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Alase Turn 1
Thought I was at the Riptide cove. Wooo... Bug, Alase is showing at both Riptide Cove and Fog Bank :-)
Start of turn - Blessing of Sivanah
For some reason, Alase comes to in the Fog bank.
"This is nuts. I want to hunt that Pirate ship back in the Riptide Cove."
moves back to Riptide Cove
Free explore - finds Pirate Hunting - Random Ship = Truewind (Card 2 in stack. Card 1 - Mercenary was defeated last turn.
(Ship B) Class 1
To defeat: Intelligence/Knowledge 8 OR Wisdom/Survival 6
When encountered: You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
Sailing back to the Cove, Alase steers deftly, sneaking up on the Priate Ship.
wisdom + Discard Blessing Of The Gods 2d8 - Recharges blessing due to TonbarseWisdom 6: 2d8 ⇒ (6, 1) = 7
Success!! We have our first ship :-)
The party quickly storms the Turewind and takes charge. Turns out most of the crew we ashore for some reason.
Feeling the need to start exploring faster. Discards Lookout to explore. Finds Sea Drake!
[Quote = Sea Drake] Monster B Traits: Dragon, Aquatic
To Defeat: Combat 14
The Sea Drake is immune to the Electricity trait_
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check_ Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage_
After you act, the Sea Drake deals 1 Structural damage to your ship
"Ohh boy!!! That is way to big for us to handle!! Charge!!! That a way!!!." Points in the opposite direction to the Sea Drake
Cast Invisibility, recharge dc 8. Auto evade the Sea Drake!
Recharge Arcane 8: 1d10 + 2 ⇒ (8) + 2 = 10
Success. recharged Invisibility
End of turn. Draw up Eloquence, Blessing of the Gods 2, Blessing of the Spy 2. Amulet of Life will be discarded to the Structural damage on Grazzles turn
Sea Drake evaded and Riptide cove needs to be reshuffled.
Hand: Eloquence, Black Spot, Amulet of Life, Blessing of the Ancients, Blessing of the Spy 2, Blessing of the Gods 2,
Displayed: Gambeson, Tonbarse, Clockwork Spy, , , ,
Deck: 7 Discard: 1 Buried: 0
Notes: If you are at Tonbarse's location you can recharge a card or I can give you a card on encountering a bane. Feel free to use Blackspot - reduces a check to defeat a monster by 2 if you need support. Two blessings available for support
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Perception: Wisdom +2
- Survival: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2
Favored Card: Spell or Blessing
Hand Size: 6 [ ] 7
Proficient With: Light Armors
POWERS:
After you play a spell that has the attack trait, bury it.
At the start or end of your turn, you may examine the top card of the chohort Tonbarse's location, then ([ ] you may) shuffle that deck, then draw Tonbarse.
When you play a blessing ([ ] or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it ([ ] or shuffle it into your deck) instead of discarding it.
Cohort Power:
While displayed, for your combat check use 1d10 +3 and the Melee trait.

wkover - Grazzle |

Turn over Blessing of Cayden Cailean.
Our ship blunders into a sharp wind and scrapes along the sides of a squeezing glacial crevasse. Alase discards Amulet to prevent structural damage.
Not wanting to repeat that spiteful event, Grazzle follows the mist into murkier, moister surroundings - which are exactly to his taste. He wanders into the fog... Moves to fog bank
Grazzle winces. A Bilge Spider Swarm? He's heard tales of these beasts, and how they disguise themselves as Giant Moray Eels.
Grazzle raises himself to his full height - impressive when bolstered with his tail - and sends a mystic snake to chase down the fiends. Grazzle aims the predator with a Black Spot (10-2=8) to provide better targeting.
Combat 8: 1d8 + 2d4 + 3 ⇒ (6) + (3, 1) + 3 = 13 Viper Strike + Alase's Black Spot
Relief. Ground into green paste, they won't return again.
Swarm defeated and banished. Had to get at least 12 (4 more than 8), or would have been reshuffled back in. Got 13! Viper Strike auto-recharges.
Hand reset:
Hand: Hide Armor, Inflict, Heavy Pick, Astrolabe, B. of the Spellbound 3 (UM), B. of Milani,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Astrolabe available for any check by people on a ship (1d4 or 1d8 if top discarded blessing is BoG). Milani (2 dice to non-com dex/wis) can be used to close Scar Bay, or for other key checks. B. of Spellbound recharges if check invokes arcane or divine.
Sideboard cards:
Dexterity d6 [ ]+1
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1 [ ]+2
Wisdom d10 []+1 []+2 [ ]+3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 []+1 []+2 []+3 []+4
Divine: Charisma +3
Favored Card Type: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armor
Powers:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck.
The total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards that you discarded.
[ ] Add 2 to your check that invokes the Attack trait.

The Red Raven - Matsu Kurisu |

Start of Turn - Blessing of the Gods
Oops, I can't read :-( Aric was correctly at the Fog Bank and Alase at the Riptide Cove
"Good to have you aboard Grazzle, let's see what we can find." said the elusive masked man.
He continues navigating the ship through the fog.
Finds a Giant Frog. Random person has to encounter. Odds is The Red Raven, Evens is Grazzle
Random Person selector: 1d6 ⇒ 1
Odds. The Red Raven
A large Frog leaps Grazzle, however it is intercepted by the masked man.
"Stay away from our healer!!"
Odds. The Red Raven
Reveal Kama - Finesse 1d10 + 3 +1d6
Combat 9: 1d10 + 3 + 1d6 ⇒ (3) + 3 + (3) = 9
Discard Blessing of the Gods. Finds a Marine Combat 9
Reveal + Discard Haki Stick - Finesse 1d10 + 3 +1d4 +1d6
Combat 9: 1d10 + 3 + 1d4 + 1d6 ⇒ (1) + 3 + (2) + (4) = 10
Success. The Red Raven defeats the Marine
End of Turn. Saves blessing for support. Draws Conch shell, Mask of the Red Raven.
Hand: Mask of the Red Raven, Kama, Stalking Armor, Conch shell, , ,
Displayed: Clockwork Spy, Gambeson, , , , ,
Deck: 7 Discard: 3 Buried: 0
Notes: Blessing of the Gods available to support important checks e.g valuable card or set up closing etc
Kit: Elemental Ascetic, Blessing of the Gods 2, Punching Dagger
Dexterity d10 +0
Constitution d6 +0
Intelligence d8 +0
Wisdom d8 +0
Charisma d4 +0
- Perception: Wisdom +2
- Acrobatics: Dexterity +2
- Stealth: Dexterity +2
- Finessee => Melee: Dexterity +3
Favored Card: None
Hand Size: 4
Proficient With: Light Armor, Weapons
POWERS:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] if it is a monster, you may encounter it.)

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Plunder from defeated ship: 1d6 ⇒ 3 -> Armor

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During This Adventure:
During This Scenario: When you encounter the henchman Pirate Shade Haunt, display it next to a random character at your location.
Additional Rules: The Adventure Deck number is 1.
1-Weapon
2-Spell
3-Armor
4-Item
5-Ally
6-Your choice of above
Party's Ship:
Class 0
To Defeat: Wisdom 5 OR Perception 7
When Encountered: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
Villain:
Villain 1
Type: Monster
Traits: Undead Ghast
Owner:
To Defeat: Combat 11 THEN Combat 13
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_
[/i]
Henchmen:
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
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_
Needed to close locations:
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded_ If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck_ If defeated, you may immediately attempt to close the location this henchman came from_
Turn: 13, Oloch/TColMaster
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
[i]Blessings Remaining: 17
Blessings Deck
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Milani
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check_
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_
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength 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_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
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 villain or henchman_
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_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to close a location_
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_
Blessing of Milani
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check_
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_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
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_
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: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/MatsuKurisu, Grazzle/wkover, None
Barrier 1
Traits:
Obstacle
Aquatic
Veteran
To Defeat:
Intelligence
Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, your ship is repaired_ If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card_
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None
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_
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
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 checks against it_ Banish this card and shuffle the remaining cards into the location deck_
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: 1 ?: 1
Located/Displayed Here: None
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck_ While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck_
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_
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand_
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ Add another 1d4 if you are on a ship_ If you fail this check, you may discard this card to ignore the result and reroll the dice_ You must take the second result_
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
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 checks against it_ Banish this card and shuffle the remaining cards into the location deck_
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
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 villain or henchman_
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_
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
Spell B
Traits:
Magic
Divine
Elite To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check_
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_
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None
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_
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: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Oloch/TColMaster, None
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None
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_
Item B
Traits:
Tool To Acquire:
Wisdom
Survival 8
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_
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
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_
Ally B
Traits:
Human
Aristocrat
Pirate To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7
Bury this card to succeed at your check to defeat a barrier that has the Task trait_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
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, add 1d4 to it_
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8
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_
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
Located/Displayed Here: None
Barrier B
Traits:
Cache
Basic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6
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_
Item B
Traits:
Object
Magic To Acquire:
Intelligence 7
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check_
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
Each character at this location encounters this barrier_ Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage_ If any character defeats the barrier, it is defeated_
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None
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_
Spell B
Traits:
Magic
Divine
Attack
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 1d6_
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it_
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11
The Swamp Ghoul is immune to the Mental and Poison traits_
If undefeated, bury the top card of your deck; then reset your hand and end your turn_
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any_
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards_
After you act, stash a number of plunder cards equal to your hand size_
Armor B
Traits:
Shield
Firearm
Basic To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor_
Recharge this card to reduce Combat damage dealt to you by 2_ If you are proficient with light armors, you may play another armor on this check_
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck_
Weapon 1
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck_
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley 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: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Alase/MatsuKurisu, Tonbarse
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it_
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one_
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Discard this card to add 1d8 to your Craft check_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14
The Sea Drake is immune to the Electricity trait_
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check_ Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage_
After you act, the Sea Drake deals 1 Structural damage to your ship_
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4_
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13
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_
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
Located/Displayed Here: None
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
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_
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6_ While displayed, damage dealt by that monster is reduced by 1_ At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check_ If you succeed, recharge this card; if you fail, discard it_
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits_
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3_
The pile of bones suddenly stirs, rising up to take on a human shape_ Its long, bony fingers reach out to claw at the living_
Barrier B
Traits:
Task
Pirate
To Defeat:
None
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:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead_
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Intelligence or Charisma 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_
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None
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_
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage_
If undefeated, reset your hand and end your turn_

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Divine 8: 2d8 + 2 - 1 ⇒ (7, 4) + 2 - 1 = 12
Beset by a HAUNT, Oloch is none the less able to conclude that, at least for him, there is nothing more to be gained at this location.
Discovered HAUNT, attempted to CLOSE the location (Closed) - used Alaise Blessing of the Gods.
Found 2 monsters remaining in location deck, dealt 2 damage. Use Chain Mail (recharge) to reduce damage to 0.
Draw 1 card, end turn.
Hand: Bastard Sword, Divine Favor, Longsword, Magic Weapon,
Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Haunts: 1
Sideboard cards:
Melee: STR +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d10 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +2
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size 64
Proficient with: Light, Heavy, Weapons
Powers:
<Power 1> When another character at your locan would fail to defeat a monster, that character may discard a card to evade that monster, then you enounter it.
<Power 2>When you attempt a check, you may display any number of blessings and spells; for each card displayed add 1 [ ]2 to your check. Before you reset your hand, recharge the displayed cards. [ ] You may reset your hand at the start of your turn.
<Power 3>[ ] You may recharge a blessing or a spell to add 1d4 [ ] +1 and the magic trait to a check by a character at your location to defeat a monster.
<Power 4>
<Power 5>

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Recharged Blessing of Ancients used on Oloch's turn as his blessing was basic
Start of Turn - Blessing of the Gods
"Now lets see what we can find here." says Alase
Tonbarse barks wildly looking over Alases shoulder as a large Constrictor Snake looms!!
Free explore. Finds a Constrictor Snake 11. Use Tonbarse melee + recharge Blessing of the Gods
Constrictor Snake Combat 11: 2d10 + 3 ⇒ (9, 7) + 3 = 19
Success!
Recharge Blessing of the Spy explore as it will add 1 dice on the check at Tonbarse's location. Finds a Carver - Charisma 6.
Ally - Carver - Charisma 6: 2d10 ⇒ (3, 9) = 12
Success!
End of Turn. Draws Detect Magic, Blessing of the Spy 1, Scrying Mirror, Enchanted Fang.
Hand: Eloquence, Carver, Detect Magic, Blessing of the Spy 1, Scrying Mirror, Enchanted Fang,
Displayed: Gambeson, Tonbarse, Clockwork Spy, , , ,
Deck: 7 Discard: 2 Buried: 0
Notes: If you are at Tonbarse's location you can recharge a card or I can give you a card on encountering a bane. No other support available
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Perception: Wisdom +2
- Survival: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2
Favored Card: Spell or Blessing
Hand Size: 6 [ ] 7
Proficient With: Light Armors
POWERS:
After you play a spell that has the attack trait, bury it.
At the start or end of your turn, you may examine the top card of the chohort Tonbarse's location, then ([ ] you may) shuffle that deck, then draw Tonbarse.
When you play a blessing ([ ] or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it ([ ] or shuffle it into your deck) instead of discarding it.
Cohort Power:
While displayed, for your combat check use 1d10 +3 and the Melee trait.

wkover - Grazzle |

Grazzle raises his eyebrows (if he has any). Is the fog starting to lift?
Turn over blessing of Milani and steer into the dissipating droplets
We've gone in circles in the fog and are on course to ram the upshot glacier! "Steer clear, captain!" Hull Damage barrier. Recharge Milani - matches top blessing - to add 2d10.
Craft 7 to Defeat Hull Damage: 3d10 + 1 ⇒ (8, 7, 1) + 1 = 17
Whew. Eyebrows lowered.
Discard Spellbound to explore again. Haunt encountered! Goes to Random character: 1 or 2 is Aric, 3 or 4 is Grazzle.
Random roll for Haunt: 1d4 ⇒ 2
Aric gets the haunt. Sorry! Grazzle recharges hand to close location, then resets. Fog Bank closed!
Hand: Cure (UM), B. of the Spellbound 2 (UM), B. of the Spellbound 1 (UM), Clockwork Butterfly, BoG, Frigid Blast,
Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Wow, lots of Blessings. Feel free to use one.
Sideboard cards:
Dexterity d6 [ ]+1
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1 [ ]+2
Wisdom d10 []+1 []+2 [ ]+3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 []+1 []+2 []+3 []+4
Divine: Charisma +3
Favored Card Type: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armor
Powers:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck.
The total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards that you discarded.
[ ] Add 2 to your check that invokes the Attack trait.

Aric - Matsu Kurisu |

The Red Raven - Start of Turn - Blessing = 21 - Gorum
At the start of the morning, Aric ables out the cabin, sleepily adjusting his clothing. "Anything exciting been happening?"
Swap to Aric. Exchange Conch shell with Blessing of the Gods 2
"Lets see what is in the Rocky Cliffs..."
Moves to Rocky Cliffs. Free Explore finds a Treasure Map barrier
"Ohhh, a map! I wonder if it leads to treasure?"
Knowledge 6: 1d8 + 2 ⇒ (6) + 2 = 8
Success! Examine next card = Sapphire of Intelligence. Adds to hand
With a deft slight of hand, Aric swipes a gem from behind a rock on the cliff face and slides it into his belt pouch.
"I wonder what I can find next"
Discards Blessing of the Gods to explore = Barroom Brawl
Mysteriously, Aric appears in a crowded bar, stumbling into the back of on of the Patron's spilling his drink!
"Grrrr!!! My drink!" shouted the drunken Orc as he wildly swung fist ham sized fist around.
Recharge Saphire of Intelligence to use Intelligence Dice. Grazzle uses B. of the Spellbound 1
Strength 5+1+1: 2d8 ⇒ (6, 7) = 13
"It wasn't me, it was that guy" points Aric quickly as he ducks out of the bar.
Bar Room Brawl defeated
End of turn. Draws up Kami Medium, Planchette, Rapier.
Hand: Mask of the Red Raven, Kama, Stalking Armor, Kami Medium, Rapier, Planchette,
Displayed: Clockwork Spy, Gambeson, Pirate Shade Haunt +1DC, , , ,
Deck: 5 Discard: 4 Buried: 0
Notes:
Kit: Elemental Ascetic, Conch shell, Punching Dagger
Dexterity d4 +0
Constitution d6 +0
Intelligence d8 +0
Wisdom d8 +0
Charisma d10 +0
- Perception: Wisdom +2
- Knowledge: Intelligence +2
- Diplomacy: Charisma +3
Favored Card: None
Hand Size: 6
Proficient With:
POWERS:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with The Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon you may examine the top card of your location deck.

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Start of Turn - 20- Blessing of the Gods
Alase continues exploring Riptide Cove. She is sure the Villian is here somewhere!
Free explore = Sea Drake
The Sea Drake returns, bursts of lightning shooting from it!
BYA Dexterity 6: 1d6 ⇒ 2
Electricity Damage: 1d4 ⇒ 3
Failed. Gambeson burried to reduce electricity damage to 0
Alase's armor takes the brunt of the lightning, falling off her.
"No you have done it! You messed up my clothes" shouted an angry, disheveled Alase. The clock work spy leaps onto the back of the Drake.
Eloquence +3 CHA=> Arcane, Tonbarse Melee =Arcane 1d10+3,Banish Clockwork Spy 1d6, Grazzle recharges B. of the Spellbound 2. Recharge is due to Tonbarse giving Arcane
While displayed, for your combat check at that location, you may use your Arcane Skill plus the scenario's adventure deck number and add the Melee trait.
Sea Drake Combat 14: 3 + 1d10 + 3 + 1d6 + 1d10 ⇒ 3 + (4) + 3 + (2) + (2) = 14
Success!Only just. More App dice rolls :-)The Sea Drake falls back into the sea defeated, creating a huge wave that slams against the side of the ship. Alase's mirror falls into the ocean!
After you act, the Sea Drake deals 1 Structural damage to your ship. Alase discards Scrying Mirror to reduce to 0
"Thanks Tonbarse, what would I do with out you!" Alase ruffles his fur.
Play Detect Magic. Find a Mace. Puts it back on top of the deck.[/occ]
Recharge 4: 1d10 + 2 + 3 ⇒ (6) + 2 + 3 = 11
"Well that is rubbish. Why couldn't it have been a magic scepter or something."
She sends the Carver off to pick up the mace
[ooc]Discard Carver to explore. Find Mace
Strength 4: 1d6 ⇒ 1
Falied
The Carver chortles as he runs off inland clutching the mace!
"Grrr, can never trust the hired help. Well this is either the Villian or a henchman"
Recharge Blessing of the Spy 1 to explore last card.
And it is the Villain!!!
Using Tobarse power to recharge Enchanted Fang. Now empty hand in case I loose the combats
BYA Con 8. Constitution 1d6 + B. of the Spy +1d6
BYA Con 8: 2d6 ⇒ (2, 4) = 6
Ouch Failed! Now Combat 14 THEN Combat 16. This will be tough. I am tempted to fail, as I have an empty hand and due to card text, the Villain would stay here and he is the only card :-)
...If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn
TURN PAUSED Guys, you need to do temp close checks

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For future reference, Before You Act happens AFTER any temp-closes during a villain encounter. Not a big deal, though.
Only Aric has the option for a temp-close. I'll go ahead and post an update right below this so you can see the state of the board easier. Still Alase's turn dealing with the villain, though.

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During This Adventure:
During This Scenario: When you encounter the henchman Pirate Shade Haunt, display it next to a random character at your location.
Additional Rules: The Adventure Deck number is 1.
1-Weapon
2-Spell
3-Armor
4-Item
5-Ally
6-Your choice of above
Party's Ship:
Class 0
To Defeat: Wisdom 5 OR Perception 7
When Encountered: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
Villain:
Villain 1
Type: Monster
Traits: Undead Ghast
Owner:
To Defeat: Combat 11 THEN Combat 13
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_
[/i]
Henchmen:
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
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_
Needed to close locations:
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded_ If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck_ If defeated, you may immediately attempt to close the location this henchman came from_
Turn: 18, Aric/MatsuKurisu
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
[i]Blessings Remaining: 12
Blessings Deck
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
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 villain or henchman_
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_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to close a location_
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_
Blessing of Milani
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check_
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_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
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_
Fog Bank
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/wkover,
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: 1 ?: 1
Located/Displayed Here: None
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck_ While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck_
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_
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand_
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ Add another 1d4 if you are on a ship_ If you fail this check, you may discard this card to ignore the result and reroll the dice_ You must take the second result_
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
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 checks against it_ Banish this card and shuffle the remaining cards into the location deck_
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
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 villain or henchman_
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_
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
Spell B
Traits:
Magic
Divine
Elite To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check_
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_
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None
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_
Scar Bay
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Oloch/TColMaster, Pirate Shade haunt (Oloch)
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: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/MatsuKurisu, Pirate Shade Haunt (Aric)
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None
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_
Spell B
Traits:
Magic
Divine
Attack
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 1d6_
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it_
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11
The Swamp Ghoul is immune to the Mental and Poison traits_
If undefeated, bury the top card of your deck; then reset your hand and end your turn_
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any_
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards_
After you act, stash a number of plunder cards equal to your hand size_
Armor B
Traits:
Shield
Firearm
Basic To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor_
Recharge this card to reduce Combat damage dealt to you by 2_ If you are proficient with light armors, you may play another armor on this check_
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck_
Weapon 1
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck_
Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alase/MatsuKurisu, Tonbarse
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13
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_
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
Located/Displayed Here: None
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
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_
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6_ While displayed, damage dealt by that monster is reduced by 1_ At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check_ If you succeed, recharge this card; if you fail, discard it_
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits_
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3_
The pile of bones suddenly stirs, rising up to take on a human shape_ Its long, bony fingers reach out to claw at the living_
Barrier B
Traits:
Task
Pirate
To Defeat:
None
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:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead_
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Intelligence or Charisma 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_
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None
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_
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage_
If undefeated, reset your hand and end your turn_

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During This Adventure:
During This Scenario: When you encounter the henchman Pirate Shade Haunt, display it next to a random character at your location.
Additional Rules: The Adventure Deck number is 1.
1-Weapon
2-Spell
3-Armor
4-Item
5-Ally
6-Your choice of above
Party's Ship:
Class 0
To Defeat: Wisdom 5 OR Perception 7
When Encountered: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
Villain:
Villain 1
Type: Monster
Traits: Undead Ghast
Owner:
To Defeat: Combat 11 THEN Combat 13
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_
[/i]
Henchmen:
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
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_
Needed to close locations:
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded_ If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck_ If defeated, you may immediately attempt to close the location this henchman came from_
Turn: 18, Aric/MatsuKurisu
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
[i]Blessings Remaining: 13
Blessings Deck
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
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 villain or henchman_
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_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Milani
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check_
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_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
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_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to close a location_
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_
Blessing of Abadar
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_
Fog Bank
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/wkover,
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: 1 ?: 1
Located/Displayed Here: None
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck_ While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck_
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_
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand_
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ Add another 1d4 if you are on a ship_ If you fail this check, you may discard this card to ignore the result and reroll the dice_ You must take the second result_
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
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 checks against it_ Banish this card and shuffle the remaining cards into the location deck_
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
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 villain or henchman_
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_
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
Spell B
Traits:
Magic
Divine
Elite To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check_
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_
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None
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_
Scar Bay
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Oloch/TColMaster, Pirate Shade haunt (Oloch)
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: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/MatsuKurisu, Pirate Shade Haunt (Aric)
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None
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_
Spell B
Traits:
Magic
Divine
Attack
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 1d6_
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it_
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11
The Swamp Ghoul is immune to the Mental and Poison traits_
If undefeated, bury the top card of your deck; then reset your hand and end your turn_
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any_
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards_
After you act, stash a number of plunder cards equal to your hand size_
Armor B
Traits:
Shield
Firearm
Basic To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor_
Recharge this card to reduce Combat damage dealt to you by 2_ If you are proficient with light armors, you may play another armor on this check_
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck_
Weapon 1
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck_
Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alase/MatsuKurisu, Tonbarse
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13
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_
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
Located/Displayed Here: None
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
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_
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6_ While displayed, damage dealt by that monster is reduced by 1_ At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check_ If you succeed, recharge this card; if you fail, discard it_
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits_
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3_
The pile of bones suddenly stirs, rising up to take on a human shape_ Its long, bony fingers reach out to claw at the living_
Barrier B
Traits:
Task
Pirate
To Defeat:
None
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:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead_
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Intelligence or Charisma 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_
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None
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_
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage_
If undefeated, reset your hand and end your turn_
Had flipped over one too many blessings, which is now fixed.

wkover - Grazzle |

Hand update based on Alase's turns: (one blessing discarded, one blessing recharged)
Hand: Cure (UM), BoG, Frigid Blast, Clockwork Butterfly,
Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes:
Sideboard cards:
Dexterity d6 [ ]+1
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1 [ ]+2
Wisdom d10 []+1 []+2 [ ]+3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 []+1 []+2 []+3 []+4
Divine: Charisma +3
Favored Card Type: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armor
Powers:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck.
The total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards that you discarded.
[ ] Add 2 to your check that invokes the Attack trait.

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Completing Alase's turn. Fighting Arron Ivy
Eloquence Displayed +3, Tonbarse 1d10+3, Blessing of the Spy +1d10. No damage due to empty hand.
Check 1: Combat 14: 3 + 1d10 + 3 + 1d10 ⇒ 3 + (9) + 3 + (1) = 16
Using Strength to guarantee fail
Check 2: Combat 16: 2d6 ⇒ (1, 4) = 5
Arron Ivy beats the hell out of the witch then saunters back into Riptide Cove.
End of Turn. Draw up Magic Leather Armor, Blessing of the Gods 1, Invisibility, Black Spot, Blessing of the Ancients, Blessing of the Gods 2
Hand: Magic Leather Armor, Blessing of the Gods 1, Invisibility, Black Spot, Blessing of the Ancients, Blessing of the Gods 2,
Displayed: Eloquence, Tonbarse, , , , ,
Deck: 4 Discard: 4 Buried: 1
Notes: 3 Blessings. Can support a close check and one each on the two combat checks vs the Villain
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Perception: Wisdom +2
- Survival: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2
Favored Card: Spell or Blessing
Hand Size: 6 [ ] 7
Proficient With: Light Armors
POWERS:
After you play a spell that has the attack trait, bury it.
At the start or end of your turn, you may examine the top card of the chohort Tonbarse's location, then ([ ] you may) shuffle that deck, then draw Tonbarse.
When you play a blessing ([ ] or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it ([ ] or shuffle it into your deck) instead of discarding it.
Cohort Power:
While displayed, for your combat check use 1d10 +3 and the Melee trait.

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During This Adventure:
During This Scenario: When you encounter the henchman Pirate Shade Haunt, display it next to a random character at your location.
Additional Rules: The Adventure Deck number is 1.
1-Weapon
2-Spell
3-Armor
4-Item
5-Ally
6-Your choice of above
Party's Ship:
Class 0
To Defeat: Wisdom 5 OR Perception 7
When Encountered: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
Villain:
Villain 1
Type: Monster
Traits: Undead Ghast
Owner:
To Defeat: Combat 11 THEN Combat 13
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_
Henchmen:
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
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_
Needed to close locations:
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded_ If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck_ If defeated, you may immediately attempt to close the location this henchman came from_
Turn: 19, Oloch/TColMaster
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
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 villain or henchman_
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_
Blessings Remaining: 12
Blessings Deck
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Milani
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check_
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_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
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_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to close a location_
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_
Blessing of Abadar
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_
Fog Bank
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/wkover,
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: 1 ?: 1
Located/Displayed Here: None
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck_ While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck_
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_
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand_
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ Add another 1d4 if you are on a ship_ If you fail this check, you may discard this card to ignore the result and reroll the dice_ You must take the second result_
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
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 checks against it_ Banish this card and shuffle the remaining cards into the location deck_
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
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 villain or henchman_
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_
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
Spell B
Traits:
Magic
Divine
Elite To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check_
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_
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None
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_
Scar Bay
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Oloch/TColMaster, Pirate Shade haunt (Oloch)
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: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/MatsuKurisu, Pirate Shade Haunt (Aric)
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None
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_
Spell B
Traits:
Magic
Divine
Attack
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 1d6_
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it_
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11
The Swamp Ghoul is immune to the Mental and Poison traits_
If undefeated, bury the top card of your deck; then reset your hand and end your turn_
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any_
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards_
After you act, stash a number of plunder cards equal to your hand size_
Armor B
Traits:
Shield
Firearm
Basic To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor_
Recharge this card to reduce Combat damage dealt to you by 2_ If you are proficient with light armors, you may play another armor on this check_
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck_
Weapon 1
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck_
Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alase/MatsuKurisu, Tonbarse
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13
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_
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
Located/Displayed Here: None
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_
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_
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6_ While displayed, damage dealt by that monster is reduced by 1_ At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check_ If you succeed, recharge this card; if you fail, discard it_
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits_
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3_
The pile of bones suddenly stirs, rising up to take on a human shape_ Its long, bony fingers reach out to claw at the living_
Barrier B
Traits:
Task
Pirate
To Defeat:
None
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:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead_
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Intelligence or Charisma 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_
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None
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_
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage_
If undefeated, reset your hand and end your turn_

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Just a friendly reminder that this is my last post until Monday morning sometime. Feel free to proxy/run my guy if you feel the need to do so.
Oloch heads over to the Sea Caves to see what he can see to help out the group. On the way there he runs into a Deckhand.
Show from hand Divine Favor and Magic Weapon, adding +2 to the check. - Power #2
CHA 7: 1d4 + 2 ⇒ (4) + 2 = 6
Unfortunately, Oloch wasn't able to convince him to join in the recon of the Sea Caves.
Hand: Bastard Sword, Greatsword, Longsword, Blessing of the Gods 3,
Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Haunts: 1
Sideboard cards:
Melee: STR +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d10 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +2
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size 64
Proficient with: Light, Heavy, Weapons
Powers:
<Power 1> When another character at your locan would fail to defeat a monster, that character may discard a card to evade that monster, then you enounter it.
<Power 2>When you attempt a check, you may display any number of blessings and spells; for each card displayed add 1 [ ]2 to your check. Before you reset your hand, recharge the displayed cards. [ ] You may reset your hand at the start of your turn.
<Power 3>[ ] You may recharge a blessing or a spell to add 1d4 [ ] +1 and the magic trait to a check by a character at your location to defeat a monster.
<Power 4>
<Power 5>

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During This Adventure:
During This Scenario: When you encounter the henchman Pirate Shade Haunt, display it next to a random character at your location.
Additional Rules: The Adventure Deck number is 1.
1-Weapon
2-Spell
3-Armor
4-Item
5-Ally
6-Your choice of above
Party's Ship:
Class 0
To Defeat: Wisdom 5 OR Perception 7
When Encountered: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
Villain:
Villain 1
Type: Monster
Traits: Undead Ghast
Owner:
To Defeat: Combat 11 THEN Combat 13
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_
Henchmen:
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
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_
Needed to close locations:
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded_ If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck_ If defeated, you may immediately attempt to close the location this henchman came from_
Turn: 20, Grazzle/wkover
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessings Remaining: 11
Blessings Deck
Blessing of Milani
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check_
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_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
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_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to close a location_
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_
Blessing of Abadar
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_
Fog Bank
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/wkover,
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: 1 ?: 1
Located/Displayed Here: None
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck_ While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck_
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_
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand_
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ Add another 1d4 if you are on a ship_ If you fail this check, you may discard this card to ignore the result and reroll the dice_ You must take the second result_
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
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 checks against it_ Banish this card and shuffle the remaining cards into the location deck_
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
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 villain or henchman_
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_
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
Spell B
Traits:
Magic
Divine
Elite To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check_
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_
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None
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_
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Pirate Shade haunt (Oloch)
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: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/MatsuKurisu, Pirate Shade Haunt (Aric)
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None
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_
Spell B
Traits:
Magic
Divine
Attack
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 1d6_
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it_
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11
The Swamp Ghoul is immune to the Mental and Poison traits_
If undefeated, bury the top card of your deck; then reset your hand and end your turn_
Barrier P
Traits:
Skirmish
Goblin
Pirate
Veteran
To Defeat:
Constitution
Fortitude 5
OR Wisdom
Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any_
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards_
After you act, stash a number of plunder cards equal to your hand size_
Armor B
Traits:
Shield
Firearm
Basic To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor_
Recharge this card to reduce Combat damage dealt to you by 2_ If you are proficient with light armors, you may play another armor on this check_
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck_
Weapon 1
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck_
Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alase/MatsuKurisu, Tonbarse
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13
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_
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: 0 Bl: 2 ?: 1
Located/Displayed Here: Oloch/TColMaster, None
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_
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6_ While displayed, damage dealt by that monster is reduced by 1_ At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check_ If you succeed, recharge this card; if you fail, discard it_
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits_
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3_
The pile of bones suddenly stirs, rising up to take on a human shape_ Its long, bony fingers reach out to claw at the living_
Barrier B
Traits:
Task
Pirate
To Defeat:
None
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:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead_
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Intelligence or Charisma 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_
Henchman B
Type: Monster
Traits:
Undead
Pirate
To Defeat:
None
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_
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage_
If undefeated, reset your hand and end your turn_

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If we slow down over the weekend from people being out of town, no problem at all! I also won't be updating as often over weekends, as weekends are usually family time. :)

wkover - Grazzle |

Grazzle senses an immediate need for recovery. He prepares a broth and has each party member drink deeply. Their health is much improved, though it's tough to overlook the eyes and toes suspended in the bowl. Human? That's unclear.
Start of turn, Grazzle discards 3 cards off the top of his deck: Blessing of Spellbound, Fireblade, Cure. The party (not including Grazzle) heals 6 cards total. How about 1 for Oloch and 5 to split between Aric and Alase?
Grazzle has expelled the Haunt from the Fog Bank, so he travels to the Rocky Cliff.
I don't have any armor, and we're preparing for the final battle. So I'm not exploring this turn. Instead, I'm Curing myself, discarding my non-blessing cards, and resetting my hand.
Self healing from Cure: 1d4 + 1 ⇒ (2) + 1 = 3 [Cure auto-recharges afterwards]
Healed cards: B of Spellbound 3, B of Spellbound 2, Fireblade
Before resetting, Grazzle discards all non-blessings. Reset hand:
Hand: Inflict, BoG, Scrying Mirror, Astrolabe, Cure (Oloch's), Hide Armor,
Displayed:
Deck: 6 Discard: 5 Buried: 0
Notes:
Sideboard cards:
Dexterity d6 [ ]+1
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1 [ ]+2
Wisdom d10 []+1 []+2 [ ]+3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 []+1 []+2 []+3 []+4
Divine: Charisma +3
Favored Card Type: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armor
Powers:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck.
The total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards that you discarded.
[ ] Add 2 to your check that invokes the Attack trait.
Ugh. That didn't work out. Didn't draw any blessings at all! I do have the Astrolabe, though, which the active player can use for 1d4 (1d8 if top discarded blessing is BoG). And I do have my BoG from before.
At the start of the next player's turn, I might as well Cure myself with my freshly drawn Cure. I'll do that now in case something crazy happens. Don't want to die in the first game!
Self healing with Cure: 1d4 + 1 ⇒ (4) + 1 = 5 [Cure auto-recharges]
Wow, fully healed. After the heal:
Hand: Inflict, BoG, Scrying Mirror, Astrolabe, Hide Armor,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Astrolabe available for anyone on ship (1d4 or 1d8 if top discarded blessing is BoG); also my original BoG. Let's kill the villain and win! :-)
Sideboard cards:
Dexterity d6 [ ]+1
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1 [ ]+2
Wisdom d10 []+1 []+2 [ ]+3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 []+1 []+2 []+3 []+4
Divine: Charisma +3
Favored Card Type: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armor
Powers:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck.
The total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards that you discarded.
[ ] Add 2 to your check that invokes the Attack trait.

The Red Raven - Matsu Kurisu |

The Red Raven - Start of Turn - Blessing = 21 - Blessing of Milani
Aric directs the crew towards the Raker Shoals and the retires to the Captains Cabin. The Red Raven comes out.
Move to Raker Shoals. Change to Red Raven. Switch Mask of the Red Raven into Kit with Elemental Ascetic. Does free explore - Drowning Spikes Trap
No point in wasting resources
Dexterity 7: 1d10 ⇒ 8
Success! Barrier is defeated. Opps forgot the -1 from the haunt. = 7. Still succeeds.
The Red Raven deftly avoids the spiked trap.
He directs the Elemental Ascetic to look over in the other side of the reef.
The Elemental Ascetic returns with a strange bottle.
Discard Elemental Ascetic to explore. Find Healing potion
Int 5: 1d8 ⇒ 1
Failure
The Red Raven looks at the bottle. "Doesn't look drinkable." and throws it back into the water.
He than tasks the Kami Medium to look over in another area. The Ally returns with a rusty locker
Discard Kami Medium to explore. Finds Trapped Locker. OK, won't kill me if I fail :-)
Dexterity 9: 1d10 ⇒ 4
Fail
The Red Raven bends over the locker and trys to open it. "Ouch! I don't feel so good. as a discoloured needle shoots out of the lock striking the Red Raven in the palm.
Bury Deck Damage: 1d4 - 1 ⇒ (1) - 1 = 0
That was a good surprise. 0 Damage. Barrier shuffled back in
"Fooled you!" grinned the Red Raven
He rummages around in his bag and pulls out a funny box like machine.
I always wanted to see what this does. Lets trust the gods"
Boon Type 1=w,2=S,3=Ar,4=Bl: 1d4 ⇒ 4
Random Top card in Location 3-9: 1d6 + 2 ⇒ (3) + 2 = 5
Discards Planchette. Names Blessing. Top card is Ambush. Returned to top of location. Attempt to recharge Planchette
Recharge Perception 6: 1d8 + 2 ⇒ (1) + 2 = 3
The machine whirs and clicks and shows a merky image of a shadowy monster. Then starts smoking.
end of turn. Discard Rapier, Stalking Armor and Kama. Draws Blessing of the Ancients, Psychic Detective, Compass, Lookout
Hand: Blessing of the Ancients, Psychic Detective, Compass, Lookout, , ,
Displayed: Clockwork Spy, Gambeson, Pirate Shade Haunt +1DC, , , ,
Deck: 1 Discard: 10 Buried: 0
Notes: Blessing for the Villain. 3 cards available for structural damage to close
Kit: Mask of the Red Raven, Conch shell, Punching Dagger
Dexterity d10 +0
Constitution d6 +0
Intelligence d8 +0
Wisdom d8 +0
Charisma d4 +0
- Perception: Wisdom +2
- Acrobatics: Dexterity +2
- Stealth: Dexterity +2
- Finessee => Melee: Dexterity +3
Favored Card: None
Hand Size: 4
Proficient With: Light Armor, Weapons
POWERS:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] if it is a monster, you may encounter it.)

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Alase Turn - Blessing of the Gods
After getting the crap beaten out of her by the evil villain, Alase plotted and schemed!
"That is how we can paste this guy! Everybody protect your locations. This guy is going down." she said to group
Free explore. Encounters Arron Ivy (Surprise, surprise :-) )
TURN PAUSED Guys, you need to do temp close checks

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Here's your random Aquatic monster:
Giant Moray Eel
Monster 1
Traits: Animal Aquatic Basic
To Defeat: Combat 10
All damage from the Giant Moray Eel is Electricity damage_ If undefeated, reset your hand and end your turn_

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Alase Turn - Blessing of the Gods
Once Alase had confirmation from the group that all the locations we blocked off, she charged into the despicable Ghast!
BYA Con 8. Constitution 1d6 + Recharge B. of the Ancients +1d6 Grazzle's Astrolabe 1d8
BYA Con 8: 2d6 + 1d8 ⇒ (1, 1) + (7) = 9
Success
Combat 1 = DC11. Tonbarse Arcane Melee 1d10+3, Blessing of the Gods 1 +1d10, Recharge Aric's Blessing of the Ancients +1d10, Grazzle's Blessing of the Gods 2 +1d10
Combat DC11: 1d10 + 3 + 1d10 + 1d10 + 1d10 ⇒ (2) + 3 + (8) + (5) + (9) = 27
Combat 2 = DC14. Tonbarse Arcane Melee 1d10+3, Blessing of the Gods 2 +1d10, Recharge Aric's Blessing of the Ancients +1d10, Black Spot +5, Oloch's Blessing of the Gods +1d10
Combat DC14: 1d10 + 3 + 1d10 + 1d10 + 5 + 1d10 ⇒ (5) + 3 + (4) + (10) + 5 + (4) = 31
Victory!! The Villain is defeated
Alase whistles jauntily as she and Tonbarse wander off into the sunset

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Development:
Even the vengeance of the dead cannot stop you! Your quick
wits and ready weapons have earned you a bit of trust
from the crew of the stolen merchantman. If you’re lucky, they
might eventually think of you as more than just passengers; if
you’re not so lucky, they might become deadly rivals. After all,
there’s profit to be had, and if you’re as dangerous as you look,
you might decide to seize it for yourself. Something profitable
must have motivated the ship’s new captain to seize command.
Maybe she’s heard rumors of a treasure hidden in the Shackles.
Maybe she wants revenge against someone who’s found his way
to wealth. Or perhaps it’s best not to ask too many questions
and keep your weapons handy. Until you reach port, the most
dangerous enemies you could face could very well be on the
ship with you right now.
Well done, pirates adventurers!
Reward:
Each character chooses weapon or spell and draws a card of that type from the box.
Note: This means you choose either Weapon or Spell, and then you shuffle together all of the cards of that type from your CLASS DECK box (or boxes, if you've added a second deck to your character per the relatively recent rules) which has an AD # of the current scneario or lower and choose one. For play-by-post, you can instead list all of them out and roll a die to determine which one you draw. Whichever one you draw can become a BONUS card upgrade for you, but you can only use that specific card. (So, if you roll and get a Longsword +1, but you're a Dexterity-based fighter, you probably won't want to take it, even if it is a "1" weapon.)
Acquired Cards (this includes the two cards you got in the form of Plunder):
Carver (Ally B)
Buckler (Armor B)
Magic Leather Armor (Armor B)
Blessing of Milani (Blessing B)
Blessing of the Gods (Blessing B)
Conch Shell (Item B)
Sapphire of Intelligence (Item B)
Astrolabe (Item 1)
The way I usually do this is have you choose your top 2 options, and roll 1d1000 for each of them. If two people have the same first choice, the higher d1000 roll wins it, and the person who didn't win will get to compete for their second choice in the same way. For these cards, all that actually matters are their Type and Adventure Deck Number, since you get to choose an equivalent card from your class deck(s) to upgrade your character deck with.

wkover - Grazzle |

The spells from the box that I'll be selecting from at random: (B and 1)
Fire Snake
Life Drain
Life Drain 2
Mind Thrust
Burning Snot
Phantom Shield
Elec Web
Bit of Luck
Cling Ven
Prophesize
Acid Splash
Warding
Sphere of Fire
Pyrotec Blast
Skitter
Locate Object
Remove Curse
Steal Book
Candlelight
Find Traps
Burst Bonds
Det Magic
Eloq
Holy Light
Strength
Flam of Faithful
Will forum let me roll a d26? I guess we'll see.
d26 roll for random spell: 1d26 ⇒ 21
Burst Bonds? Bleah.
My top 2 upgrade choices:
Item 1: 1d1000 ⇒ 925
Armor B: 1d1000 ⇒ 948

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BONUS - CHOOSING WEAPON
Lucerne Hammer
Cold Iron Greatsword
Drawrven Longhammer +1
Elven Curved Blade
Hammer
Heavy Pick
Warhammer
Scimitar
RNG: 1d8 ⇒ 3 Dwarven Longhammer +1 Added to deck!
Choice 1 - Blessing B: 1d1000 ⇒ 14
Blessing B is the ONLY thing that provides any sort of boost to my deck, and as Alase is the only other person rolling for a Blessing we should both get one. (Adding in Blessing of Gorum to replace BotG.)
Should we all not also get a skill feat for wining our first adventure?

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Alase Loot run :-)
Yes, I think we get +1 Skill feat as well
Looks like there is no competition, so we should get first choice. Alase will Trade out a blessing of the spy for an Abadar (AD B)
Spells AD B & 1 from Summoner deck & Ultimate Intrigue
Evolution Surge
Good Omen
Mirror Image
Augury
Charm person
Detect Thoughts
Rain of Frogs
Stone Skin
Create Pit
Phantasmal Minion
Summon Steed
Summon Minor Monster
Detect Desires
Random Card 1 - 13: 1d13 ⇒ 4
Mirror Image. Replacing Detect Magic.
Skill = +1 Charisma
Replacing banished Clockwork Spy with a Clockwork Spy :-)

Aric - Matsu Kurisu |

Aric Loot run :-)
Aric will Trade out a Conch for a Spyglass
Weapons AD B & 1 from Occult Adventures 2 deck & Ultimate Intrigue
Dragon Pistol
Mancatcher
Sword Cane
Captain's Cutlass
Spring Blade +1
Wrist Launcher
Hand Crossbow
Light Crossbow
Punching Dagger
Spell Dagger
The Missing eye
Quarterstaff of Vaulting
Sword Cane
Random Card 1 - 13: 1d13 ⇒ 4
WOOHOOOOOO!!!! Captain's Cutlass! Replacing Punching Dagger.
Skill = Aric +1 Charisma, The Red Raven +1 Dexterity

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Aric Loot run :-)
Aric will Trade out a blessing of the spy for an Abadar (AD B)Weapons AD B & 1 from Occult Adventures 2 deck & Ultimate Intrigue
Dragon Pistol
Mancatcher
Sword Cane
Captain's Cutlass
Spring Blade +1
Wrist Launcher
Hand Crossbow
Light Crossbow
Punching Dagger
Spell Dagger
The Missing eye
Quarterstaff of Vaulting
Sword Cane
[Dice = Random Card 1 - 13]d13
WOOHOOOOOO!!!! Captain's Cutlass! Replacing Punching Dagger.
Skill = Aric +1 Charisma, The Red Raven +1 Dexterity
You get to keep BOTH cards...... As in, we should now all have 16 cards in our decks....
Whichever one you draw can become a BONUS card upgrade for you, but you can only use that specific card. (So, if you roll and get a Longsword +1, but you're a Dexterity-based fighter, you probably won't want to take it, even if it is a "1" weapon.)

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@Oloch: That's not correct, you still have to pare your deck down to 15 cards, because you have not yet gotten a Card Feat. Sorry to burst le bubble on that one. :)
I'll get the next scenario up quickly. In the meantime, go over to the Discussion thread to see some exciting news. :-D
To confirm chosen upgrades:
Oloch: Blessing B, Dwarven Warhammer +1 (Weapon 1), Strength skill feat
Grazzle: Item 1, Skill feat?
Alase: Blessing B, Mirror Image (Spell B), Charisma skill feat
Aric (not being reported): Item B, Captain's Cutlass (Weapon 1), +1 Charisma/+1 Dexterity

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0-1B: The Lone Shark
Avast! Sharks sighted on the starboard bow! Something’s
stirred up a shoal of sharks. You’ve seen their fins swimming
alongside your ship for days, and sharks are as patient as they are
hungry. Could it be that someone else is swimming alongside them?
Sailors tell tales of adaro and other aquatic terrors commanding
legions of sharks. One might be watching your vessel right now.
As your ship sails closer to the Shackles, you’ll be passing small
islands and reefs where refugees, recluses, and reprobates hide
from civilization. But in these waters, nowhere is safe, and any
traveler can become prey for a lone shark. And those sharks aren’t
just feeding. They’re breeding, and their territory is growing. If
someone is herding these hammerheads, you’ll need to find their
leader and eliminate him, or there’s gonna be blood in the water.

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During This Adventure:
During This Scenario: Put the Shark Island location card in the center of the table. Using the deck list from Shark Island, make a number of Shark Island stacks equal to the number of characters. Treat each of these stacks as a unique Shark Island location deck. Do not flip the location card until all these stacks are closed.
When you defeat the henchman Hammerhead Shark from a location deck, display it next to this scenario. For each such henchman displayed, the difficulty to defeat the villain Adaro Barbarian is increased by 2.
Hammerhead Shark henchmen displayed: 0
Additional Rules: The Adventure Deck number is 1.
1-Weapon
2-Spell
3-Armor
4-Item
5-Ally
6-Your choice of above
Party's Ship:
Class 0
To Defeat: Wisdom 5 OR Perception 7
When Encountered: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
Villain:
Villain B
Type: Monster
Traits: Merfolk Barbarian Aquatic
To Defeat: Combat 15
The Adaro Barbarian may not be evaded_ All damage from the Adaro Barbarian is Poison Damage_
"Oh, they're worse than sea devils_ Those fishskins just ride sharks_ Adaros, though, those things are sharks_ Get enough of 'em together, and they'll turn the whole ocean into a feeding frenzy like you wish you'd never seen!" --Sammi One-Toe, former pear
Henchmen:
Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded_ The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_ If defeated, you may immediately attempt to close the location this henchman came from_
Turn: 1, Oloch/TColMaster
Top of Blessing Discard Pile:
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_
Blessings Remaining: 29
Blessings Deck
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to close a location_
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_
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength 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_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check that has the Swashbuckling 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_
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
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 villain or henchman_
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_
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Intelligence or Charisma 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_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check that has the Swashbuckling 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_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Abadar
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_
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check that has the Swashbuckling 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_
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Intelligence or Charisma 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_
Blessing of Abadar
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_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Intelligence or Charisma 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_
Blessing of Milani
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check_
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_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength 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_
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength 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_
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check that has the Swashbuckling 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_
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength 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_
Blessing of Milani
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check_
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_
Blessing of Pharasma
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_
Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Oloch/TColMaster, Alase/MatsuKurisu, Aric/MatsuKurisu, Grazzle/wkover, None
Item B
Traits:
Object
Magic To Acquire:
Intelligence 7
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check_
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 9
The Hammerhead Shark may not be evaded_
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If defeated, you may immediately attempt to close the location this henchman came from_
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck_ While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck_
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3
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_
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4_ Add another 1d8 if the bane has the Animal trait_
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait_
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
Each character at this location encounters this barrier_ Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage_ If any character defeats the barrier, it is defeated_
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
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_
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3_
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If undefeated, leave this barrier faceup on the location deck_ Characters at this location encounter this barrier as their first exploration each turn_
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; 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_
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
During your turn, discard this card to examine the top card of your location deck_ If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck_
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 4 check to recharge this card isntead of discarding it_
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
OR Dexterity
Stealth 6
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_
This rat has glowing red eyes and is of an unusual size_
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5
Discard this card to add 1 die to any check_
Bury this card to choose a card from another character's discard pile and add it to your hand_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it_
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded_
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any_
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally bury this card to add another 2d6_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck_
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location_
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 9
The Hammerhead Shark may not be evaded_
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If defeated, you may immediately attempt to close the location this henchman came from_
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
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_
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8
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_
Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10
All damage from the Giant Moray Eel is Electricity damage_
If undefeated, reset your hand and end your turn_
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8
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
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
Weapon 1
Traits:
Sword
Melee
Slashing
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 2d4_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
If any d4 rolled on this check is a 4, count it as a 5_
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
If undefeated, display this card next to your deck_ While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card_ At the end of each of your turns, bury the top card of your deck_ Banish this card at the end of the scenario_
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card_
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any_ You may not play allies that have the Pirate trait on this check_
After you act, the Pirate Captain deals 2 Structural damage to your ship_
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 9
The Hammerhead Shark may not be evaded_
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If defeated, you may immediately attempt to close the location this henchman came from_
Armor B
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead_
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
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, add 1d4 to it_
Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2
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_
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 9
The Hammerhead Shark may not be evaded_
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If defeated, you may immediately attempt to close the location this henchman came from_
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
A random character at your location encounters the Giant Frog_
If the check to defeat has the Electricity trait, add 1d8 to it_
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck_
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits_
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3_
The pile of bones suddenly stirs, rising up to take on a human shape_ Its long, bony fingers reach out to claw at the living_
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
If the Reefclaw would be defeated, reroll the dice_ The Reefclaw is defeated or undefeated based solely on the result of the second die roll_
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits_
Halve the damage dealt by the Zombie (rounding up)_
If undefeated, each other character at your location summons and encounters a Zombie_
This walking corpse stumbles forward, arms outstreatched_ Apparently, it has an insaitable desire to consure your flesh_
Armor 1
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_
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_
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait_ Add another 1d4 if you are on a ship_ If you fail this check, you may discard this card to ignore the result and reroll the dice_ You must take the second result_
Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Monster P
Traits:
Aberration
To Defeat:
Combat 13
THEN Combat 15
Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow_ If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4_
If the Owlbeartross is undefeated, shuffle it into a random open location_ If defeated, examine your location until you find a non-villain monster; then banish it_
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait_
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_
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it_
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one_
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_
Villain B
Type: Monster
Traits:
Merfolk
Barbarian
Aquatic
To Defeat:
Combat 15
The Adaro Barbarian may not be evaded_
All damage from the Adaro Barbarian is Poison Damage_
"Oh, they're worse than sea devils_ Those fishskins just ride sharks_ Adaros, though, those things are sharks_ Get enough of 'em together, and they'll turn the whole ocean into a feeding frenzy like you wish you'd never seen!" --Sammi One-Toe, former pear
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded_
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
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_
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck_
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
If the Giant Rock Crab would be defeated, reroll the dice_ The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll_
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you_
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_

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Please choose your starting locations and post your starting hands. You don't have to start at Lonely Island, it's just the default for you to start at location #1 in our database. :)

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I'll go to Shark Island 1 (the one just below Lonely Island)....
Heading out to the first island he sees, Oloch is surprised to see a Benevolent Buckler floating past. Summoning up his reserve strength he reaches for it before it passes by.
Con 5: 1d10 ⇒ 8
Discard Blessing to keep searching, as I have to discard something anyway.
Making it to land Oloch is beset by a nasty Dire Rat! Thinking quickly he swings at it with his Greatsword!
Combat 8: 1d10 + 1 + 2d6 ⇒ (8) + 1 + (6, 3) = 18
Hand: Greatsword, Bastard Sword, Longspear, Benevolent Buckler (Armor 1),
Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes:
Sideboard cards:
Melee: STR +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d10 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Wisdom +2
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size 64
Proficient with: Light, Heavy, Weapons
Powers:
<Power 1> When another character at your locan would fail to defeat a monster, that character may discard a card to evade that monster, then you enounter it.
<Power 2>When you attempt a check, you may display any number of blessings and spells; for each card displayed add 1 [ ]2 to your check. Before you reset your hand, recharge the displayed cards. [ ] You may reset your hand at the start of your turn.
<Power 3>[ ] You may recharge a blessing or a spell to add 1d4 [ ] +1 and the magic trait to a check by a character at your location to defeat a monster.
<Power 4>
<Power 5>

wkover - Grazzle |

Starting on Lonely Island, which ironically is where all of us will probably start. :) Starting hand:
Hand: Viper Strike, Heavy Pick, Clockwork Butterfly, Cure 1, BoG, Cure 2,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Dexterity d6 [ ]+1
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1 [ ]+2
Wisdom d10 []+1 []+2 [ ]+3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 [X]+1 []+2 []+3 []+4
Divine: Charisma +3
Favored Card Type: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armor
Powers:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck.
The total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards that you discarded.
[ ] Add 2 to your check that invokes the Attack trait.
Did manage to get my ally, so will probably stick to Lonely Island for a while. Also, I really need to protect my hand, as these are the only two Cures in my deck. If these go, I'm probably sunk. No oceanic pun intended.

The Red Raven - Matsu Kurisu |

Aric - Blessing of Gozreh
Starting at Lonely Island as Aric. Change to The Red Raven at Start of Turn. Initial hand:
Hand: Psychic Detective, Blessing of the Gods 2, Stalking Armor,Lookout, Gambeson, Kama,
Displayed: , , , , , ,
Deck: 10 Discard: 0 Buried: 0
Notes:
Kit: Planchette, Blessing of the Ancients, Haki Stick
"Grazzle, this looks a rough patch. Here have this."
Hands Stalking Armor to GrazzleWaving to Oloch as he passes by, Aric as he dons his Armor, steers the ship towards Shark Island 2.
When the Ship arrives, the masked stranger leads the way in exploring.
Display Gambeson. Hand Stalking Armor to Grazzle. Move to towards Shark Island 2(next in list after Oloch. Free explore = Giant Moray Eel
"Aha! Eel sushi for dinner tonight!"
Reveal Kama = Acrobatics skill + 1d6. If fail, may discard to ignore the result and evade your encounter.
Combat 10: 1d10 + 1 + 2 + 1d6 ⇒ (6) + 1 + 2 + (2) = 11
Success. Discard Psychic Detective to explore = Crab Swarm
"Hmm.. Crab sticks to go with the Eel sushi! What a banquet."
Reveal Kama = Acrobatics skill + 1d6. If fail, may discard to ignore the result and evade your encounter.
Combat 8(1): 1d10 + 1 + 2 + 1d6 ⇒ (7) + 1 + 2 + (1) = 11
Combat 8(2): 1d10 + 1 + 2 + 1d6 ⇒ (9) + 1 + 2 + (2) = 14
Success. Discard Lookout to explore = Chain Shirt
"Whats this under all these crabs? A pile of rusty junk"
Constitution 4: 1d6 ⇒ 2
Failed. Chain shirt banished.
End of Turn. Draw up: Blessing of the Gods 3, Compass.
Hand: Kama, Blessing of the Gods 2, Blessing of the Gods 3, Compass, , ,
Displayed: Gambeson, , , , , ,
Deck: 8 Discard: 2 Buried: 0
Notes: One blessing available for support
Kit: Planchette, Blessing of the Ancients, Haki Stick
Dexterity d10 +1
Constitution d6 +0
Intelligence d8 +0
Wisdom d8 +0
Charisma d4 +0
- Perception: Wisdom +2
- Acrobatics: Dexterity +2
- Stealth: Dexterity +2
- Finessee => Melee: Dexterity +3
Favored Card: None
Hand Size: 4
Proficient With: Light Armor, Weapons
POWERS:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] if it is a monster, you may encounter it.)

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Alase - Blessing of Gorum
Hand: Eloquence, Blessing of the Gods 2, Blessing of the Gods 1, Blessing of the Ancients, Lookout, Gambeson, Tonbarse
Displayed: , , , , , ,
Deck: 8 Discard: 0 Buried: 0
Notes:
"Right Tonbarse, lets scout out this Island over here."
Display Tonbarse. Display Gambeson. Move to Shark Island 3. Free explore = Magic Leather Armor. SuccessConstitution 2: 1d6 ⇒ 2
Tonbarse noses into a bunch of Seaweed on the beach.
"Whats that boy? Oh, This will be useful." says Alase as she scoops up some mysteriously good condition leather armor.
Discard Lookout to explore = Hammerhead Shark
The Lookout shouts "Shark Ahoy!" indicating a LARGE shape swimming rapidly towards the ship.
Tonbarse Arcane Melee 1d10+4, Display Eloquence +3, Recharge Blessing of the Gods +1d10
Combat 10: 1d10 + 4 + 3 + 1d10 ⇒ (4) + 4 + 3 + (8) = 19
Success. Attempt to close. Defeat Hammerhead Shark.
Tonbarse Arcane Melee 1d10+4, Eloquence +3, Recharge Blessing of the Ancients +1d10
Combat 10: 1d10 + 4 + 3 + 1d10 ⇒ (8) + 4 + 3 + (6) = 21
Success. Shark Island 3 Closed!
"Great work Tonbarse. Thats what we need to do! Extra Fish steak for dinner for you tonight"
Recharge Eloquence Arcance 8: 1d10 + 3 + 3 ⇒ (8) + 3 + 3 = 14
End of Turn. Recharge Magic Leather Armor. Draw up Black Spot, Enchanted Fang, Blessing of the Spy 1, Amulet of Life, Scrying Mirror
Hand: Blessing of the Gods 1, Black Spot, Enchanted Fang, Blessing of the Spy 1, Amulet of Life, Scrying Mirror,
Displayed: Tonbarse, Gambeson, Eloquence, , , ,
Deck: 7 Discard: 1 Buried: 0
Notes: Blessing of the gods available for support. Blackspot reduces a check to defeat a monster by 2.
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +0
- Perception: Wisdom +2
- Survival: Wisdom +2
Charisma d10 +1
- Arcane: Charisma +2
Favored Card: Spell or Blessing
Hand Size: 6
Proficient With: Light Armors
POWERS:
After you play a spell that has the attack trait, bury it.
At the start or end of your turn, you may examine the top card of the chohort Tonbarse's location, then (~ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (~ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (~ or shuffle it into your deck) instead of discarding it.
Cohort Power:
While displayed, for your combat check use 1d10 +4 and the Melee trait.

wkover - Grazzle |

Start of turn, Grazzle rains down healing fire upon the party. Discard two cards off top of deck - B of Spellbound and Tussah Silk Coat - and the party heals four cards. One for Oloch, two for Aric, and one for Alase.
Out of the blue - literally - a gull drops a red stone into the ocean in a graceful arc. explore, find Sapphire of Intelligence
Grazzle heads toward the stone, but then spies a fish. Grazzle's eyes bulge.
Grazzle looks at the stone, then the fish. The stone. The fish. Stone. Fish.
Intelligence 7 to acquire: 2d4 ⇒ (1, 2) = 3 1d4 bonus from location, but failed to acquire
"I crave delicious fish!" screams Grazzle, who scoops up the scaly delight and drags it into his open maw. "Red stones are dumb anyway."
Discard BoG to go again, since will discard otherwise. Henchman found! Will use Viper Strike to defeat.
As the fish's tail is slurped into Grazzle's mouth, a Hammerhead leaps from the water to grab it for herself!
Combat 10 to defeat Hammerhead: 2d8 + 2d4 + 4 ⇒ (2, 4) + (1, 1) + 4 = 12
BoG used from Aric or Alase; auto-recharge Viper Strike. Note: Forgot the Lonely Island 1d4 bonus, but killed it anyway.
Grazzle flicks a claw, and the shark is poisoned and flops to the ground. "My fish!" exclaims Grazzle. "Mine!"
Clockwork Butterfly banished. LOCATION CLOSED. Hand reset:
Hand: Stalking Armor (Aric's), Heavy Pick, Frigid Blast, Cure 1, Cure 2, Inflict,
Displayed:
Deck: 6 Discard: 3 Buried: 0
Notes: Will heal 2 or 4 cards at start of next turn. Then cast Cure on myself.
Sideboard cards:
Dexterity d6 [ ]+1
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1 [ ]+2
Wisdom d10 []+1 []+2 [ ]+3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 [X]+1 []+2 []+3 []+4
Divine: Charisma +3
Favored Card Type: Spell
Hand Size 6 [ ] 7
Proficient with: Light Armor
Powers:
You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck.
The total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards that you discarded.
[ ] Add 2 to your check that invokes the Attack trait.