
Hawkmoon269 |

Redclaw watched as dockhands loaded precious cargo. She waited as conspirators recruited former pirates. And she never expected the captain to take on passengers, but every plan has a few complications. Jemma Redclaw was hired for her skills as a navigator, but in the middle of the night, she reclaimed a job she walked away from years ago: the captain of a pirate vessel.
Now that the old captain’s body has been tossed overboard, the crew has revealed their true colors. Captain Redclaw poisoned her conspirators’ minds with promises. If you’re careful, you could share in their good fortune... or turn on the traitors who claimed this ship.
First, you’ll need to survive the voyage. The seas ahead are fraught with danger, from supernatural spirits and sea monsters to rival crews of buccaneers. You can wait for an opportunity to rebel against the mutinous scoundrels who live on this leaky tub, but if you can’t survive in the Shackles, you’ll never get a chance to regain your freedom. There’s rough seas ahead, lads and lasses, so you’d best keep a weather eye on the horizon.
The mutineers of your merchantman vessel tossed the body of their former captain into the briny deep days ago. They’ve got blood on their hands, even if their deeds don’t weigh heavily on their consciences. If the local ghost stories have any basis in fact, the souls of those other lost sailors may notice the captain’s untimely demise. They might even want to take revenge against your treacherous crew. Perhaps you should sleep lightly, because if you’re not careful, your soul might get spirited away…
DURING THIS SCENARIO:
When you encounter the henchman Pirate Shade Haunt, display it next to a random character at your location.
Villain Monster 1
Traits
Undead
Ghast
Check
Combat
11
THEN
Combat
13
Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.
Henchman Monster B
Traits
Undead
Pirate
Check
None
0
Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
YOUR SHIP:
The Merchantman
WHEN COMMANDING THIS SHIP:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
Check to Repair:
Craft
6
Locations:
FOG BANK
RAKER SHOALS
SCAR BAY
ROCKY CLIFF
RIPTIDE COVE
SEA CAVES
Fog Bank
At This Location: After you play a card or use a power that examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M:3 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1
Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:2 Ba:0 W:0 Sp:0 Ar:2 I:1 Al:0 Bl:0 ?:1
Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1
Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquired based solely on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:3 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1
Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:2 ?:1

cosined |

Starting Hand: Longsword, Crowbar, Master-At-Arms, BotG
Deck: 11 Discard: 0 Buried: 0
Note: Riptide Cove, Holding onto my BotG.
I'll go to Riptide Cove unless convinced otherwise.
I didn't get a bludgeoning card, so I can't use "Recharge a card that has the Bludgeoning trait to add 1d6 to a combat check by another character at your location."
jduteau |

Someone should be where I am or my powers are useless. I'd like to start at Rocky Cliff, but will head over to the Sea Caves for my movement (to avoid the first start of your turn).
Hand: Strength, Helm, Holy Water Grenade, BotG, BotG
Deck: 10 Discard: 0 Buried: 0
Note: Strength +3 to anyone; Recharge my armor for -2 damage; 2 BotG for anyone to use

Jirelle The Pirate Queen |

Ahoy there shipmates. I've come to swash the swishes and buckle the belts of this here unruly crew.
My friend Shiny and I (draws blade) are at your service.
I can be found at the Rocky Cliff with my new friend Koren.
In my possession;
Rapier (Shiny)
Whip,
Thieve's Tools ( I just call it my pouch of lovelies),
Burglar ( Don't mind him, just keep your hand on your coin purse),
and a blessing of Erastil (for those hard to reach vital organs )

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1 person marked this as a favorite. |

Vika's Stats:
(for Easy Reference)
- Strength d10
- Craft: Strength +1
- Melee: Strength +2
- Dexterity d6
- Disable: Dexterity +2
- Constitution d10
- Fortitude: Constitution +1
- Intelligence d4
- Wisdom d8
- Charisma d4
Hand Size: 4
Proficient With: Light Armors, Heavy Armors, Weapons,
- Recharge a card that has the Bludgeoning trait to add 1d6 to a combat check by another character at your location.
- When you would discard a weapon for its power, you may recharge it instead.

Jirelle The Pirate Queen |

Jirelle's Stats:
(for Easy Reference)
*Strength d6
*Dexterity d10
Acrobatics +2
(Melee-Finesse) +2 *
*Constitution d6
Fortitude +2
*Intelligence d4
*Wisdom d8
Survival +3
*Charisma d8
*Hand Size: 5
*Proficient With: Light Armors, Weapons.
*For your check that has, or is against, a card that has the Finesse trait, you gain the skill Melee: Dexterity +2
*If your check has the Swashbuckling trait, you may reroll 1 die on your check, you must take the second roll.
*Reduce Structural damage on your ship by 1

Koren, Defender of Innocents |

Koren's Stats:
(for Easy Reference)
Strength: d8 (Melee: Strength +2)
Dexterity: d4
Constitution: d6 (Fortitude: Constitution +2)
Intelligence: d6
Wisdom: d10
Charisma: d8 (Divine: Charisma +3)
Hand Size: 5
Proficient With: Light Armors, Heavy Armors, Weapons
* When another character at your location is dealt damage, you may recharge an arbor to reduce that damage by 2.
* You may discard the top card of your deck to add 1d6 to any check by another character at your location. If that card is an armor, you may recharge it instead of discarding it.

Hawkmoon269 |

I'm not sure if you've figured out your turn order, but once you do, here is the first turn setup:
Turn 1
Blessing: Blessing of the Gods
1/29
Fog Bank
At This Location: After you play a card or use a power that examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M:3 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Barrier 1
Traits
Task
Aquatic
Basic
Check
Strength
Constitution
Craft
7
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your check. Banish this card and shuffle the remaining cards into the location deck.
Henchman Monster B
Traits
Undead
Pirate
Check
None
Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1
Barrier B
Traits
Task
Pirate
Check
None
Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Item B
Traits
Object
Magic
Check
Wisdom
7
Powers
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.
Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:4 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Monster B
Traits
Undead
Incorporeal
Ghost
Elite
Check
Combat
12
OR
Wisdom
Divine
8
Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
Henchman Monster B
Traits
Undead
Pirate
Check
None
Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1
Weapon B
Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Item B
Traits
Tool
Check
Wisdom
Survival
8
Powers
Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.
Monster B
Traits
Human
Warrior
Veteran
Check
Combat
8
Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquired based solely on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:3 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1
Monster B
Traits
Animal
Basic
Check
Combat
8
OR
Dexterity
Stealth
6
Powers
If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Weapon C
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:2 ?:1
Monster B
Traits
Lycanthrope
Pirate
Elite
Check
Combat
13
Powers
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.
Barrier 1
Traits
Task
Aquatic
Elite
Check
Constitution
Fortitude
7
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
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 it instead of discarding it.

Troymk1 |

Ok Starting at the Rocky Cliffs I will scout for a boon and send it to the bottom of this location (May pick it up later if it's a goody?)
First card = Whip Hawk send that to the bottom !
Now my first explore!
Second card = Anchor
Item B
Traits
Tool
Check
Wisdom
Survival
8
Powers
Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.
Jirelle's Wisdom = d8
This is not that useful IMHO so I will simply roll
Dice Check: 1d8 + 0 - 0 ⇒ (7) + 0 - 0 = 7

Troymk1 |

Missed it by 1 !
I will play Erastil to explore once more!
Card 3 = Marine
Monster B
Traits
Human
Warrior
Veteran
Check
Combat
8
Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
So I don't respect this Misbegotten cur too much so I will whip him into shape
As the whip is swashbuckling I have a re-roll but if he causes damage I will take 2 extra
Dice Check: 1d10 + 1d6 + 2 - 0 ⇒ (7) + (3) + 2 - 0 = 12

Koren, Defender of Innocents |

Okay, Koren moves to the Sea Caves.
First Card = Blood Moon Pirate
Monster B
Traits
Lycanthrope
Pirate
Elite
Check
Combat
13
Powers
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.
Sure, I get one of the toughest monsters in the Base set. And since the top card is Blessing of the Gods, he is a Combat 16. Might not have been the smartest move since I'm not holding a weapon!
I cast Strength on me and I discard a BotG to get the bonus.
Dice Check: 2d8 + 2 + 3 ⇒ (2, 7) + 2 + 3 = 14

Koren, Defender of Innocents |

And the slimey wolf-Pirate does two damage to me. I recharge my Helm to reduce damage by 1 and discard the Holy Water Grenade.
I then try to recharge my Strength spell (Divine 8):
Dice Check: 1d8 + 3 ⇒ (3) + 3 = 6
Nope.
Hand: Heavy Pick, Sagacity, Scale Mail, BotG, BoSarenrae
Deck: 7 Discard: 3 Buried: 0
Note: Sagacity +3 Wisdom to anyone; BotG for anyone to useLocation: Sea Caves

jduteau |

Ah, good point! We have to wait for Hawk to tell us the 2nd turn's blessing. I forgot that! Here's hoping it's something other than BotG! Somewhere around a 50-50 chance!
Hawk - if the 2nd turn Blessing isn't BotG, then I succeed against the Blood Moon Pirate and I'll end my turn. The Strength spell still doesn't recharge but my Helm isn't recharged and my Holy Water Grenade aren't discarded...
Hand: Sagacity, Scale Mail, Helm, Holy Water Grenade, BotG
Deck: 8 Discard: 2 Buried: 0
Note: Sagacity +3 Wisdom to anyone; BotG for anyone to use, Armor -2 damage if you're at my location

Koren, Defender of Innocents |

Second turn blessing was also a BotG, unfortunately.
Turn 3
Blessing: Blessing of AbadarI'll give location updates in a bit, but if you don't need them, feel free to just explore.
Oh sure, now the Blessing of Abadar comes out!
So just to be clear, here is my hand:
Hand: Heavy Pick, Sagacity, Scale Mail, BotG, BoSarenrae
Deck: 7 Discard: 3 Buried: 0
Note: Sagacity +3 Wisdom to anyone; BotG for anyone to use

Hawkmoon269 |

Fog Bank
At This Location: After you play a card or use a power that examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M:3 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Barrier 1
Traits
Task
Aquatic
Basic
Check
Strength
Constitution
Craft
7
Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your check. Banish this card and shuffle the remaining cards into the location deck.
Henchman Monster B
Traits
Undead
Pirate
Check
None
Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1
Barrier B
Traits
Task
Pirate
Check
None
Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Item B
Traits
Object
Magic
Check
Wisdom
7
Powers
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.
Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:4 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Monster B
Traits
Undead
Incorporeal
Ghost
Elite
Check
Combat
12
OR
Wisdom
Divine
8
Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
Henchman Monster B
Traits
Undead
Pirate
Check
None
Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Monster C
Traits
Human
Warrior
Veteran
Check
Combat
8
Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Barrier B
Traits
Obstacle
Magic
Mental
Veteran
Check
Intelligence
Arcane
Wisdom
Perception
6
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Armor B
Traits
Shield
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquired based solely on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:3 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1
Monster B
Traits
Animal
Basic
Check
Combat
8
OR
Dexterity
Stealth
6
Powers
If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Weapon C
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:2 ?:1
Monster B
Traits
Animal
Aquatic
Swarm
Basic
Check
Combat
8
Powers
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Blessing C
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
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 it instead of discarding it.

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Dire Rat Defeated!
Ill Discard my BotG to explore again. I discover a Set of Leather Armor and attempt a Fortitude 2 check to acquire it:
Armor Acquisition: 1d10 + 1 ⇒ (3) + 1 = 4
Which I will succeed, but I have to reroll due to the location power:
Another Armor Acquisition: 1d10 + 1 ⇒ (3) + 1 = 4
Which I will succeed!
Ending my turn, Drew a Quartermaster.
Hand Update to Follow, but either way I have nothing to offer other players.

Hawkmoon269 |

Turn 5
Blessing: Blessing of the Gods
Locations that have changes only:
Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:0 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
4
Powers
When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Villain Monster 1
Traits
Undead
Ghast
Check
Combat
11
THEN
Combat
13
Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.
Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquired based solely on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Weapon C
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Monster C
Traits
Animal
Aquatic
Elite
Check
Combat
13
Powers
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
Barrier C
Traits
Cache
Lock
Pirate
Check
Dexterity
Disable
11
OR
Strength
Melee
13
Powers
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.

Jirelle The Pirate Queen |

Jirelle steers the Crusty Crab to the fog bank as she is well equipped for both foes and barriers to our rightful plunder! Malcolm your character may tag along I believe
Arrgh! The Crusty Crab is Taking on Water, I will recharge Gustav the Burglar to get past it
Bailing water: 1d10 + 1d6 + 0 - 0 ⇒ (6) + (6) + 0 - 0 = 12

Koren, Defender of Innocents |

Turn 6: Koren
Blessings Deck: Blessing of Milani
Location: Sea Caves
First: Fortitude check for being at the caves:
Dice Check: 1d6 + 2 ⇒ (4) + 2 = 6
No burying required.
Next, I encounter a Crab Swarm.
Combat 8; Have to defeat twice.
First combat with the Heavy Pick:
Dice Check: 1d8 + 1d6 + 2 ⇒ (4) + (2) + 2 = 8
Just defeated it the first time.
Second combat with the Heavy Pick:
Dice Check: 1d8 + 1d6 + 2 ⇒ (1) + (5) + 2 = 8
And sent that Crab Swarm back to the sea.
I discard the Blessing of Sarenrae to explore again.

Koren, Defender of Innocents |

Turn 6c: Koren
Location: Sea Caves
Next encounter is Blessing of Abadar; Dexterity/Disable 6 or Divine 5 to acquire.
I'll use my Divine skill:
Dice Check: 1d8 + 3 ⇒ (7) + 3 = 10
and it is acquired.
I'd like to go again so that I don't have to do the Con/Fort check again, but I've used up the three cards that Hawk showed us.
Hand: Heavy Pick, Sagacity, Scale Mail, Magic Leather Armor, BofAbadar
Deck: 7 Discard: 5 Buried: 0
Note: Sagacity +3 Wisdom to anyoneLocation: Sea Caves
Having said that, Vika, if you want to go instead of us waiting for Hawk, I'm fine with that.

jduteau |

jduteau wrote:He defeated the Illusionary Wall.Malcolm_Reynolds wrote:Next card is a Buckler, which I will put on the bottomHow does Ezren look at the next card here? Rocky Cliff allows you to look at the top card at the start of your turn.
Ah, cool. Hiding behind the Illusory Wall was a plain buckler. Silly buckler!