits: Animal Phoenix Fire To Acquire: Charisma Diplomacy 8 THEN Charisma Diplomacy 12 Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location. Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile. Blessings Spoiler:
Blessing of Horus
MM Blessing B Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Spoiler:
Blessing of the 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 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 Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Abadar
MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Current Hour: Blessing of Anubis:
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. Hours Remaining: 19 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Yoon/Iceman91: Spoiler: Hourglass Card 2 Mavaro/tcolmaster01: Hourglass Card 1 Yoon/Iceman91
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 Flenta/Grizzly: Hourglass Card 2 Mavaro/tcolmaster01
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 4 Yoon/Iceman91: Hourglass Card 3 Flenta/Grizzly
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Mavaro/tcolmaster01: Hourglass Card 4 Yoon/Iceman91
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Flenta/Grizzly: Hourglass Card 5 Mavaro/tcolmaster01
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 Yoon/Iceman91: Hourglass Card 6 Flenta/Grizzly
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Mavaro/tcolmaster01: Hourglass Card 7 Yoon/Iceman91
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Flenta/Grizzly: Hourglass Card 8 Mavaro/tcolmaster01
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 10 Yoon/Iceman91: Hourglass Card 9 Flenta/Grizzly
Blessing of Ra MM Blessing B Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Mavaro/tcolmaster01: Hourglass Card 10 Yoon/Iceman91
Blessing of Wadjet MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Spoiler: Hourglass Card 12 Flenta/Grizzly: Hourglass Card 11 Mavaro/tcolmaster01
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Yoon/Iceman91: Hourglass Card 12 Flenta/Grizzly
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 Mavaro/tcolmaster01: Hourglass Card 13 Yoon/Iceman91
Blessing of Maat MM Blessing 2 Traits: Divine Maat Healing To Acquire: Divine 6 OR ConstitutionFortitude 10 After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result. Recharge this card to reduce damage dealt to you by 2. On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8. After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile. Spoiler: Hourglass Card 15 Flenta/Grizzly: Hourglass Card 14 Mavaro/tcolmaster01
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Yoon/Iceman91: Hourglass Card 15 Flenta/Grizzly
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Mavaro/tcolmaster01: Hourglass Card 16 Yoon/Iceman91
Blessing of Horus MM Blessing B Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Spoiler: Hourglass Card 18 Flenta/Grizzly: Hourglass Card 17 Mavaro/tcolmaster01
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 19 Yoon/Iceman91: Hourglass Card 18 Flenta/Grizzly
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Yoon/Iceman91
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Location #1: Ghoul Square
Ghoul Square Card 1: Quickdraw Shield
MM Armor 5 Traits: Shield Finesse Magic To Acquire: Constitution Fortitude 10 Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor. During your turn, if proficient with light armors, you may recharge this card. Ghoul Square Card 2: Corridor Dart Trap
MM Barrier B Traits: Trap Construct Veteran To Defeat: Dexterity Disable Stealth Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any. Ghoul Square Card 3: 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. Ghoul Square 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. Ghoul Square Card 5: Reed Snake Armor
MM Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Ghoul Square Card 6: 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 Square Card 7: Revenant Court Vampire
None Henchman 6 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Combat 27 OR Divine 17 The Revenant Court Vampire is immune to the Mental and Poison traits. While you act, before any character plays a card, that character discards a card. If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from. Ghoul Square Card 8: 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. Ghoul Square Card 9: 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. Ghoul Square Card 10:
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. Location #2: Guardian Vault At This Location: If you move to this location, you are dealt 2 Poison damage. At the end of your turn you are moved to a random location. When Closing: Draw a random scourge from the box. When Permanently Closed: On closing, you are moved to a random location. M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: None Guardian Vault Card 1: Cenovath Swarm
MM Monster 5 Traits: Vermin Swarm Poison To Defeat: Combat 18 Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced. If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated. Guardian Vault Card 2: 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. Guardian Vault Card 3: Djinn Favor Amulet
MM Item 1 Traits: Accessory Magic Healing To Acquire: Constitution Fortitude 4 OR Wisdom 7 Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile. Guardian Vault Card 4: 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. Guardian Vault Card 5: 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. Guardian Vault Card 6:
Shattertouch Shotel +2
MM Weapon 4 Traits: Scythe Melee Slashing Finesse Magic To Acquire: Strength Melee Wisdom Dexterity 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits. Location #3: Sepulcher of the Servant Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Flenta/Grizzly, Yoon/Iceman91, None Location #4: Volcanic Vents
Volcanic Vents Card 1 (Striking Wing Scimitar): 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. Volcanic Vents Card 2: 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. Volcanic Vents Card 3: 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. Volcanic Vents 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. Volcanic Vents Card 5: 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. Volcanic Vents Card 6: Revenant Court Vampire
None Henchman 6 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Combat 27 OR Divine 17 The Revenant Court Vampire is immune to the Mental and Poison traits. While you act, before any character plays a card, that character discards a card. If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from. Volcanic Vents Card 7:
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. Location #5: Ruined Temple At This Location: When you play a card that has the Divine trait, bury it. When Closing: Bury a blessing. When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box. M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1 Located/Displayed Here: None Ruined Temple Card 1: 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. Ruined Temple Card 2: 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. Ruined Temple Card 3: 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. Ruined Temple Card 4: Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Ruined Temple Card 5: 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. Ruined Temple 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. Ruined Temple Card 7: 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. Ruined Temple Card 8: 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. Ruined Temple Card 9: Yeleth the Ravager
None Villain B Type: Monster Traits: Aristocrat Mythic Undead Vampire To Defeat: Combat 30 THEN Combat 36 Yeleth the Ravager is immune to the Mental and Poison traits. Before you act, either banish an ally or a blessing, or discard your hand. Then draw an equal number of cards. While you act, before any character plays a card, that character buries a card. If undefeated, each character must banish an ally or a blessing from their hand, discard pile, or the top of the blessings deck. Ruined Temple Card 10:
Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Location #6: Pleasure Barge At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage. When Closing: Succeed at Charisma or Diplomacy 9 check. When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile. M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 4 Bl: 2 ?: 1 Located/Displayed Here: None Pleasure Barge Card 1: Blessing of Horus
MM Blessing B Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Pleasure Barge Card 2: Cloud Elemental
MM Ally 5 Traits: Outsider Elemental Electricity To Acquire: Wisdom Survival 11 Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card. When the scenario ends, if this card is displayed, discard it. Pleasure Barge Card 3: 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. Pleasure Barge Card 4: 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. Pleasure Barge Card 5: Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Pleasure Barge Card 6: 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. Pleasure Barge Card 7: Revenant Court Vampire
None Henchman 6 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Combat 27 OR Divine 17 The Revenant Court Vampire is immune to the Mental and Poison traits. While you act, before any character plays a card, that character discards a card. If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from. Pleasure Barge Card 8: 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. Pleasure Barge Card 9: Flames of the Faithful
MM Spell 1 Traits: Magic Divine Fire Veteran To Acquire: Wisdom Divine 5 Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead. ![]()
Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour: Ptah
Can't fail Wis 6 (d8+d6+4)
Mavaro ends their turn. Mavaro attempts to recover all cards in their Recovery pile.
[u]Summary[/u]
START OF FLENTA's TURN
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Sehela, Sand Elemental, Restorative Touch, Blessing of the Master of Masters, Ghost Whip, Sign of the Patrarch, Chronicler 2, Blessing of the Seventh Veil, Blessing of Qi Zhong, Blessing of Wadjet, Library Curator, Venomous Fighting Fan +1, Cloudburst, Lacuna Codex, Blessing of the Ancients, Ice and Fire Recharged: Cure , Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Hand Update w/ Retcon " Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Library Curator, Ghost Whip, Venomous Fighting Fan +1, Cloudburst, Blessing of Wadjet, Blessing of Qi Zhong, Chronicler 2, Ice and Fire, Lacuna Codex, Sand Elemental, Sehela, Restorative Touch Recharged: Cure , Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour: Pharasma
Mavaro ends their turn.
[u]Summary[/u]
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Ghost Whip, Blessing of Qi Zhong, Venomous Fighting Fan +1, Ice and Fire, Lacuna Codex, Library Curator, Sehela, Sand Elemental Recharged: Restorative Touch, Discard Pile: Buried Pile: Skills and Powers: "
SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
ON FLENTA TURN:
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour: Bastet
Mavaro ends their turn. Mavaro attempts to recover all cards in their Recovery pile. Mavaro resets their hand. [u]Summary[/u]
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Blessing of Qi Zhong, Sehela, Venomous Fighting Fan +1, Death's Touch, Ice and Fire, Ghost Whip, Lacuna Codex, Blessing of the Master of Masters, Library Curator, Cure , Chronicler Recharged: Restorative Touch, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() During This Adventure: To play this scenario, characters must have gained the reward from the Season of Plundered Tombs Adventure Path. Treat the adventure deck number as 7. The scourge die is 1d6+4. Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer
Curse of Daybane:
Scourge Traits: Curse Undead While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card. When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). During This Scenario: Additional Rules: All monsters gain the Undead and Vampire traits and are immune to the Mental and Poison traits. While you act against a monster other than Yeleth the Ravager or a Revenant Court Vampire, before any character plays a card, that character recharges a card. If the monster is undefeated, bury your discard pile. If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 13 or more, suffer a scourge. Scenario Level (#): 7 Turn: 2, Flenta/Grizzly
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:
Dark Stalker
MM Monster 2 Traits: Caligni Veteran To Defeat: Combat 12 The difficulty to defeat is increased by the scenario's adventure deck number. After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage. If undefeated, the Dark Stalker deals 2 Poison damage to you. Spoiler:
Shaitan Ghul
MM Monster 5 Traits: Elemental Undead Janni To Defeat: Combat 20 The Shaitan Ghul is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, the difficulty is increased by 3. Before you act, discard a weapon or an armor. Spoiler:
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:
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:
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. Barriers Spoiler:
Baited Jewel Box
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Spoiler:
Steel Scorpion
MM Barrier 4 Traits: Trap Lock Poison To Defeat: Dexterity Disable Stealth 10 OR Strength 13 If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card. Spoiler:
Shocking Chest
MM Barrier 4 Traits: Cache Lock Trap To Defeat: DexterityDisable 12 OR Strength 15 After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage. If undefeated, you may banish this barrier. If defeated, draw a weapon, a spell, and an item from the box. Spoiler:
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:
Ambush
MM Barrier 2 Traits: Skirmish Veteran To Defeat: Dexterity Acrobatics Wisdom Perception 9 The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck. If defeated, you may immediately explore again. Weapons Spoiler:
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:
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:
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:
Galvanic Kopis +2
MM Weapon 5 Traits: Knife Ranged Slashing Electricity Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll. On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait. Spoiler:
Dagger of Doubling
MM Weapon 3 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it. On your combat check, if you played another weapon, discard this card to add 2d4. Spells Spoiler:
Acid Splash
MM Spell B Traits: Magic Arcane Acid Attack To Acquire: Intelligence Arcane 4 For your combat or Disable check, discard this card to use your Arcane skill + 1d6. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it. Spoiler:
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:
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. 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:
Monstrous Physique
MM Spell 5 Traits: Magic Arcane To Acquire: Intelligence Arcane 13 Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead. Armors Spoiler:
Catching Cape
MM Armor B Traits: Clothing Light Armor Offhand Magic To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Parade Armor
MM Armor 5 Traits: Light Armor Alchemical To Acquire: Constitution Fortitude Charisma Diplomacy 12 Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead. Spoiler:
Rhino Hide Armor
MM Armor 6 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude 12 Reveal this card to reduce all damage dealt to you by 3. Recharge this card to add 1 die to your Constitution or Fortitude non-combat check. If proficient with heavy armors, recharge this card to reroll 1 die on your Strength check; take the new result. Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead. Spoiler:
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. Items 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:
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. Spoiler:
Kohl of Uncanny Discernment
MM Item B Traits: Accessory Alchemical To Acquire: Intelligence Perception 6 Reveal this card to add 1d4 to your Perception check. Discard this card to examine the top 2 cards of your location deck and put them back in any order. Spoiler:
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:
Glyphbane Gloves
MM Item 2 Traits: Accessory Magic To Acquire: Intelligence Disable Arcane Wisdom Divine 7 Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait. Allies Spoiler:
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:
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. 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:
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:
Hippopotamus Mud Elemental
MM Ally 6 Traits: Elemental Acid To Acquire: Wisdom Survival 14 Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4. Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location. Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait. Blessings Spoiler:
Blessing of Abadar
MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler:
Blessing of Abadar
MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Bastet
MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Spoiler:
Blessing of 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 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: 28 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Yoon/Iceman91: Spoiler: Hourglass Card 2 Mavaro/tcolmaster01: Hourglass Card 1 Yoon/Iceman91
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Flenta/Grizzly: Hourglass Card 2 Mavaro/tcolmaster01
Blessing of Bastet MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Spoiler: Hourglass Card 4 Yoon/Iceman91: Hourglass Card 3 Flenta/Grizzly
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Mavaro/tcolmaster01: Hourglass Card 4 Yoon/Iceman91
Blessing of Ra MM Blessing B Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 6 Flenta/Grizzly: Hourglass Card 5 Mavaro/tcolmaster01
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 Yoon/Iceman91: Hourglass Card 6 Flenta/Grizzly
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 Mavaro/tcolmaster01: Hourglass Card 7 Yoon/Iceman91
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 Flenta/Grizzly: Hourglass Card 8 Mavaro/tcolmaster01
Blessing of Ptah MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Spoiler: Hourglass Card 10 Yoon/Iceman91: Hourglass Card 9 Flenta/Grizzly
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 Mavaro/tcolmaster01: Hourglass Card 10 Yoon/Iceman91
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 Flenta/Grizzly: Hourglass Card 11 Mavaro/tcolmaster01
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 13 Yoon/Iceman91: Hourglass Card 12 Flenta/Grizzly
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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/tcolmaster01: Hourglass Card 13 Yoon/Iceman91
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Flenta/Grizzly: Hourglass Card 14 Mavaro/tcolmaster01
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 16 Yoon/Iceman91: Hourglass Card 15 Flenta/Grizzly
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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/tcolmaster01: Hourglass Card 16 Yoon/Iceman91
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Flenta/Grizzly: Hourglass Card 17 Mavaro/tcolmaster01
Blessing of Horus MM Blessing B Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Spoiler: Hourglass Card 19 Yoon/Iceman91: Hourglass Card 18 Flenta/Grizzly
Blessing of Ra MM Blessing B Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 20 Mavaro/tcolmaster01: Hourglass Card 19 Yoon/Iceman91
Blessing of Wadjet MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Spoiler: Hourglass Card 21 Flenta/Grizzly: Hourglass Card 20 Mavaro/tcolmaster01
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Yoon/Iceman91: Hourglass Card 21 Flenta/Grizzly
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 23 Mavaro/tcolmaster01: Hourglass Card 22 Yoon/Iceman91
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 24 Flenta/Grizzly: Hourglass Card 23 Mavaro/tcolmaster01
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 25 Yoon/Iceman91: Hourglass Card 24 Flenta/Grizzly
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 26 Mavaro/tcolmaster01: Hourglass Card 25 Yoon/Iceman91
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 27 Flenta/Grizzly: Hourglass Card 26 Mavaro/tcolmaster01
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 28 Yoon/Iceman91: Hourglass Card 27 Flenta/Grizzly
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Yoon/Iceman91
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Location #1: Ghoul Square
Ghoul Square Card 1: Quickdraw Shield
MM Armor 5 Traits: Shield Finesse Magic To Acquire: Constitution Fortitude 10 Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor. During your turn, if proficient with light armors, you may recharge this card. Ghoul Square Card 2: Corridor Dart Trap
MM Barrier B Traits: Trap Construct Veteran To Defeat: Dexterity Disable Stealth Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any. Ghoul Square Card 3: 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. Ghoul Square 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. Ghoul Square Card 5: Reed Snake Armor
MM Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Ghoul Square Card 6: 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 Square Card 7: Revenant Court Vampire
None Henchman 6 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Combat 27 OR Divine 17 The Revenant Court Vampire is immune to the Mental and Poison traits. While you act, before any character plays a card, that character discards a card. If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from. Ghoul Square Card 8: 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. Ghoul Square Card 9: 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. Ghoul Square Card 10:
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. Location #2: Guardian Vault At This Location: If you move to this location, you are dealt 2 Poison damage. At the end of your turn you are moved to a random location. When Closing: Draw a random scourge from the box. When Permanently Closed: On closing, you are moved to a random location. M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Flenta/Grizzly, Yoon/Iceman91, None Guardian Vault Card 1: Blessing of Horus
MM Blessing B Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Guardian Vault Card 2: 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. Guardian Vault Card 3: Cenovath Swarm
MM Monster 5 Traits: Vermin Swarm Poison To Defeat: Combat 18 Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced. If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated. Guardian Vault Card 4: 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. Guardian Vault Card 5: Djinn Favor Amulet
MM Item 1 Traits: Accessory Magic Healing To Acquire: Constitution Fortitude 4 OR Wisdom 7 Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile. Guardian Vault Card 6: 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. Guardian Vault Card 7: 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. Guardian Vault Card 8:
Shattertouch Shotel +2
MM Weapon 4 Traits: Scythe Melee Slashing Finesse Magic To Acquire: Strength Melee Wisdom Dexterity 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits. Location #3: Sepulcher of the Servant At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits. When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1 Located/Displayed Here: Mavaro/tcolmaster01, None Sepulcher of the Servant Card 1: Blessing of Wadjet
MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Sepulcher of the Servant Card 2: Mummy Golem
MM Monster 4 Traits: Construct Golem Mummy To Defeat: Combat 18 The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. Sepulcher of the Servant Card 3: Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Sepulcher of the Servant Card 4: 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. Sepulcher of the Servant Card 5: 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. Sepulcher of the Servant Card 6: 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. Sepulcher of the Servant 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. Sepulcher of the Servant Card 8: 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. Sepulcher of the Servant Card 9: Revenant Court Vampire
None Henchman 6 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Combat 27 OR Divine 17 The Revenant Court Vampire is immune to the Mental and Poison traits. While you act, before any character plays a card, that character discards a card. If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from. Sepulcher of the Servant Card 10:
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. Location #4: Volcanic Vents At This Location: All monsters are immune to Poison. When Closing: All characters at this location are dealt 1 Fire damage. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Volcanic Vents Card 1: 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. Volcanic Vents Card 2: 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. Volcanic Vents Card 3: 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. Volcanic Vents Card 4: 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. Volcanic Vents Card 5: 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. Volcanic Vents Card 6: 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. Volcanic Vents Card 7: Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Volcanic Vents Card 8: 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. Volcanic Vents Card 9: Revenant Court Vampire
None Henchman 6 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Combat 27 OR Divine 17 The Revenant Court Vampire is immune to the Mental and Poison traits. While you act, before any character plays a card, that character discards a card. If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from. Volcanic Vents Card 10:
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. Location #5: Ruined Temple At This Location: When you play a card that has the Divine trait, bury it. When Closing: Bury a blessing. When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box. M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1 Located/Displayed Here: None Ruined Temple Card 1: 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. Ruined Temple Card 2: 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. Ruined Temple Card 3: 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. Ruined Temple Card 4: Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Ruined Temple Card 5: 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. Ruined Temple 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. Ruined Temple Card 7: 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. Ruined Temple Card 8: 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. Ruined Temple Card 9: Yeleth the Ravager
None Villain B Type: Monster Traits: Aristocrat Mythic Undead Vampire To Defeat: Combat 30 THEN Combat 36 Yeleth the Ravager is immune to the Mental and Poison traits. Before you act, either banish an ally or a blessing, or discard your hand. Then draw an equal number of cards. While you act, before any character plays a card, that character buries a card. If undefeated, each character must banish an ally or a blessing from their hand, discard pile, or the top of the blessings deck. Ruined Temple Card 10:
Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Location #6: Pleasure Barge At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage. When Closing: Succeed at Charisma or Diplomacy 9 check. When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile. M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 2 ?: 1 Located/Displayed Here: None Pleasure Barge Card 1: 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. Pleasure Barge 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. Pleasure Barge Card 3: Cloud Elemental
MM Ally 5 Traits: Outsider Elemental Electricity To Acquire: Wisdom Survival 11 Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card. When the scenario ends, if this card is displayed, discard it. Pleasure Barge Card 4: 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. Pleasure Barge Card 5: 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. Pleasure Barge Card 6: Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Pleasure Barge Card 7: 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. Pleasure Barge Card 8: Revenant Court Vampire
None Henchman 6 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Combat 27 OR Divine 17 The Revenant Court Vampire is immune to the Mental and Poison traits. While you act, before any character plays a card, that character discards a card. If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from. Pleasure Barge Card 9: 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. Pleasure Barge Card 10: Flames of the Faithful
MM Spell 1 Traits: Magic Divine Fire Veteran To Acquire: Wisdom Divine 5 Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead. ![]()
Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() SOT Flenta
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour:Anubis
Mavaro ends their turn.
Mavaro resets their hand. [u]Summary[/u]
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Death's Touch, Cure , Blessing of Qi Zhong, Ghost Whip, Blessing of the Master of Masters, Ice and Fire, Venomous Fighting Fan +1, Library Curator, Blessing of the Seventh Veil, Lacuna Codex Recharged: Chronicler, Sehela, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() During This Adventure: To play this scenario, characters must have gained the reward from the Season of Plundered Tombs Adventure Path. Treat the adventure deck number as 7. The scourge die is 1d6+4. Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer
Curse of Daybane:
Scourge Traits: Curse Undead While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so. If you already have Curse of Daybane displayed, banish this card. When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor (proxy with Tablet of Languages Lost). During This Scenario: Additional Rules: All monsters gain the Undead and Vampire traits and are immune to the Mental and Poison traits. While you act against a monster other than Yeleth the Ravager or a Revenant Court Vampire, before any character plays a card, that character recharges a card. If the monster is undefeated, bury your discard pile. If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 13 or more, suffer a scourge. Scenario Level (#): 7 Turn: 1, Mavaro/tcolmaster01
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:
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:
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:
Ecorche
MM Monster 6 Traits: Undead To Defeat: Combat 20 The Ecorche is immune to the Mental and Poison traits. If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering. Spoiler:
Desert Trapper
MM Monster B Traits: Human Veteran To Defeat: Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number. Each character may play no more than 1 card on the check to defeat. Spoiler:
Mummy Lord
MM Monster 6 Traits: Undead Mummy To Defeat: Combat 23 The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits. Before you act, summon and encounter a random monster that has the Undead trait from the box. If undefeated, bury your discard pile, then shuffle this card into a random open location deck. Barriers Spoiler:
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:
Steel Scorpion
MM Barrier 4 Traits: Trap Lock Poison To Defeat: Dexterity Disable Stealth 10 OR Strength 13 If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card. Spoiler:
Sightless Starvation
MM Barrier 5 Traits: Trigger Curse Undead Poison To Defeat: SEE BELOW When you examine this card, encounter it. Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated. Spoiler:
Eternal Captives
MM Barrier 4 Traits: Curse Undead To Defeat: Wisdom Divine 10 OR Charisma Diplomacy 8 Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx. Spoiler:
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. Weapons Spoiler:
Thousand Stings Whip
MM Weapon 4 Traits: Whip Melee Piercing Poison Finesse Magic To Acquire: Strength Melee 11 When you encounter a monster, reveal this card to ignore any powers on a non-villain, non-henchman monster that happen before you act, then for your combat check, use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and if proficient with weapons, after you roll, you may discard this card to ignore the result and evade the bane instead. Spoiler:
Glacial Hunga Munga
MM Weapon 6 Traits: Axe Ranged Piercing Cold Magic To Acquire: Strength Melee 13 For your combat check, reveal this card to use your Strength skill + 1d6 +2. You may additionally discard this card to add your Ranged skill. If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that happens before you act. On your combat check, if you played another weapon, discard this card to add your Strength or Melee skill. Spoiler:
Greatclub +1
MM Weapon 2 Traits: Club Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4. Spoiler:
Shock Glaive +1
MM Weapon 1 Traits: Polearm Melee Slashing 2-Handed Magic To Acquire: Strength Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result. Spoiler:
Venomous Heavy Crossbow +2
MM Weapon 5 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4. If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location. Spells Spoiler:
Symbol of Fortune
MM Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 14 On any check, after the roll, discard this card to add or subtract 3 from the result. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it. Spoiler:
Elemental Mastery
MM Spell 3 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 11 Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait. Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Spoiler:
Augury
MM Spell B Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order on the top or bottom of the deck. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. 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:
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. Armors Spoiler:
Steel Ibis Lamellar
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10 Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3. Recharge this card to add 1d6 to your Dexterity or Constitution check. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead. Spoiler:
Burglar's Buckler
MM Armor 1 Traits: Shield To Acquire: Constitution Fortitude Disable 6 Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor. Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor. Reveal this card to add 1 die to your Disable check. You may play another armor on this check. Spoiler:
Silken Ceremonial Armor
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Charisma 11 On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result. Reveal this card to reduce damage dealt to you by 1. If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. Spoiler:
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:
Horn Lamellar
MM Armor 6 Traits: Light Armor To Acquire: Constitution Fortitude 10 OR Intelligence Craft 11 Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead. Items Spoiler:
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:
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:
Magic Carpet
MM Item 2 Traits: Object Magic To Acquire: Intelligence Craft Charisma Survival 9 Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location. Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter. Spoiler:
Scarab Sand
MM Item 3 Traits: Object Alchemical Mummy To Acquire: Intelligence Craft Arcane 9 Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster. Spoiler:
Pure Holy Water
MM Item 5 Traits: Liquid Magic Divine To Acquire: Wisdom Craft Divine 12 Discard this card to evade a bane that has the Outsider or Undead trait. Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait. Allies Spoiler:
Cleric of Nethys
MM Ally 2 Traits: Human Cleric To Acquire: Charisma Diplomacy Divine Knowledge 9 On your check, after the roll, recharge this card to add or subtract 2 from the result. Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location. Spoiler:
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:
Sebti the Crocodile
MM Ally 1 Traits: Trigger Human Cleric To Acquire: CharismaDiplomacyDivine 9 When you examine this card, you may reveal a blessing that has the Pharasma trait to acquire acquire this card. If you fail to acquire this card, shuffle 3 random monsters from the box into your location deck. Recharge this card to examine the top 2 cards of any location deck. Discard this card to explore your location. During this exploration, add 1d6 to your Diplomacy checks. Spoiler:
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:
Mumia Smugglers
MM Ally B Traits: Human Rogue Aspis Hireling To Acquire: Charisma Diplomacy 8 Recharge this card to add 1d4 to your check against a card that has the Alchemical trait. Bury this card to draw all cards that have the Alchemical trait from your discard pile. Discard this card to explore your location. Blessings Spoiler:
Blessing of Bastet
MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Spoiler:
Blessing of Pharasma
MM Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Current Hour: Blessing of Anubis:
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. Hours Remaining: 29 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Flenta/Grizzly: Spoiler: Hourglass Card 2 Yoon/Iceman91: Hourglass Card 1 Flenta/Grizzly
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Mavaro/tcolmaster01: Hourglass Card 2 Yoon/Iceman91
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Flenta/Grizzly: Hourglass Card 3 Mavaro/tcolmaster01
Blessing of Bastet MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Spoiler: Hourglass Card 5 Yoon/Iceman91: Hourglass Card 4 Flenta/Grizzly
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 6 Mavaro/tcolmaster01: Hourglass Card 5 Yoon/Iceman91
Blessing of Ra MM Blessing B Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 7 Flenta/Grizzly: Hourglass Card 6 Mavaro/tcolmaster01
Blessing of Pharasma MM Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Yoon/Iceman91: Hourglass Card 7 Flenta/Grizzly
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 Mavaro/tcolmaster01: Hourglass Card 8 Yoon/Iceman91
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 Flenta/Grizzly: Hourglass Card 9 Mavaro/tcolmaster01
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 Yoon/Iceman91: Hourglass Card 10 Flenta/Grizzly
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 Mavaro/tcolmaster01: Hourglass Card 11 Yoon/Iceman91
Blessing of Anubis MM Blessing 4 Traits: Divine Anubis Poison Mummy To Acquire: Divine 8 OR Charisma Diplomacy 11 Discard this card to add 1 die and the Poison trait to any check. Discard this card to add 2 dice to any Charisma check. Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 13 Flenta/Grizzly: Hourglass Card 12 Mavaro/tcolmaster01
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 14 Yoon/Iceman91: Hourglass Card 13 Flenta/Grizzly
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Mavaro/tcolmaster01: Hourglass Card 14 Yoon/Iceman91
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Flenta/Grizzly: Hourglass Card 15 Mavaro/tcolmaster01
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 17 Yoon/Iceman91: Hourglass Card 16 Flenta/Grizzly
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Mavaro/tcolmaster01: Hourglass Card 17 Yoon/Iceman91
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Flenta/Grizzly: Hourglass Card 18 Mavaro/tcolmaster01
Blessing of Horus MM Blessing B Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Spoiler: Hourglass Card 20 Yoon/Iceman91: Hourglass Card 19 Flenta/Grizzly
Blessing of Ra MM Blessing B Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Mavaro/tcolmaster01: Hourglass Card 20 Yoon/Iceman91
Blessing of Wadjet MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Spoiler: Hourglass Card 22 Flenta/Grizzly: Hourglass Card 21 Mavaro/tcolmaster01
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Yoon/Iceman91: Hourglass Card 22 Flenta/Grizzly
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 24 Mavaro/tcolmaster01: Hourglass Card 23 Yoon/Iceman91
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 25 Flenta/Grizzly: Hourglass Card 24 Mavaro/tcolmaster01
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 26 Yoon/Iceman91: Hourglass Card 25 Flenta/Grizzly
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 27 Mavaro/tcolmaster01: Hourglass Card 26 Yoon/Iceman91
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 28 Flenta/Grizzly: Hourglass Card 27 Mavaro/tcolmaster01
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 29 Yoon/Iceman91: Hourglass Card 28 Flenta/Grizzly
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 29 Yoon/Iceman91
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Location #1: Ghoul Square
Ghoul Square Card 1: Quickdraw Shield
MM Armor 5 Traits: Shield Finesse Magic To Acquire: Constitution Fortitude 10 Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor. During your turn, if proficient with light armors, you may recharge this card. Ghoul Square Card 2: Corridor Dart Trap
MM Barrier B Traits: Trap Construct Veteran To Defeat: Dexterity Disable Stealth Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any. Ghoul Square Card 3: 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. Ghoul Square 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. Ghoul Square Card 5: Reed Snake Armor
MM Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Ghoul Square Card 6: 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 Square Card 7: Revenant Court Vampire
None Henchman 6 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Combat 27 OR Divine 17 The Revenant Court Vampire is immune to the Mental and Poison traits. While you act, before any character plays a card, that character discards a card. If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from. Ghoul Square Card 8: 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. Ghoul Square Card 9: 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. Ghoul Square Card 10:
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. Location #2: Guardian Vault At This Location: If you move to this location, you are dealt 2 Poison damage. At the end of your turn you are moved to a random location. When Closing: Draw a random scourge from the box. When Permanently Closed: On closing, you are moved to a random location. M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1 Located/Displayed Here: Flenta/Grizzly, Yoon/Iceman91, Mavaro/tcolmaster01, None Guardian Vault Card 1: 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. Guardian Vault Card 2: 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. Guardian Vault Card 3: 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. Guardian Vault Card 4: 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. Guardian Vault Card 5: Cenovath Swarm
MM Monster 5 Traits: Vermin Swarm Poison To Defeat: Combat 18 Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced. If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated. Guardian Vault Card 6: 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. Guardian Vault Card 7: Djinn Favor Amulet
MM Item 1 Traits: Accessory Magic Healing To Acquire: Constitution Fortitude 4 OR Wisdom 7 Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile. Guardian Vault Card 8: 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. Guardian Vault Card 9: The Evil Eye
MM Barrier B Traits: Trigger Curse Arcane Veteran To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6 When you examine this card, suffer a scourge then banish this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge then banish this card. Guardian Vault Card 10:
Shattertouch Shotel +2
MM Weapon 4 Traits: Scythe Melee Slashing Finesse Magic To Acquire: Strength Melee Wisdom Dexterity 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits. Location #3: Sepulcher of the Servant At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits. When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1 Located/Displayed Here: None Sepulcher of the Servant Card 1: Blessing of Wadjet
MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Sepulcher of the Servant Card 2: Mummy Golem
MM Monster 4 Traits: Construct Golem Mummy To Defeat: Combat 18 The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. Sepulcher of the Servant Card 3: Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Sepulcher of the Servant Card 4: 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. Sepulcher of the Servant Card 5: 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. Sepulcher of the Servant Card 6: 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. Sepulcher of the Servant 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. Sepulcher of the Servant Card 8: 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. Sepulcher of the Servant Card 9: Revenant Court Vampire
None Henchman 6 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Combat 27 OR Divine 17 The Revenant Court Vampire is immune to the Mental and Poison traits. While you act, before any character plays a card, that character discards a card. If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from. Sepulcher of the Servant Card 10:
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. Location #4: Volcanic Vents At This Location: All monsters are immune to Poison. When Closing: All characters at this location are dealt 1 Fire damage. When Permanently Closed: No effect. M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: None Volcanic Vents Card 1: 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. Volcanic Vents Card 2: 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. Volcanic Vents Card 3: 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. Volcanic Vents Card 4: 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. Volcanic Vents Card 5: 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. Volcanic Vents Card 6: 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. Volcanic Vents Card 7: Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Volcanic Vents Card 8: 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. Volcanic Vents Card 9: Revenant Court Vampire
None Henchman 6 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Combat 27 OR Divine 17 The Revenant Court Vampire is immune to the Mental and Poison traits. While you act, before any character plays a card, that character discards a card. If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from. Volcanic Vents Card 10:
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. Location #5: Ruined Temple At This Location: When you play a card that has the Divine trait, bury it. When Closing: Bury a blessing. When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box. M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1 Located/Displayed Here: None Ruined Temple Card 1: 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. Ruined Temple Card 2: 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. Ruined Temple Card 3: 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. Ruined Temple Card 4: Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Ruined Temple Card 5: 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. Ruined Temple 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. Ruined Temple Card 7: 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. Ruined Temple Card 8: 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. Ruined Temple Card 9: Yeleth the Ravager
None Villain B Type: Monster Traits: Aristocrat Mythic Undead Vampire To Defeat: Combat 30 THEN Combat 36 Yeleth the Ravager is immune to the Mental and Poison traits. Before you act, either banish an ally or a blessing, or discard your hand. Then draw an equal number of cards. While you act, before any character plays a card, that character buries a card. If undefeated, each character must banish an ally or a blessing from their hand, discard pile, or the top of the blessings deck. Ruined Temple Card 10:
Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Location #6: Pleasure Barge At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage. When Closing: Succeed at Charisma or Diplomacy 9 check. When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile. M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 2 ?: 1 Located/Displayed Here: None Pleasure Barge Card 1: 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. Pleasure Barge 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. Pleasure Barge Card 3: Cloud Elemental
MM Ally 5 Traits: Outsider Elemental Electricity To Acquire: Wisdom Survival 11 Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card. When the scenario ends, if this card is displayed, discard it. Pleasure Barge Card 4: 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. Pleasure Barge Card 5: 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. Pleasure Barge Card 6: Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Pleasure Barge Card 7: 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. Pleasure Barge Card 8: Revenant Court Vampire
None Henchman 6 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Combat 27 OR Divine 17 The Revenant Court Vampire is immune to the Mental and Poison traits. While you act, before any character plays a card, that character discards a card. If undefeated, bury an ally or a blessing from your hand, discard pile, or the top of the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from. Pleasure Barge Card 9: 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. Pleasure Barge Card 10: Flames of the Faithful
MM Spell 1 Traits: Magic Divine Fire Veteran To Acquire: Wisdom Divine 5 Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead. ![]()
Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Starting Location: Guardian Vault " Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Cure , Blessing of the Master of Masters, Lacuna Codex, Library Curator, Restorative Touch, Death's Touch, Ghost Whip, Venomous Fighting Fan +1, Blessing of Qi Zhong, Ice and Fire, Blessing of the Seventh Veil Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Guard Check At Mavaro Location: Wis 10: 1d8 + 1d6 + 4 ⇒ (8) + (4) + 4 = 16 ![]()
Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Put Restorative TOuch on top of deck.
Turn - Hour: Pharasma
Mavaro ends their turn. Mavaro attempts to recover all cards in their Recovery pile. Mavaro resets their hand. [u]Summary[/u]
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Ice and Fire, Kohl of Uncanny Discernment, Venomous Fighting Fan +1, Ghost Whip, Volcanic Storm, Sign of the Patrarch, Death's Touch, Blessing of the Elements, Sand Elemental Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() 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: Additional Rules: The difficulty to defeat banes that have the Undead trait is increased by 1d12. When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck . The first time you would defeat Stavros Nightcrescent, he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location. Scenario Level (#): 6 Turn: 21, Flenta/Grizzly
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Hollow Serpent
MM Monster 6 Traits: Undead To Defeat: Combat 16 OR Stealth 12 The Hollow Serpent is immune to the Mental and Poison traits. Before you act, discard a random card. If it is an ally, the difficulty to defeat is increased by 3. While you act, other characters may not play cards. You may play no more than 1 card on the check to defeat. If the check to defeat has the Cold trait, add 1d8. Spoiler:
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:
Mummy Golem
MM Monster 4 Traits: Construct Golem Mummy To Defeat: Combat 18 The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. Spoiler:
Vanth
MM Monster 2 Traits: Outsider Psychopomp To Defeat: Combat 13 The Vanth is immune to the Poison trait. Before you act, suffer a scourge. Barriers Spoiler:
Sightless Starvation
MM Barrier 5 Traits: Trigger Curse Undead Poison To Defeat: SEE BELOW When you examine this card, encounter it. Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated. Spoiler:
Toxic Geyser
MM Barrier B Traits: Trap Acid Fire Poison Veteran To Defeat: Dexterity Acrobatics Wisdom Survival 5 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each: 1-2. You are dealt 2 Fire damage. 3-4. You are dealt 2 Acid damage; discard a weapon or an armor. 5-6. You are dealt 2 Poison damage. Spoiler:
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:
Lightning Storm
MM Barrier B Traits: Obstacle Weather Electricity To Defeat: None Display this barrier next to the location deck. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location. Spoiler:
The Evil Eye
MM Barrier B Traits: Trigger Curse Arcane Veteran To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6 When you examine this card, suffer a scourge then banish this card. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge then banish this card. Weapons Spoiler:
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:
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:
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:
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:
Dagger of Doubling
MM Weapon 3 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it. On your combat check, if you played another weapon, discard this card to add 2d4. Spells Spoiler:
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:
Symbol of Fortune
MM Spell 6 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 14 On any check, after the roll, discard this card to add or subtract 3 from the result. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it. Spoiler:
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:
Icy Prison
MM Spell 5 Traits: Magic Arcane Divine Attack Cold To Acquire: Intelligence Arcane Wisdom Divine 12 For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
Locate Object
MM Spell 1 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location deck. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Armors Spoiler:
Day Star Half-Plate
MM Armor 3 Traits: Heavy Armor Magic To Acquire: Constitution Fortitude Divine 10 Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead. If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait. Spoiler:
Mistmail
MM Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 OR Intelligence Arcane 8 Recharge this card to add 1d8 to your Stealth check, or to reduce Combat or Poison damage dealt to you by 3. Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury it instead. If proficent with light armors, you may recharge this card when you reset your hand. Spoiler:
Shield Cloak
MM Armor 1 Traits: Clothing Light Armor Offhand Magic To Acquire: Intelligence Knowledge 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor. Spoiler:
Shield of Fire Resistance
MM Armor 1 Traits: Shield Offhand Magic To Acquire: Constitution Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Clawhand Shield
MM Armor 3 Traits: Shield Offhand To Acquire: Constitution Fortitude 6 OR Melee 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check. On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait. Items Spoiler:
Soul Stimulant
MM Item 2 Traits: Liquid Alchemical To Acquire: Intelligence Craft 9 Recharge this card to ignore a power that happens before or after you act on a non-villain bane that has the Undead trait. Banish this card to banish a displayed card that has the Curse trait. Spoiler:
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 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:
Lottery Urn
MM Item 1 Traits: Object Magic Gambling To Acquire: Wisdom 6 On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result. Spoiler:
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. 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:
Reed Moccasin
MM Ally 3 Traits: Animal Elemental Acid Poison To Acquire: Wisdom Survival 10 Recharge this card to add 1d10 to your Stealth non-combat check. Discard this card to examine the top card of your location deck; you may then explore your location. During this exploration, when you encounter a monster, you may add 1d6 and the Acid and Poison traits to your checks to defeat it. Spoiler:
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:
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:
The Viper
MM Ally 3 Traits: Human Rogue Aspis To Acquire: Charisma Diplomacy 9 Recharge this card to exchange a card in your hand with a card of the same type in your discard pile. Discard this card to explore your location. 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 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 Isis
MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. 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: 9 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Yoon/Iceman91: Spoiler: Hourglass Card 2 Mavaro/tcolmaster01: Hourglass Card 1 Yoon/Iceman91
Blessing of Maat MM Blessing 2 Traits: Divine Maat Healing To Acquire: Divine 6 OR ConstitutionFortitude 10 After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result. Recharge this card to reduce damage dealt to you by 2. On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8. After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile. Spoiler: Hourglass Card 3 Flenta/Grizzly: Hourglass Card 2 Mavaro/tcolmaster01
Blessing of Pharasma MM Blessing B Traits: Divine Pharasma To Acquire: Intelligence Arcane Divine 5 Discard this card to add 1 die to any check. When a spell is played during any check, discard this card to add 2 dice to that check. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 4 Yoon/Iceman91: Hourglass Card 3 Flenta/Grizzly
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 Mavaro/tcolmaster01: Hourglass Card 4 Yoon/Iceman91
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 Flenta/Grizzly: Hourglass Card 5 Mavaro/tcolmaster01
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 7 Yoon/Iceman91: Hourglass Card 6 Flenta/Grizzly
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Mavaro/tcolmaster01: Hourglass Card 7 Yoon/Iceman91
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Flenta/Grizzly: Hourglass Card 8 Mavaro/tcolmaster01
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Flenta/Grizzly
Blessing of Thoth MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Location #1: Chisisek's Tomb
Chisisek's Tomb Card 1: 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. Chisisek's Tomb Card 2: 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. Chisisek's Tomb Card 3:
Rolling Sphere
MM Barrier 3 Traits: Trap Obstacle To Defeat: Dexterity Acrobatics 12 OR Disable 9 Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand. If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location. After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated. Location #2: Crypt At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait. When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number. When Permanently Closed: On closing, draw a random blessing from the box. M: 1 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 2 ?: 1 Located/Displayed Here: Mavaro/tcolmaster01, None Crypt Card 1: 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 2: Ammut
MM Monster 6 Traits: Outsider Fire To Defeat: Combat 24 The Ammut is immune to the Fire and Poison traits. Before you act, each character at your location is dealt 1d4 Fire damage. If undefeated, suffer the scourge Curse of the Mummy. Crypt Card 3: Sandstorm Dust
MM Item 4 Traits: Object Alchemical To Acquire: Intelligence Craft 9 Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck. Crypt Card 4: 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. Crypt Card 5: Picasi
MM Henchman 4 Type: Monster Traits: Outsider Elemental Janni Monk To Defeat: Combat 20 THEN Combat 16 Before you act, succeed at a Wisdom, Stealth, Perception, or Survival 9 check or you are dealt 2 Combat damage. If the check to defeat has the Acid or Bludgeoning trait, add 1d6. If defeated, you may immediately attempt to close the location this henchman came from. Crypt Card 6: Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Crypt Card 7: 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. Crypt Card 8: Dagger of Doubling
MM Weapon 3 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it. On your combat check, if you played another weapon, discard this card to add 2d4. Crypt Card 9:
Blessing of Bastet
MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Location #3: Sepulcher of the Servant Closed M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None Location #4: Hall of the Crocodile Kings
Location #5: Forgery of Ra
Forgery of Ra Card 1: 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. Forgery of Ra Card 2: Zereletan
MM Ally 4 Traits: Aberration Naga To Acquire: Charisma Diplomacy 11 OR Combat 15 Bury this card to recharge any number of items from your discard pile. Discard this card to explore your location. Forgery of Ra Card 3: Stavros Nightcrescent
None Villain 2 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Wisdom Charisma 6 THEN Combat 16 Stavros Nightcrescent is immune to the Mental and Poison traits. While you act, before any character plays a card, that character must discard a card. If undefeated, bury your discard pile. Forgery of Ra Card 4: Scarab Buckler
MM Loot B Type: Armor Traits: Shield Alchemical Healing To Acquire: None Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armors, you may play another armor. Bury this card to add 2d8 to your check that invokes the Swarm or Poison trait. Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck. Forgery of Ra Card 5: Ubashki Swarm
MM Monster 1 Traits: Trigger Undead Mummy Swarm To Defeat: Combat 8 THEN Combat 8 When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters the Ubashki Swarm. The Ubashki Swarm is immune to the Mental and Poison traits. If you do not exceed the difficulty of each check to defeat the Ubashki Swarm by at least 2, succeed at a Constitution or Fortitude 7 check or bury a card. Forgery of Ra Card 6: Bone Lamellar
MM Armor 1 Traits: Light Armor To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8 Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead. Forgery of Ra Card 7: 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. Forgery of Ra 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. Forgery of Ra Card 9:
Ahkair's Slander
None Henchman 3 Type: Barrier Traits: Task To Defeat: Wisdom Knowledge Perception Diplomacy 7 You may recharge any number of allies; for each ally recharged, add 1 your check. If undefeated, shuffle a barrier into your location deck. Location #6: Hall of Winged Chaos Closed At This Location: At the end of your turn, you may shuffle a boon from your hand into this location, then open this location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None ![]()
Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() RNG: 1d6 ⇒ 2 - BSightless STarvation TRIGGER
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Aegis of Recovery, Blessing of the Elements, Volcanic Storm, Ghost Whip, Sign of the Patrarch, Death's Touch, Sand Elemental, Kohl of Uncanny Discernment, Venomous Fighting Fan +1, Cloudburst Recharged: Restorative Touch, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour:Horus
Location Closes Automatically Restorative TOuch: 1d4 + 1 ⇒ (3) + 1 = 4 - Removes Curse of Blindness as well.
Mavaro ends their turn. Mavaro attempts to recover all cards in their Recovery pile.
[u]Summary[/u]
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Volcanic Storm, Ghost Whip, Blessing of the Elements, Cloudburst, Kohl of Uncanny Discernment, Sign of the Patrarch, Aegis of Recovery, Venomous Fighting Fan +1, Death's Touch, Sand Elemental, Ice and Fire Recharged: Restorative Touch, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour:Ancients
Mavaro attempts to recover all cards in their Recovery pile. Mavaro resets their hand. [u]Summary[/u]
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Ice and Fire, Blessing of the Master of Masters, Sign of the Patrarch, Sand Elemental, Cloudburst, Kohl of Uncanny Discernment, Aegis of Recovery Recharged: Volcanic Storm, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour: Osiris
Mavaro ends their turn. Mavaro attempts to recover all cards in their Recovery pile.
[u]Summary[/u]
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Aegis of Recovery, Blessing of the Master of Masters, Venomous Fighting Fan +1, Cloudburst, Ice and Fire, Sign of the Patrarch, Kohl of Uncanny Discernment, Sand Elemental Recharged: Volcanic Storm, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() 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: Additional Rules: The difficulty to defeat banes that have the Undead trait is increased by 1d12. When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/ or discarding them from his hand or deck . The first time you would defeat Stavros Nightcrescent, he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location. Scenario Level (#): 6 Turn: 12, Flenta/Grizzly
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:
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:
Giant Mummified Crocodile
MM Monster 5 Traits: Undead Mummy To Defeat: Combat 21 The Giant Mummified Crocodile is immune to the Mental and Poison traits. If the check to defeat has the Cold or Electricity trait, add 1d8. If undefeated, bury your discard pile and shuffle this card into a random open location deck. Spoiler:
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:
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:
Bonestorm
MM Monster 4 Traits: Undead Swarm To Defeat: Combat 17 The Bonestorm is immune to the Mental and Poison traits. Damage dealt by the Bonestorm may only be reduced by no more than half (round up). If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from. Barriers Spoiler:
Baited Jewel Box
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Spoiler:
Toxic Geyser
MM Barrier B Traits: Trap Acid Fire Poison Veteran To Defeat: Dexterity Acrobatics Wisdom Survival 5 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each: 1-2. You are dealt 2 Fire damage. 3-4. You are dealt 2 Acid damage; discard a weapon or an armor. 5-6. You are dealt 2 Poison damage. Spoiler:
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:
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:
Blast Glyph
MM Barrier 3 Traits: Trigger Trap Magic Cold Arcane To Defeat: Intelligence Arcane Knowledge 10 OR Wisdom 12 When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage. If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location. Weapons Spoiler:
Rod of the Devoured Dawn
MM Weapon 5 Traits: Staff Melee Bludgeoning 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. Reveal this card and discard a card that has the Divine trait to ignore a non-villain monster's power that happens after you act. Spoiler:
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. 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:
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:
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:
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:
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. 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. Armors Spoiler:
Elemental Brass Mail
MM Armor 6 Traits: Light Armor Magic To Acquire: Constitution Fortitude 12 OR Intelligence Arcane Wisdom Divine 14 Reveal this card to reduce Combat damage dealt to you by 3. Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait. Spoiler:
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:
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:
Hide Armor of Fire Resistance
MM Armor 2 Traits: Light Armor Magic To Acquire: Constitution Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 2. Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Shield Cloak
MM Armor 1 Traits: Clothing Light Armor Offhand Magic To Acquire: Intelligence Knowledge 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may play another armor. Items 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:
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:
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:
Wyvern Poison
MM Item 5 Traits: Liquid Poison To Acquire: Intelligence Craft 11 When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck. Spoiler:
Tears of Death
MM Item 6 Traits: Liquid Poison Alchemical To Acquire: Intelligence Craft 13 If you played a weapon on your combat check, reveal this card to add 2d8 and the Acid, Cold, or Poison trait. After the check, succeed at a Disable or Craft 12 check or Tears of Death deals 1d4+1 Poison damage to you then bury your discard pile. Allies Spoiler:
Stone Weasel
MM Ally B Traits: Animal Elemental To Acquire: Wisdom Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1. Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items. Spoiler:
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:
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. Spoiler:
Black Kiss
MM Ally 1 Traits: Half-Elf Alchemist Hireling Aspis To Acquire: Intelligence Craft Charisma Diplomacy 10 If you fail to acquire this card, you are dealt 1d4 Poison damage. Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location. Discard this card to explore your location. Spoiler:
Osirion Ancestor
MM Ally B Traits: Undead Ghost Incorporeal To Acquire: Divine Charisma Diplomacy 8 Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait. Blessings Spoiler:
Blessing of Nethys
MM Blessing B Traits: Divine Nethys To Acquire: Wisdom Perception 8 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of 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 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 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 Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Hour Power: Current Hour: Blessing of Maat:
Blessing of Maat
MM Blessing 2 Traits: Divine Maat Healing To Acquire: Divine 6 OR ConstitutionFortitude 10 After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result. Recharge this card to reduce damage dealt to you by 2. On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8. After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile. Hours Remaining: 18 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Yoon/Iceman91: Spoiler: Hourglass Card 2 Mavaro/tcolmaster01: Hourglass Card 1 Yoon/Iceman91
Blessing of Wadjet MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Spoiler: Hourglass Card 3 Flenta/Grizzly: Hourglass Card 2 Mavaro/tcolmaster01
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 4 Yoon/Iceman91: Hourglass Card 3 Flenta/Grizzly
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Mavaro/tcolmaster01: Hourglass Card 4 Yoon/Iceman91
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 6 Flenta/Grizzly: Hourglass Card 5 Mavaro/tcolmaster01
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Yoon/Iceman91: Hourglass Card 6 Flenta/Grizzly
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 8 Mavaro/tcolmaster01: Hourglass Card 7 Yoon/Iceman91
Blessing of Wadjet MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Spoiler: Hourglass Card 9 Flenta/Grizzly: Hourglass Card 8 Mavaro/tcolmaster01
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 10 Yoon/Iceman91: Hourglass Card 9 Flenta/Grizzly
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 11 Mavaro/tcolmaster01: Hourglass Card 10 Yoon/Iceman91
Blessing of Maat MM Blessing 2 Traits: Divine Maat Healing To Acquire: Divine 6 OR ConstitutionFortitude 10 After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result. Recharge this card to reduce damage dealt to you by 2. On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8. After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile. Spoiler: Hourglass Card 12 Flenta/Grizzly: Hourglass Card 11 Mavaro/tcolmaster01
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 13 Yoon/Iceman91: Hourglass Card 12 Flenta/Grizzly
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 Mavaro/tcolmaster01: Hourglass Card 13 Yoon/Iceman91
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 Flenta/Grizzly: Hourglass Card 14 Mavaro/tcolmaster01
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 Yoon/Iceman91: Hourglass Card 15 Flenta/Grizzly
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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/tcolmaster01: Hourglass Card 16 Yoon/Iceman91
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Flenta/Grizzly: Hourglass Card 17 Mavaro/tcolmaster01
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Flenta/Grizzly
Blessing of Thoth MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Location #1: Chisisek's Tomb
Chisisek's Tomb Card 1: 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. Chisisek's Tomb Card 2:
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. Location #2: Crypt At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait. When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number. When Permanently Closed: On closing, draw a random blessing from the box. M: 1 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 2 ?: 1 Located/Displayed Here: Yoon/Iceman91, None Crypt Card 1: 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. Crypt Card 2: 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 3: Ammut
MM Monster 6 Traits: Outsider Fire To Defeat: Combat 24 The Ammut is immune to the Fire and Poison traits. Before you act, each character at your location is dealt 1d4 Fire damage. If undefeated, suffer the scourge Curse of the Mummy. Crypt Card 4: Sandstorm Dust
MM Item 4 Traits: Object Alchemical To Acquire: Intelligence Craft 9 Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck. Crypt Card 5: 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. Crypt Card 6: Picasi
MM Henchman 4 Type: Monster Traits: Outsider Elemental Janni Monk To Defeat: Combat 20 THEN Combat 16 Before you act, succeed at a Wisdom, Stealth, Perception, or Survival 9 check or you are dealt 2 Combat damage. If the check to defeat has the Acid or Bludgeoning trait, add 1d6. If defeated, you may immediately attempt to close the location this henchman came from. Crypt Card 7: Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Crypt Card 8: 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. Crypt Card 9: Dagger of Doubling
MM Weapon 3 Traits: Knife Ranged Piercing Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it. On your combat check, if you played another weapon, discard this card to add 2d4. Crypt Card 10:
Blessing of Bastet
MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Location #3: Sepulcher of the Servant At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits. When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering. When Permanently Closed: No effect. M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1 Located/Displayed Here: None Sepulcher of the Servant Card 1: Mummy Golem
MM Monster 4 Traits: Construct Golem Mummy To Defeat: Combat 18 The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1d8. Sepulcher of the Servant Card 2: 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. Sepulcher of the Servant Card 3: 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. Sepulcher of the Servant Card 4: Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Sepulcher of the Servant 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. Sepulcher of the Servant Card 6: Handmaiden of Nailah
MM Henchman 6 Type: Monster Traits: Trigger Undead Incorporeal To Defeat: Combat 20 OR Divine 15 When you examine this card, encounter it and ignore its power that happens after you act. The Handmaiden of Nailah is immune to the Mental and Poison traits. After you act, if your check to defeat does not have the Acid or Magic trait, the Handmaiden of Nailah is undefeated. If defeated, you may immediately attempt to close the location this henchman came from. Sepulcher of the Servant Card 7: 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. Sepulcher of the Servant Card 8:
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. Location #4: Hall of the Crocodile Kings At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage. When Closing: Summon and defeat the henchmen Acid Pool. When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box. M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1 Located/Displayed Here: Flenta/Grizzly, None Hall of the Crocodile Kings Card 1: Nailah
MM Henchman 6 Type: Monster Traits: Undead Banshee Incorporeal Acid To Defeat: Combat 22 Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage. Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 1d6 Acid damage. If the check to defeat does not have the Acid or Electricity trait, Nailah is undefeated. If defeated, you may immediately attempt to close the location this henchman came from. Hall of the Crocodile Kings Card 2: 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. Hall of the Crocodile Kings Card 3: 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. Hall of the Crocodile Kings Card 4:
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. Location #5: Forgery of Ra At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage. When Closing: You are dealt 1d6 Fire damage. When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile. M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2 Located/Displayed Here: None Forgery of Ra 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. Forgery of Ra Card 2: 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. Forgery of Ra Card 3: 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. Forgery of Ra Card 4: Zereletan
MM Ally 4 Traits: Aberration Naga To Acquire: Charisma Diplomacy 11 OR Combat 15 Bury this card to recharge any number of items from your discard pile. Discard this card to explore your location. Forgery of Ra Card 5: Stavros Nightcrescent
None Villain 2 Type: Monster Traits: Aristocrat Undead Vampire To Defeat: Wisdom Charisma 6 THEN Combat 16 Stavros Nightcrescent is immune to the Mental and Poison traits. While you act, before any character plays a card, that character must discard a card. If undefeated, bury your discard pile. Forgery of Ra Card 6: Scarab Buckler
MM Loot B Type: Armor Traits: Shield Alchemical Healing To Acquire: None Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armors, you may play another armor. Bury this card to add 2d8 to your check that invokes the Swarm or Poison trait. Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck. Forgery of Ra Card 7: 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. Forgery of Ra Card 8: 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. Forgery of Ra Card 9: 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. Forgery of Ra 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. Forgery of Ra Card 11:
Ahkair's Slander
None Henchman 3 Type: Barrier Traits: Task To Defeat: Wisdom Knowledge Perception Diplomacy 7 You may recharge any number of allies; for each ally recharged, add 1 your check. If undefeated, shuffle a barrier into your location deck. Location #6: Hall of Winged Chaos At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage. When Closing: You may close this location automatically. When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box. At the end of your turn, you may shuffle a boon from your hand into this location, then open this location. M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 0 Located/Displayed Here: None Hall of Winged Chaos Card 1: 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. Hall of Winged Chaos Card 2: Blessing of Isis
MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Hall of Winged Chaos Card 3: Rukh
MM Monster 3 Traits: Animal Acid To Defeat: Combat 13 THEN Combat 13 All damage dealt by the Rukh is Acid damage. If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4. If undefeated, move to a random location. Hall of Winged Chaos Card 4: 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. Hall of Winged Chaos Card 5: Scarab of Khepri
MM Item 6 Traits: Object Magic Khepri To Acquire: Wisdom Survival 10 Reveal this card to add 1 die to your checks against a card that has the Animal or Vermin trait. Reveal this card and recharge a card that has the Animal or Vermin trait to add 1d6 to any Survival check. Bury this card to add 1d8 and the Poison trait to your combat check. Hall of Winged Chaos Card 6: Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Hall of Winged Chaos Card 7: 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. ![]()
Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Wis Increase: 1d12 ⇒ 5
Oops -
Volcanic STorm Divine 13: 1d8 + 1d6 + 1d4 + 4 ⇒ (6) + (3) + (3) + 4 = 16 " Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Venomous Fighting Fan +1, Kohl of Uncanny Discernment, Blessing of the Master of Masters, Library Curator, Aegis of Recovery, Ice and Fire, Cloudburst, Sand Elemental, Sign of the Patrarch Recharged: Volcanic Storm, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour:Elements
Villain! Waiting for players to do their guard checks. ![]()
Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour: BOTE
Put Restorative Touch on top of deck.
Mavaro attempts to recover all cards in their Recovery pile. Mavaro resets their hand. [u]Summary[/u]
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Cloudburst, Blessing of the Master of Masters, Death's Touch, Blessing of Thoth, Library Curator, Kohl of Uncanny Discernment, Ice and Fire, Aegis of Recovery, Sign of the Patrarch, Sand Elemental Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour: BotE
Cure Mavaro: 1d4 + 1 ⇒ (4) + 1 = 5
Sling Staff +2 - let it fail, no negative for doing so. Mavaro ends their turn. Mavaro attempts to recover all cards in their Recovery pile.
[u]Summary[/u]
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Ghost Whip, Aegis of Recovery, Restorative Touch, Venomous Fighting Fan +1, Kohl of Uncanny Discernment, Library Curator, Cloudburst, Ice and Fire, Blessing of Thoth, Death's Touch, Volcanic Storm, Sand Elemental Recharged: Sign of the Patrarch, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Elder Efritti vs 24: 1d12 + 19 ⇒ (2) + 19 = 21
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour: Elements
Leave in that order. Put CURE on top of deck Mavaro ends their turn. Mavaro attempts to recover all cards in their Recovery pile.
[u]Summary[/u]
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Volcanic Storm, Venomous Fighting Fan +1, Aegis of Recovery, Blessing of Qi Zhong, Death's Touch, Ghost Whip, Restorative Touch, Library Curator, Ice and Fire Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Starting Location: Tomb " Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Library Curator, Ice and Fire, Volcanic Storm, Aegis of Recovery, Chronicler, Blessing of the Master of Masters, Blessing of Qi Zhong, Ghost Whip, Sign of the Patrarch, Restorative Touch, Cure Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: NDisplay Ageis of Recovery (Con/Fort)
Turn - Hour: Elements
Combat 17+4: 2d8 + 4 + 2d6 + 6 ⇒ (7, 1) + 4 + (4, 6) + 6 = 28
Mavaro attempts to recover all cards in their Recovery pile. Mavaro resets their hand. [u]Summary[/u]
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Blessing of the Seventh Veil, Sign of the Patrarch, Library Curator, Volcanic Storm, Aegis of Recovery, Death's Touch Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour:Isis
Mavaro attempts to recover all cards in their Recovery pile.
[u]Summary[/u]
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Library Curator, Chronicler 2, Venomous Fighting Fan +1, Death's Touch, Sign of the Patrarch, Blessing of the Seventh Veil Recharged: Aegis of Recovery, Volcanic Storm, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour: Ptah
Mavaro resets their hand. [u]Summary[/u]
Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Restorative Touch, Ice and Fire, Venomous Fighting Fan +1, Ghost Whip, Blessing of the Master of Masters, Death's Touch, Cloudburst, Chronicler 2, Sign of the Patrarch, Library Curator Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() 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: Additional Rules: 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.
Devourer Assassin:
Villain 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. Scenario Level (#): 6 Turn: 8, Mavaro/tcolmaster01
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:
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:
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:
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:
Desert Trapper
MM Monster B Traits: Human Veteran To Defeat: Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number. Each character may play no more than 1 card on the check to defeat. Barriers Spoiler:
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:
Baited Jewel Box
MM Barrier B Traits: Trigger Cache Lock Poison Veteran To Defeat: Disable 6 OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item into your location deck. The difficulty to defeat is increased by the scenario's adventure deck number. If defeated by 4 or more, draw an item from the box. If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box. Spoiler:
Corridor Dart Trap
MM Barrier B Traits: Trap Construct Veteran To Defeat: Dexterity Disable Stealth Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any. Spoiler:
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:
Tabe's Last Jest
MM Barrier 6 Traits: Curse Lock Acid To Defeat: Intelligence Perception Dexterity Disable 15 If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage. Weapons Spoiler:
Galvanic Kopis +2
MM Weapon 5 Traits: Knife Ranged Slashing Electricity Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll. On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait. Spoiler:
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:
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:
Sling Staff +2
MM Weapon 6 Traits: Sling Staff Ranged Bludgeoning 2-Handed Magic To Acquire: Dexterity Ranged 12 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill. If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character. If proficient with weapons, discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to any combat check. Spoiler:
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. Spells Spoiler:
Good Omen
MM Spell B Traits: Magic Arcane Divine Mental Veteran To Acquire: Intelligence Arcane Wisdom Divine 6 Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it. Spoiler:
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:
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:
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:
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:
Canopic Wrap
MM Armor 2 Traits: Clothing Light Armor Magic To Acquire: Constitution Fortitude Knowledge Wisdom 8 Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait. Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
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:
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:
Silken Ceremonial Armor
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Charisma 11 On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result. Reveal this card to reduce damage dealt to you by 1. If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. Spoiler:
Horn Lamellar
MM Armor 6 Traits: Light Armor To Acquire: Constitution Fortitude 10 OR Intelligence Craft 11 Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead. Items Spoiler:
Deliquescent Gloves
MM Item 3 Traits: Accessory Alchemical Acid To Acquire: Dexterity Intelligence Craft 8 Reveal this card to add the Acid trait to your Melee check. You may play another item on this check. Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check. Spoiler:
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:
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:
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:
Canopic Jar
MM Item 6 Traits: Object Magic Undead Mummy To Acquire: Intelligence Arcane Wisdom Divine 12 Recharge this card to draw a card that has the Undead trait from your discard pile. Banish this card to add 3d12 to your check against a monster that has the Undead trait. Allies 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:
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:
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:
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:
Cloud Elemental
MM Ally 5 Traits: Outsider Elemental Electricity To Acquire: Wisdom Survival 11 Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card. When the scenario ends, if this card is displayed, discard it. Blessings Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler:
Blessing of Anubis
MM Blessing 4 Traits: Divine Anubis Poison Mummy To Acquire: Divine 8 OR Charisma Diplomacy 11 Discard this card to add 1 die and the Poison trait to any check. Discard this card to add 2 dice to any Charisma check. Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Horus
MM Blessing B Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler:
Blessing of 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 Ptah:
Blessing of Ptah
MM Blessing 6 Traits: Divine Ptah To Acquire: Divine 11 Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead. Hours Remaining: 22 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Flenta/Grizzly: Spoiler: Hourglass Card 2 Yoon/Iceman91: Hourglass Card 1 Flenta/Grizzly
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/tcolmaster01: Hourglass Card 2 Yoon/Iceman91
Blessing of Bastet MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Spoiler: Hourglass Card 4 Flenta/Grizzly: Hourglass Card 3 Mavaro/tcolmaster01
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 Yoon/Iceman91: Hourglass Card 4 Flenta/Grizzly
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler: Hourglass Card 6 Mavaro/tcolmaster01: Hourglass Card 5 Yoon/Iceman91
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 7 Flenta/Grizzly: Hourglass Card 6 Mavaro/tcolmaster01
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Yoon/Iceman91: Hourglass Card 7 Flenta/Grizzly
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 Mavaro/tcolmaster01: Hourglass Card 8 Yoon/Iceman91
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 10 Flenta/Grizzly: Hourglass Card 9 Mavaro/tcolmaster01
Blessing of Ra MM Blessing B Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Yoon/Iceman91: Hourglass Card 10 Flenta/Grizzly
Blessing of the Lady of Graves MM Blessing 5 Traits: Divine Undead Pharasma To Acquire: Divine 10 Discard this card to add 2 dice to any check that invokes the Undead trait. On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result. Bury this card to examine your location deck, then shuffle it. When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead. Spoiler: Hourglass Card 12 Mavaro/tcolmaster01: Hourglass Card 11 Yoon/Iceman91
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Flenta/Grizzly: Hourglass Card 12 Mavaro/tcolmaster01
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Yoon/Iceman91: Hourglass Card 13 Flenta/Grizzly
Grand Lodge's Favor None Favor 6 Traits: When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile. While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage. Spoiler: Hourglass Card 15 Mavaro/tcolmaster01: Hourglass Card 14 Yoon/Iceman91
Sandstorm MM Villain B Type: Barrier Traits: Trigger Obstacle Weather To Defeat: 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 16 Flenta/Grizzly: Hourglass Card 15 Mavaro/tcolmaster01
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Yoon/Iceman91: Hourglass Card 16 Flenta/Grizzly
Blessing of Horus MM Blessing B Traits: Divine Horus Electricity To Acquire: Divine 6 OR Dexterity Ranged 7 Discard this card to add 1 die and the Electricity trait to any check. Discard this card to add 2 dice to any Dexterity non-combat check or to any check that invokes the Electricity trait. Discard this card to move, then you may explore your location. You may not use this power during an encounter. After you play this card, if it matches the top card of the blessings discard pile, you may move. Spoiler: Hourglass Card 18 Mavaro/tcolmaster01: Hourglass Card 17 Yoon/Iceman91
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Flenta/Grizzly: Hourglass Card 18 Mavaro/tcolmaster01
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 20 Yoon/Iceman91: Hourglass Card 19 Flenta/Grizzly
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 21 Mavaro/tcolmaster01: Hourglass Card 20 Yoon/Iceman91
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Flenta/Grizzly: Hourglass Card 21 Mavaro/tcolmaster01
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 22 Flenta/Grizzly
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. Siege Deck M: 9 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 2 Siege Deck Card 1: 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. Siege Deck Card 2: 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. Siege Deck Card 3: 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. Siege Deck Card 4: 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. Siege Deck Card 5: Ammut MM Monster 6 Traits: Outsider Fire To Defeat: Combat 24 The Ammut is immune to the Fire and Poison traits. Before you act, each character at your location is dealt 1d4 Fire damage. If undefeated, suffer the scourge Curse of the Mummy. 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: Dark Stalker MM Monster 2 Traits: Caligni Veteran To Defeat: Combat 12 The difficulty to defeat is increased by the scenario's adventure deck number. After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage. If undefeated, the Dark Stalker deals 2 Poison damage to you. Siege Deck Card 8: 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. Siege Deck Card 9: 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. Siege Deck Card 10: 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 11: 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 12: 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. Siege Deck Card 13:
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. Location #1: Chisisek's Tomb
Chisisek's Tomb Card 1: 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. Chisisek's Tomb Card 2: Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Chisisek's Tomb Card 3: Shattertouch Shotel +2
MM Weapon 4 Traits: Scythe Melee Slashing Finesse Magic To Acquire: Strength Melee Wisdom Dexterity 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits. Chisisek's Tomb Card 4: 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. Chisisek's Tomb Card 5:
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. 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: 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. Crypt Card 2: 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 3: 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. Crypt Card 4: Mystic Silk Coat
MM Armor 2 Traits: Clothing Light Armor Magic To Acquire: Constitution Fortitude 8 Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3. Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Crypt Card 5: Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Crypt Card 6: 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. Crypt Card 7:
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. 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 ?: 1 Located/Displayed Here: Yoon/Iceman91, None Mumia Lab Card 1: Tarworks Master
MM Ally B Traits: Dwarf To Acquire: Craft Charisma Diplomacy 10 Discard this card to add 1 die to your Craft check, or to your check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it. Discard this card to explore your location. Mumia Lab Card 2: Scarab Sand
MM Item 3 Traits: Object Alchemical Mummy To Acquire: Intelligence Craft Arcane 9 Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster. Mumia Lab Card 3: 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. Mumia Lab Card 4: 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. Mumia Lab Card 5: 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. Mumia Lab Card 6: 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. Mumia Lab Card 7: 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. Mumia Lab Card 8: Pharaoh's Key
MM Loot 5 Type: Item Traits: Object Magic To Acquire: None Recharge this card to ignore a bane's immunities to the Acid, Cold, Electricity, Fire, and Poison traits. Recharge this card to add the Acid, Cold, Electricity, Fire, or Poison trait to your combat check. Reveal this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 1. Mumia Lab Card 9:
Flaming Ranseur +3
MM Weapon 5 Traits: Polearm Melee Slashing 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result. 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: Mavaro/tcolmaster01, None Sepulcher of the Servant Card 1: 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. Sepulcher of the Servant Card 2: 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. Sepulcher of the Servant Card 3: 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. Sepulcher of the Servant Card 4: 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. Sepulcher of the Servant Card 5: 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. Sepulcher of the Servant Card 6: 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. Sepulcher of the Servant Card 7: Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. ![]()
Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour:BotE
Int 13: 1d8 + 1d6 + 1d4 + 4 ⇒ (7) + (6) + (4) + 4 = 21
Cure: 1d4 + 1 ⇒ (2) + 1 = 3 Heal it all!
Mavaro attempts to recover all cards in their Recovery pile.
[u]Summary[/u]
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Chronicler 2, Restorative Touch, Cloudburst, Death's Touch, Aegis of Recovery, Blessing of the Master of Masters, Library Curator, Venomous Fighting Fan +1, Sign of the Patrarch, Ghost Whip, Ice and Fire Recharged: Cure , Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: Discard Master of Masters on Yoon Turn Turn - Hour: Elements
Mavaro ends their turn. Mavaro attempts to recover all cards in their Recovery pile.
[u]Summary[/u]
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Cloudburst, Ghost Whip, Sign of the Patrarch, Restorative Touch, Death's Touch, Venomous Fighting Fan +1, Aegis of Recovery, Chronicler 2, Sand Elemental Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Starting Location: Sepulcher " Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Venomous Fighting Fan +1, Spellbook, Death's Touch, Ubashki, Blessing of the Seventh Veil, Chronicler 2, Ghost Whip, Sign of the Patrarch, Cloudburst, Restorative Touch, Aegis of Recovery, Sand Elemental, Cure Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() 4-6C: HUNTED IN THE UNDEAD CITY
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! ![]()
Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() 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: Additional Rules: 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. Varanthe the Paralyzer:
Henchman 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. Mortevia Strassel:
Henchman Type: Monster Traits: Ghast Soldier Undead To Defeat: Constitution Fortitude Charisma Arcane 13 Mortevia Strassel is immune to the Mental and Poison traits. Before you act, recharge a random card. If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card. Xandhul Bloodsbane III:
Henchman 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. Scenario Level (#): 6 Turn: 17, Flenta/Grizzly
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:
Cenovath Swarm
MM Monster 5 Traits: Vermin Swarm Poison To Defeat: Combat 18 Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced. If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated. Spoiler:
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:
Furies of the Drowned Desert
MM Monster 6 Traits: Elemental Outsider Acid To Defeat: Combat 21 The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage. Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat. Spoiler:
Elder 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:
Shaitan Ghul
MM Monster 5 Traits: Elemental Undead Janni To Defeat: Combat 20 The Shaitan Ghul is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, the difficulty is increased by 3. Before you act, discard a weapon or an armor. 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:
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:
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:
Corridor Dart Trap
MM Barrier B Traits: Trap Construct Veteran To Defeat: Dexterity Disable Stealth Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any. Spoiler:
Grave Goods
MM Barrier 3 Traits: Trigger Cache Curse To Defeat: Disable 10 OR Dexterity Craft 12 When you examine this card, discard a blessing. If undefeated, suffer the scourge Curse of Fevered Dreams. If defeated, choose a type of boon other than loot and draw a card of that type from the box. Weapons Spoiler:
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:
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:
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:
Shattertouch Shotel +2
MM Weapon 4 Traits: Scythe Melee Slashing Finesse Magic To Acquire: Strength Melee Wisdom Dexterity 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die you roll and the Cold and Electricity traits. Spoiler:
Sling Staff +2
MM Weapon 6 Traits: Sling Staff Ranged Bludgeoning 2-Handed Magic To Acquire: Dexterity Ranged 12 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill. If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character. If proficient with weapons, discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to any combat check. Spells Spoiler:
Channel the Gift
MM Spell 4 Traits: Magic Arcane Divine To Acquire: Intelligence Arcane Wisdom Divine 12 Discard this card to allow a character at your location to search his deck for a spell and draw it. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it. Spoiler:
Icy Prison
MM Spell 5 Traits: Magic Arcane Divine Attack Cold To Acquire: Intelligence Arcane Wisdom Divine 12 For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it. Spoiler:
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:
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:
Monstrous Physique
MM Spell 5 Traits: Magic Arcane To Acquire: Intelligence Arcane 13 Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead. Armors Spoiler:
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:
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:
Khamsin Coat
MM Armor 3 Traits: Clothing Light Armor Magic To Acquire: Constitution Fortitude 8 Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Canopic Wrap
MM Armor 2 Traits: Clothing Light Armor Magic To Acquire: Constitution Fortitude Knowledge Wisdom 8 Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait. Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Shield of Fire Resistance
MM Armor 1 Traits: Shield Offhand Magic To Acquire: Constitution Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card. Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor. If proficient with light armors, you may recharge this card when you reset your hand. Items Spoiler:
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:
Glyphbane Gloves
MM Item 2 Traits: Accessory Magic To Acquire: Intelligence Disable Arcane Wisdom Divine 7 Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait. Spoiler:
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:
Feather of Maat
MM Item B Traits: Object Magic Maat To Acquire: Constitution Knowledge Divine 5 Recharge this card to add 1 die to your Constitution non-combat check. After you roll the dice on your check, recharge this card to add or subtract 1 from the result. Spoiler:
Effigy of Anubis
MM Item 3 Traits: Trigger Object Magic Anubis To Acquire: Intelligence 10 OR Charisma Diplomacy 8 When you examine this card, you may reveal a blessing that has the Anubis trait to automatically acquire this card. When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck. Allies Spoiler:
Tarworks Master
MM Ally B Traits: Dwarf To Acquire: Craft Charisma Diplomacy 10 Discard this card to add 1 die to your Craft check, or to your check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it. Discard this card to explore your location. Spoiler:
Cloud Elemental
MM Ally 5 Traits: Outsider Elemental Electricity To Acquire: Wisdom Survival 11 Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card. When the scenario ends, if this card is displayed, discard it. 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:
Unwrapped Harmony
MM Ally 2 Traits: Trigger Caligni Oracle To Acquire: Perception Charisma Diplomacy 11 When you examine this card, shuffle it into the deck it came from. If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn. Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location. Spoiler:
Library Curator
MM Ally 3 Traits: Human Cleric To Acquire: Intelligence Knowledge 8 OR Charisma Diplomacy 9 Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card. Discard this card to explore your location. Blessings Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler:
Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 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 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: 13 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Yoon/Iceman91: Spoiler: Hourglass Card 2 Mavaro/tcolmaster01: Hourglass Card 1 Yoon/Iceman91
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 Flenta/Grizzly: Hourglass Card 2 Mavaro/tcolmaster01
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Yoon/Iceman91: Hourglass Card 3 Flenta/Grizzly
Blessing of Abadar MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Mavaro/tcolmaster01: Hourglass Card 4 Yoon/Iceman91
Blessing of Isis MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler: Hourglass Card 6 Flenta/Grizzly: Hourglass Card 5 Mavaro/tcolmaster01
Blessing of Wadjet MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Spoiler: Hourglass Card 7 Yoon/Iceman91: Hourglass Card 6 Flenta/Grizzly
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Mavaro/tcolmaster01: Hourglass Card 7 Yoon/Iceman91
Blessing of Abadar MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Flenta/Grizzly: Hourglass Card 8 Mavaro/tcolmaster01
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Yoon/Iceman91: Hourglass Card 9 Flenta/Grizzly
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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/tcolmaster01: Hourglass Card 10 Yoon/Iceman91
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Flenta/Grizzly: Hourglass Card 11 Mavaro/tcolmaster01
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Yoon/Iceman91: Hourglass Card 12 Flenta/Grizzly
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Yoon/Iceman91
Blessing of Wadjet MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Location #1: Five-Pointed Sun
Five-Pointed Sun Card 1 (Aiveria): 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. Five-Pointed Sun Card 2 (Sun Falcon): 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. Five-Pointed Sun Card 3 (Sard):
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. Location #2: Forgery of Ra At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage. When Closing: You are dealt 1d6 Fire damage. When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: Mavaro/tcolmaster01, Location #3: Hall of Winged Chaos
Location #4: Hall of the Crocodile Kings
Location #5: Eternal Arena
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour: Maat
Mavaro attempts to recover all cards in their Recovery pile. Mavaro resets their hand. [u]Summary[/u]
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Chronicler 2, Cure , Blessing of Qi Zhong, Death's Touch Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() 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: Additional Rules: 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. Varanthe the Paralyzer:
Henchman 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. Mortevia Strassel:
Henchman Type: Monster Traits: Ghast Soldier Undead To Defeat: Constitution Fortitude Charisma Arcane 13 Mortevia Strassel is immune to the Mental and Poison traits. Before you act, recharge a random card. If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card. Xandhul Bloodsbane III:
Henchman 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. Scenario Level (#): 6 Turn: 14, Flenta/Grizzly
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:
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:
Shaitan Ghul
MM Monster 5 Traits: Elemental Undead Janni To Defeat: Combat 20 The Shaitan Ghul is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, the difficulty is increased by 3. Before you act, discard a weapon or an armor. Spoiler:
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:
Girtablilu Ranger
MM Monster 4 Traits: Trigger Girtablilu Poison To Defeat: Combat 17 When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3. Before you act, you are dealt 1d4 Poison damage. Barriers Spoiler:
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:
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:
Eternal Captives
MM Barrier 4 Traits: Curse Undead To Defeat: Wisdom Divine 10 OR Charisma Diplomacy 8 Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx. Spoiler:
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:
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:
Spellsword +2
MM Weapon 4 Traits: Sword Melee Slashing Magic To Acquire: Strength Melee Arcane Divine 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. Recharge this card to recharge a random spell from your discard pile. Spoiler:
Flaming Ranseur +3
MM Weapon 5 Traits: Polearm Melee Slashing 2-Handed Magic To Acquire: Strength Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result. Spoiler:
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:
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. Spells Spoiler:
Canopic Conversion
MM Spell 6 Traits: Magic Arcane Divine Attack To Acquire: Intelligence Arcane Wisdom Divine 14 For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; while displayed, you may discard this card and banish the monster to add twice the monster's adventure deck number and the Undead trait to any check. When you would discard this card for its power, if you do not have either the Arcane or Divine skill, banish it instead; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it. Spoiler:
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:
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:
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:
Ice Storm
MM Spell 4 Traits: Magic Arcane Divine Attack Cold To Acquire: Intelligence Arcane Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it. Armors Spoiler:
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:
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:
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:
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. Items Spoiler:
Smoked Glass Goggles
MM Item B Traits: Accessory To Acquire: Intelligence Craft Wisdom Survival 6 Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait. Spoiler:
Canopic Jar
MM Item 6 Traits: Object Magic Undead Mummy To Acquire: Intelligence Arcane Wisdom Divine 12 Recharge this card to draw a card that has the Undead trait from your discard pile. Banish this card to add 3d12 to your check against a monster that has the Undead trait. Spoiler:
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:
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:
Scarab of Ptah
MM Item 6 Traits: Trigger Object Magic Ptah To Acquire: Constitution Fortitude 12 When you examine this card, you may reveal a blessing that has the Ptah trait to automatically acquire this card. Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. 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:
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:
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:
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:
Pakesket
MM Ally 5 Traits: Animal Phoenix Fire To Acquire: Charisma Diplomacy 8 THEN Charisma Diplomacy 12 Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location. Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile. Blessings Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler:
Blessing of Isis
MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler:
Blessing of the Elements
MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait. Discard this card to explore your location. Spoiler:
Blessing of the 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 Isis
MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Current Hour: Blessing of Abadar:
Blessing of Abadar
MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Hours Remaining: 16 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Yoon/Iceman91: Spoiler: Hourglass Card 2 Mavaro/tcolmaster01: Hourglass Card 1 Yoon/Iceman91
Blessing of Isis MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler: Hourglass Card 3 Flenta/Grizzly: Hourglass Card 2 Mavaro/tcolmaster01
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 4 Yoon/Iceman91: Hourglass Card 3 Flenta/Grizzly
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/tcolmaster01: Hourglass Card 4 Yoon/Iceman91
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 Flenta/Grizzly: Hourglass Card 5 Mavaro/tcolmaster01
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Yoon/Iceman91: Hourglass Card 6 Flenta/Grizzly
Blessing of Abadar MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 8 Mavaro/tcolmaster01: Hourglass Card 7 Yoon/Iceman91
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 9 Flenta/Grizzly: Hourglass Card 8 Mavaro/tcolmaster01
Blessing of Wadjet MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Spoiler: Hourglass Card 10 Yoon/Iceman91: Hourglass Card 9 Flenta/Grizzly
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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/tcolmaster01: Hourglass Card 10 Yoon/Iceman91
Blessing of Abadar MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 12 Flenta/Grizzly: Hourglass Card 11 Mavaro/tcolmaster01
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Yoon/Iceman91: Hourglass Card 12 Flenta/Grizzly
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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/tcolmaster01: Hourglass Card 13 Yoon/Iceman91
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Flenta/Grizzly: Hourglass Card 14 Mavaro/tcolmaster01
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Yoon/Iceman91: Hourglass Card 15 Flenta/Grizzly
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Yoon/Iceman91
Blessing of Wadjet MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Location #1: Five-Pointed Sun
Five-Pointed Sun Card 1 (Sard): 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. Five-Pointed Sun Card 2 (Sun Falcon): 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. Five-Pointed Sun Card 3 (Aiveria):
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. Location #2: Forgery of Ra At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage. When Closing: You are dealt 1d6 Fire damage. When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile. M: 0 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1 Located/Displayed Here: Mavaro/tcolmaster01, Forgery of Ra Card 1: 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. Forgery of Ra Card 2: Venomous Heavy Crossbow +2
MM Weapon 5 Traits: Bow Ranged Piercing 2-Handed Magic To Acquire: Dexterity Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4. If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location. Forgery of Ra 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. Forgery of Ra Card 4:
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. Location #3: Hall of Winged Chaos Closed At This Location: At the end of your turn, you may shuffle a boon from your hand into this location, then open this location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None Location #4: Hall of the Crocodile Kings
Location #5: Eternal Arena
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour: Ancients
--Put Holy Javelin on top of deck Mavaro ends their turn. Mavaro attempts to recover all cards in their Recovery pile. Mavaro resets their hand. [u]Summary[/u]
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Blessing of the Master of Masters, Sand Elemental, Death's Touch, Cure , Chronicler 2, Venomous Fighting Fan +1, Ghost Whip, Library Curator, Blessing of Qi Zhong, Sign of the Patrarch Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() 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: Additional Rules: 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. Varanthe the Paralyzer:
Henchman 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. Mortevia Strassel:
Henchman Type: Monster Traits: Ghast Soldier Undead To Defeat: Constitution Fortitude Charisma Arcane 13 Mortevia Strassel is immune to the Mental and Poison traits. Before you act, recharge a random card. If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card. Xandhul Bloodsbane III:
Henchman 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. Scenario Level (#): 6 Turn: 11, Flenta/Grizzly
Scourge Table:
1-2. Curse of Poisoning 3. Curse of Vulnerability 4. Curse of Daybane 5. Curse of the Ravenous 6. Curse of Withering 7. Curse of Fevered Dreams 8. Curse of the Sphinx 9. Curse of Blindness 10. Curse of the Mummy Random Cards:
Monsters Spoiler:
Bonestorm
MM Monster 4 Traits: Undead Swarm To Defeat: Combat 17 The Bonestorm is immune to the Mental and Poison traits. Damage dealt by the Bonestorm may only be reduced by no more than half (round up). If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from. Spoiler:
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:
Desert Trapper
MM Monster B Traits: Human Veteran To Defeat: Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number. Each character may play no more than 1 card on the check to defeat. Spoiler:
Vanth
MM Monster 2 Traits: Outsider Psychopomp To Defeat: Combat 13 The Vanth is immune to the Poison trait. Before you act, suffer a scourge. Spoiler:
Geniekin
MM Monster B Traits: Trigger Elemental Outsider Janni Veteran To Defeat: Combat 8 When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait. The difficulty to defeat is increased by twice the scenario's adventure deck number. Barriers Spoiler:
Void Glyph
MM Barrier 1 Traits: Trigger Trap Cold Arcane Veteran To Defeat: Intelligence Arcane Knowledge 6 OR Wisdom 8 When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location. Spoiler:
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:
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:
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:
Blast Glyph
MM Barrier 3 Traits: Trigger Trap Magic Cold Arcane To Defeat: Intelligence Arcane Knowledge 10 OR Wisdom 12 When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage. If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location. Weapons Spoiler:
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:
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:
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:
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:
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:
Acid Splash
MM Spell B Traits: Magic Arcane Acid Attack To Acquire: Intelligence Arcane 4 For your combat or Disable check, discard this card to use your Arcane skill + 1d6. After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it. Spoiler:
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:
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:
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:
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:
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:
Reed Snake Armor
MM Armor 3 Traits: Light Armor Magic To Acquire: Constitution Fortitude 10 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Spoiler:
Horn Lamellar
MM Armor 6 Traits: Light Armor To Acquire: Constitution Fortitude 10 OR Intelligence Craft 11 Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead. Items Spoiler:
Effigy of Anubis
MM Item 3 Traits: Trigger Object Magic Anubis To Acquire: Intelligence 10 OR Charisma Diplomacy 8 When you examine this card, you may reveal a blessing that has the Anubis trait to automatically acquire this card. When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck. Spoiler:
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:
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:
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:
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. Allies Spoiler:
Ptemenib
MM Ally 2 Traits: Human Cleric To Acquire: Charisma Diplomacy Divine 8 Recharge this card to examine the top card of up to 2 locations. Bury this card to shuffle 1d4+2 cards from your discard pile into your deck. Spoiler:
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:
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:
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. Spoiler:
Stone Weasel
MM Ally B Traits: Animal Elemental To Acquire: Wisdom Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1. Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items. Blessings Spoiler:
Blessing of Maat
MM Blessing 2 Traits: Divine Maat Healing To Acquire: Divine 6 OR ConstitutionFortitude 10 After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result. Recharge this card to reduce damage dealt to you by 2. On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8. After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile. Spoiler:
Blessing of 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 Ra
MM Blessing B Traits: Divine Ra Fire To Acquire: Divine 6 OR Strength Melee 8 Discard this card to add 1 die and the Fire trait to any check. Discard this card to add 2 dice to any Strength non-combat check. Discard this card to add 2 dice to any check that invokes the Fire trait. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of Thoth
MM Blessing 1 Traits: Divine Thoth Cold To Acquire: WisdomKnowledge 10 OR Divine 6 Discard this card to add 1 die and the Cold trait to any check. Discard this card to add 2 dice to any Wisdom non-combat check or to any check that invokes the Cold trait. Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler:
Blessing of the Ancients
MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Current Hour: Blessing of Bastet:
Blessing of Bastet
MM Blessing B Traits: Divine Bastet Gambling To Acquire: Divine 6 OR Stealth Disable Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result. Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it. After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand. Hours Remaining: 19 Hourglass
Hourglass Cards/Turn Order:
Hourglass Card 1 Yoon/Iceman91: Spoiler: Hourglass Card 2 Mavaro/tcolmaster01: Hourglass Card 1 Yoon/Iceman91
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Flenta/Grizzly: Hourglass Card 2 Mavaro/tcolmaster01
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Yoon/Iceman91: Hourglass Card 3 Flenta/Grizzly
Blessing of Abadar MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 5 Mavaro/tcolmaster01: Hourglass Card 4 Yoon/Iceman91
Blessing of Isis MM Blessing 3 Traits: Divine Isis Acid To Acquire: Divine 7 OR Intelligence Craft 11 Discard this card to add 1 die and the Acid trait to any check. Discard this card to add 2 dice to any Intelligence check or any check that invokes the Acid or Construct traits. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile. Spoiler: Hourglass Card 6 Flenta/Grizzly: Hourglass Card 5 Mavaro/tcolmaster01
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 Yoon/Iceman91: Hourglass Card 6 Flenta/Grizzly
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 8 Mavaro/tcolmaster01: Hourglass Card 7 Yoon/Iceman91
Blessing of Anubis MM Blessing 4 Traits: Divine Anubis Poison Mummy To Acquire: Divine 8 OR Charisma Diplomacy 11 Discard this card to add 1 die and the Poison trait to any check. Discard this card to add 2 dice to any Charisma check. Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 9 Flenta/Grizzly: Hourglass Card 8 Mavaro/tcolmaster01
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it. Spoiler: Hourglass Card 10 Yoon/Iceman91: Hourglass Card 9 Flenta/Grizzly
Blessing of Abadar MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 11 Mavaro/tcolmaster01: Hourglass Card 10 Yoon/Iceman91
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 12 Flenta/Grizzly: Hourglass Card 11 Mavaro/tcolmaster01
Blessing of Wadjet MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Spoiler: Hourglass Card 13 Yoon/Iceman91: Hourglass Card 12 Flenta/Grizzly
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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/tcolmaster01: Hourglass Card 13 Yoon/Iceman91
Blessing of Abadar MM Blessing B Traits: Divine Abadar To Acquire: Dexterity Disable 6 OR Divine 5 Discard this card to add 1 die to any check. Discard this card to add 2 dice to any check to defeat a barrier. Discard this card to explore your location. After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it. Spoiler: Hourglass Card 15 Flenta/Grizzly: Hourglass Card 14 Mavaro/tcolmaster01
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Yoon/Iceman91: Hourglass Card 15 Flenta/Grizzly
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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/tcolmaster01: Hourglass Card 16 Yoon/Iceman91
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Flenta/Grizzly: Hourglass Card 17 Mavaro/tcolmaster01
Blessing of the Ancients MM Blessing B Traits: Divine Basic To Acquire: Divine 3 Discard this card to add 1 die to any check. Discard this card to examine the top card of your location deck, then you may explore your location. After 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 Yoon/Iceman91: Hourglass Card 18 Flenta/Grizzly
Blessing of the Elements MM Blessing B Traits: Basic To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6 Discard this card to add 1 die to any check. Recharge this card 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 Yoon/Iceman91
Blessing of Wadjet MM Blessing B Traits: Divine Wadjet To Acquire: Divine 5 OR Intelligence Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon. Discard this card to add 2d8 to any check to acquire a boon. Discard this card to examine the top card of your location deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons. After you play this card, if it matches the top card of the blessings discard pile, draw a card. Location #1: Five-Pointed Sun
Five-Pointed Sun Card 1: 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. Five-Pointed Sun Card 2: 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. Five-Pointed Sun Card 3: 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. Five-Pointed Sun Card 4: Sun Falcon
MM Monster 1 Traits: Animal Fire To Defeat: Combat 11 The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage. If defeated, shuffle the Sun Falcon into the blessings deck. When this card is discard from the blessings deck, banish it and draw a blessing from the box. Five-Pointed Sun Card 5:
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. Location #2: Forgery of Ra At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage. When Closing: You are dealt 1d6 Fire damage. When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile. M: 0 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1 Located/Displayed Here: Mavaro/tcolmaster01, Forgery of Ra Card 1: Ubashki
MM Ally B Traits: Undead Mummy To Acquire: Bury a card Recharge this card to reduce damage dealt to you by 2. When you examine a card that has the Trigger trait, bury this card to ignore any power on that card that happens when you examine it; shuffle it into its deck. Discard this card to explore your location. Forgery of Ra Card 2: Khamsin Coat
MM Armor 3 Traits: Clothing Light Armor Magic To Acquire: Constitution Fortitude 8 Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, you may recharge this card when you reset your hand. Forgery of Ra Card 3: 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. Forgery of Ra Card 4: 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. Forgery of Ra Card 5: 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. Forgery of Ra Card 6:
Falcon Crown
MM Armor 4 Traits: Light Armor Magic To Acquire: Constitution Fortitude Wisdom Divine 10 Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor. For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6. If proficient with light armors, you may recharge this card when you play a spell. Location #3: Hall of Winged Chaos Closed At This Location: At the end of your turn, you may shuffle a boon from your hand into this location, then open this location. M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0 Located/Displayed Here: None Location #4: Hall of the Crocodile Kings
Location #5: Eternal Arena
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour: Wadjet
Mavaro ends their turn.
Mavaro resets their hand. [u]Summary[/u]
Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Chronicler 2, Blessing of the Master of Masters, Blessing of Qi Zhong, Sign of the Patrarch, Blessing of the Seventh Veil, Venomous Fighting Fan +1, Library Curator, Ghost Whip, Sand Elemental, Cure Recharged: Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour: SANDSTORM!
--Put Venomous Fighting Fan on top of deck
Curse 2: 1d10 ⇒ 1 Curse of Poisoning (RNG Recharge a random card after hand reset) Use CURE to heal both cards in discard pile
Mavaro attempts to recover all cards in their Recovery pile.
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Sign of the Patrarch, Death's Touch, Library Curator, Blessing of the Master of Masters, Blessing of the Seventh Veil, Venomous Fighting Fan +1, Ghost Whip, Blessing of Qi Zhong, Chronicler 2, Ice and Fire Recharged: Cure , Chronicler, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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Mavaro Deck Handler||Occult Adventures 2 ||Ultimate Magic
![]() Out of Turn Updates: None Turn - Hour: Grand Lodge Favor
Mavaro attempts to recover all cards in their Recovery pile. Mavaro resets their hand. [u]Summary[/u]
" Mavaro wrote:
Deck, Discard, Buried:
Reloaded:
Middle of Deck (Unknown Order): Blessing of Qi Zhong, Blessing of the Master of Masters, Ghost Whip, Death's Touch, Venomous Fighting Fan +1, Ice and Fire, Chronicler 2, Library Curator Recharged: Restorative Touch, Discard Pile: Buried Pile: Skills and Powers: " SKILLS
Strength d6 ☐ +1 ☐ +2 Dexterity d6 ☐ +1 ☐ +2 Constitution d8 ☑ +1 ☐ +2 ☐ +3 Intelligence d8 ☑ +1 ☑ +2 ☑ +3 Knowledge: Int +1 Wisdom d8 ☑ +1 ☑ +2 ☑ +3 Perception: Wis +2 Charisma d6 ☐ +1 ☐ +2 Favored Card: None}
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