[ACG][CaG][Season of the Shackles Adv.1: Lost at Sea](Table 1) (Inactive)

Game Master cartmanbeck

Turn order:
Oloch/TColMaster
Grazzle/wkover
Alase/Matsu Kurisu
Aric[RR]/Ekeli

When you encounter a ship, roll 1d8:
1: Random ship from ship list below
2. Burnt Saffron
3. Cetaceal
4. Hu-Hazhong
5. Impervious
6. Kraken’s Spite
7. Mark of Yunnarius
8. Ravishing Ruby

Random ship list, 1d9:

1: Goblin Weidling

Spoiler:

Ship P
Traits: Class 0
To Defeat: Dexterity/Stealth 5
OR
Wisdom/Survival 4
When Encountering: Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding: Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.

BACK:
To Repair: Strength 4
When Commanding: When you encounter a card, all other characters at this location move to a random closed location.

2: Magpie Princess

Spoiler:

Ship P
Traits: Class 6
To Defeat: Dexterity/Disable 10
OR
Wisdom/Survival 8
When Encountering: Before you act, each character at this location must bury a card.
When Commanding: Reduce Structural damage to this ship by 1d4; if you roll a 1, bury a card.
If you would fail a combat check by 2 or less, you may discard a card from the blessings deck to succeed.

BACK:
To Repair: Craft 6
When Commanding: At the start of your turn, roll 1d4; on a 1, bury a card.

3: Mistmourn

Spoiler:

Ship P
Traits: Class 5
To Defeat: Dexterity/Acrobatics 11
OR
Wisdom/Survival 9
When Encountering: If any character would discard any cards during the check to defeat the Mistmourn, bury those cards instead.
When Commanding: Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to evade a bane.

BACK:
To Repair: Craft 7
When Commanding: Whenever you banish cards, banish 1 additional card from your hand.

4: Dominator

Spoiler:

Ship B
Traits: Class 6
To Defeat: Wisdom/Survival 8
OR
Dexterity/Ranged 11
When Encountering: If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2. This ship cannot be seized.
When Commanding: You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.

BACK:
To Repair: Craft 7
When Commanding: Remove the Swashbuckling trait from all of your checks.

5: Truewind

Spoiler:

Ship B
Traits: Class 1
To Defeat: Intelligence/Knowledge 8
OR
Wisdom/Survival 6
When Encountering: You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
When Commanding: You may discard a card from the blessings deck to recharge a random card from your discard pile.

BACK:
To Repair: Craft 7
When Commanding: The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.

6: Wormwood

Spoiler:

Ship B
Traits: Class 5
To Defeat: Dexterity/Acrobatics 9
OR
Wisdom/Survival 7
When Encountering: The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
When Commanding: You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.

BACK:
To Repair: Craft 8
When Commanding: At the start of your turn, banish this card and exchange it for the ship Merchantman.

7: Deathknell

Spoiler:

Ship 2
Traits: Class 7
To Defeat: Divine 7 OR Wisdom/Survival 9
When Encountering: You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
When Commanding: You may discard a card from the blessings deck to add 1d12 to your check against a monster.
If your character would die, draw a number of cards from your discard pile equal to your hand size and bury all your other cards.
BACK:
To Repair: Craft 6
When Commanding: At the start of your turn, succeed at a Wisdom or Divine 7 check or bury 1 card.

8: Devil's Pallor

Spoiler:

Ship 2
Traits: Class 2
To Defeat: Wisdom/Survival 7 OR Constitution/Fortitude 9
When Encountering: If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
When Commanding: Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.
BACK:
To Repair: Craft 6
When Commanding: At the start of your turn, succeed at a Wisdom or Divine 7 check or bury 1 card.

9: Thresher

Spoiler:

Ship 2
Traits: Class 2
To Defeat: Intelligence/Knowledge 9 OR Wisdom/Survival 7
When Encountering: Before you act, bury a random card from your discard pile.
When Commanding: Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
BACK:
To Repair: Craft 6
When Commanding: At the start of your turn, summon and encounter the henchman Hammerhead Shark.


151 to 200 of 481 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Grand Lodge

Google Sheets Info

Swabbing Decks CON 7: 2d10 ⇒ (3, 7) = 10

Discard BLessing of Gorum for 2d10.

End Turn Draw 1

Oloch wrote:

Hand: Greatsword, Dwarven Longhammer +1, Bastard Sword, Holy Stone,

Displayed:
Deck: 9 Discard: 4 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [ ]+2 [ ] +3 [ ] +4
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 4
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>[X] 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>

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

During This Adventure:

During This Scenario:
Additional Rules: The Adventure Deck number is 1.

Plunder Table (roll 1d6):

1-Weapon
2-Spell
3-Armor
4-Item
5-Ally
6-Your choice of above

Party's Ship:

Merchantman:

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:

Kelizar the Brine Dragon:

Villain
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 16
Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check_ Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage_
"There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

Henchmen:

Onwu Azu:

Henchman 1
Type: Monster
Traits: Animal Aquatic
To Defeat: Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Turn: 14, Aric/MatsuKurisu

Top of Blessing Discard Pile:

Blessing of Sivanah:
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_

Blessings Remaining: 16

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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_
Spoiler:
Blessings Deck Card 2
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_
Spoiler:
Blessings Deck Card 3
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_
Spoiler:
Blessings Deck Card 4
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_
Spoiler:
Blessings Deck Card 5
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_
Spoiler:
Blessings Deck Card 6
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_
Spoiler:
Blessings Deck Card 7
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_
Spoiler:
Blessings Deck Card 8
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_
Spoiler:
Blessings Deck Card 9
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_
Spoiler:
Blessings Deck Card 10
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 11
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_
Spoiler:
Blessings Deck Card 12
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_
Spoiler:
Blessings Deck Card 13
Blessing of Zogmugot
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_
Spoiler:
Blessings Deck Card 14
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_
Spoiler:
Blessings Deck Card 15
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_
Spoiler:
Blessings Deck Card 16
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_

Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alase/MatsuKurisu, Tonbarse

Harbor Card 1:
Chain Mail
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_

Harbor Card 2:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Harbor Card 3:
Falcata
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; 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_

Harbor Card 4:
Swamp Ghoul
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_

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: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Oloch/TColMaster, Grazzle/wkover, None

Fog Bank Card 1:
Man Overboard
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7
If undefeated, display this card next to a random character_ At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck_

Fog Bank Card 2:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Sea Fort Card 1:
Kelizar the Brine Dragon
Villain B
Type: Monster
Traits:
Dragon
Aquatic
To Defeat:
Combat 16
Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check_ Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage_
"There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

Sea Fort Card 2:
Magic Leather Armor
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_

Sea Fort Card 3:
Chain Shirt
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_

Sea Fort Card 4:
Crab Swarm
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_

Sea Fort Card 5:
Deckhand
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_

Sea Fort Card 6:
Cloth Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
When you acquire this card, you may draw a card_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_

Sea Fort Card 7:
Zombie
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_

Sea Fort Card 8:
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_

Sea Fort Card 9:
Fire Lance
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8_

Sea Fort Card 10:
Harpoon
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ Add another 1d8 if the bane has the Aquatic trait_ If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one_
Holy Isle
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/MatsuKurisu, None

Coastline Card 1:
Mercenary
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_

Coastline Card 2:
Strength
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character_ While displayed, that character's checks using her Strength skill are increased by 3_ At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check_ If you succeed, recharge this card; if you fail, discard it_

Coastline Card 3:
Onyx of Constitution
Item B
Traits:
Object
Magic To Acquire:
Constitution 7
Recharge this card to roll your Constitution die instead of the normal die on a non-combat check_

Coastline Card 4:
Zombie
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_

Coastline Card 5:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Coastline Card 6 (Fortified Leather Armor):
Fortified Leather Armor
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check_
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_

Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck numbrer of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Ghol-Gan Ruins Card 1:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If defeated, you may recharge 1 card_
If undefeated, each character recharges 1 card_ Leave this barrier faceup on the location deck_ Characters at this location encounter this barrier as their first exploration each turn_

Ghol-Gan Ruins Card 2:
Master Gunner
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check_ If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Ghol-Gan Ruins Card 3:
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_

Ghol-Gan Ruins Card 4:
Bunyip
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Damage dealt by the Bunyip may not be reduced_
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn_
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_

Ghol-Gan Ruins Card 5:
Fireblade
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4_
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_

Ghol-Gan Ruins Card 6:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 7:
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_

Ghol-Gan Ruins Card 8:
Falcata
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; 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_

Ghol-Gan Ruins Card 9:
Giant Rock Crab
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_

Ghol-Gan Ruins Card 10:
Treasure Hunt
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
Each character may attempt at a check to defeat this barrier_ Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check_ Each character that succeeds may add a random item from the box to her hand_ If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated_


Aric - Blessing of the Sivanah

Start of turn @ Coastline - Using Red Raven end of move examine - Mercenary

Free explore = Mercenary. Reveal Rapier Finessee 1d10+4+2d4
Combat 10+1: 1d10 + 4 + 2d4 ⇒ (5) + 4 + (3, 1) = 13
Success! Little closer than I thought it would be

Discard Blessing of Abadar to explore = Strength Spell
Wisdom 6: 1d8 ⇒ 6
Success! Acquired Strength.

End of turn. Full hand.

The Red Raven wrote:

Hand: Mask of the Red Raven, Buckler, Strength, Rapier, , ,

Displayed: Gambeson, , , , , ,
Deck: 12 Discard: 1 Buried: 0
Notes: Strength available for support
Kit: Stalking Armor, Haki Stick, Psychic Detective

Skills and Powers:
SKILLS

Strength d6 +0
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 ([X] 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.)

Liberty's Edge

Alase - Start of Turn - Blessing = Blessing of Abadar

Start of Turn - Tonbarse examine= Card 1 = Chain Mail. Do Not shuffle. Play Tonbarse at current location.

Free Explore = Chain Mail
Constitution 3: 1d6 ⇒ 2
Failed.

Cast Augury - Monsters. recharge DC 8. Success
Card 1 - Onwu Azu
Card 2 - Falcata
Card 3 - Swamp Ghoul

Rearrange
Card 1 - Onwu Azu (revealed)
Card 2 - Swamp Ghoul (revealed)
Card 3 - Falcata

Arcane 8: 1d10 + 1 + 2 ⇒ (8) + 1 + 2 = 11
Discard Toad Explore = Onwu Azu
Tonbarse Arcane Melee 1d10+4, Enchanted Fang +1d4
Combat 10: 1d10 + 4 + 1d4 ⇒ (4) + 4 + (2) = 10
Recharge Arcane 7: 1d10 + 4 ⇒ (7) + 4 = 11

Success. Closing - Shuffle Chain Mail into Sea Fort
Harbour closed

End of Turn. Draw up Blessing of the Gods, Lookout, Blessing of the Ancients, Scrying Mirror

Alase wrote:

Hand: Black Spot, Eloquence, Blessing of the Gods, Lookout, Blessing of the Ancients, Scrying Mirror,

Displayed: Tonbarse, Gambeson, , , , ,
Deck: 7 Discard: 2 Buried: 0
Notes: Both blessings available for support

Skills and Powers:
SKILLS

Strength d6 +0
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 ([X]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.

Liberty's Edge Boon:
[ ][ ] After you roll a Charisma check, Diplomacy check or attempt before you act, check box to add or subtract 1 die; take the new result.
Refil buy
[ ] Defeat a monster with the Captain or Gnoll trait
[ ] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or henchman.
Foreign Trader Boon:
~[ ][ ][ ] When you visit a trader, may check a box to draw the trader's cards from any 1 Ultimate Add-on deck instead.
Cohort Power:
While displayed, for your combat check use 1d10 +4 and the Melee trait.

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

What's a Harbour? I'm not familiar with such a location. :-P

During This Adventure:

During This Scenario:
Additional Rules: The Adventure Deck number is 1.

Plunder Table (roll 1d6):

1-Weapon
2-Spell
3-Armor
4-Item
5-Ally
6-Your choice of above

Party's Ship:

Merchantman:

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:

Kelizar the Brine Dragon:

Villain
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 16
Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check_ Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage_
"There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

Henchmen:

Onwu Azu:

Henchman 1
Type: Monster
Traits: Animal Aquatic
To Defeat: Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Turn: 16, Grazzle/wkover

Top of Blessing Discard Pile:

Blessing of the Gods:
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_

Blessings Remaining: 14

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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_
Spoiler:
Blessings Deck Card 2
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_
Spoiler:
Blessings Deck Card 3
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_
Spoiler:
Blessings Deck Card 4
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_
Spoiler:
Blessings Deck Card 5
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_
Spoiler:
Blessings Deck Card 6
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_
Spoiler:
Blessings Deck Card 7
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_
Spoiler:
Blessings Deck Card 8
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 9
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_
Spoiler:
Blessings Deck Card 10
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_
Spoiler:
Blessings Deck Card 11
Blessing of Zogmugot
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_
Spoiler:
Blessings Deck Card 12
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_
Spoiler:
Blessings Deck Card 13
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_
Spoiler:
Blessings Deck Card 14
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_

Harbor
Closed
At This Location: At the start of your turn, you may give a card to a character at another location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Alase/MatsuKurisu, Tonbarse

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: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Oloch/TColMaster, Grazzle/wkover, None

Fog Bank Card 1:
Man Overboard
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7
If undefeated, display this card next to a random character_ At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck_

Fog Bank Card 2:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 4 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Note: Chain Shirt is from Alase's deck

Sea Fort Card 1:
Cloth Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
When you acquire this card, you may draw a card_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_

Sea Fort Card 2:
Fire Lance
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8_

Sea Fort Card 3:
Harpoon
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ Add another 1d8 if the bane has the Aquatic trait_ If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one_

Sea Fort Card 4:
Crab Swarm
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_

Sea Fort Card 5:
Magic Leather Armor
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_

Sea Fort Card 6:
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_

Sea Fort Card 7:
Deckhand
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_

Sea Fort Card 8:
Chain Shirt
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_

Sea Fort Card 9:
Kelizar the Brine Dragon
Villain B
Type: Monster
Traits:
Dragon
Aquatic
To Defeat:
Combat 16
Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check_ Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage_
"There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

Sea Fort Card 10:
Zombie
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_

Sea Fort Card 11:
Chain Shirt
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_
Holy Isle
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/MatsuKurisu, None

Coastline Card 1:
Onyx of Constitution
Item B
Traits:
Object
Magic To Acquire:
Constitution 7
Recharge this card to roll your Constitution die instead of the normal die on a non-combat check_

Coastline Card 2:
Zombie
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_

Coastline Card 3:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Coastline Card 4 (Fortified Leather Armor):
Fortified Leather Armor
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check_
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_

Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck numbrer of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Ghol-Gan Ruins Card 1:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If defeated, you may recharge 1 card_
If undefeated, each character recharges 1 card_ Leave this barrier faceup on the location deck_ Characters at this location encounter this barrier as their first exploration each turn_

Ghol-Gan Ruins Card 2:
Master Gunner
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check_ If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Ghol-Gan Ruins Card 3:
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_

Ghol-Gan Ruins Card 4:
Bunyip
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Damage dealt by the Bunyip may not be reduced_
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn_
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_

Ghol-Gan Ruins Card 5:
Fireblade
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4_
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_

Ghol-Gan Ruins Card 6:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 7:
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_

Ghol-Gan Ruins Card 8:
Falcata
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; 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_

Ghol-Gan Ruins Card 9:
Giant Rock Crab
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_

Ghol-Gan Ruins Card 10:
Treasure Hunt
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
Each character may attempt at a check to defeat this barrier_ Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check_ Each character that succeeds may add a random item from the box to her hand_ If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated_


STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (Craft +1; Survival +2) | CHA d8 (Divine +3)

Start of turn, Grazzle travels the astral ley lines to infuse his colleagues with healing reserves. Discard 2 cards off top of deck - B of Thoth and BoG - to heal party for 4. 2 for Alase, 1 for Aric, and 1 for Oloch. Then travel to Coastline to join Aric.

As Grazzle steps off the ship, a black shard catches his eye.

explore, find Onyx of Con

Con 7 to acquire: 1d8 ⇒ 6

A mussel below the surface opens and closes its shell and the rock disappears. Grabby bivalve.

Discard B of Spellbound to go again

Swinging past the coastal graveyard, a zombie lurches out from behind a moss-covered dune. She staggers about undecidedly, as Grazzle's walnut-sized brain - her meal of choice - isn't easy to locate. Can't use Tome, immune to mental.

Combat 9 w/ Frigid Blast: 1d8 + 2d4 + 4 ⇒ (5) + (3, 3) + 4 = 15 FB shuffles in.

Now encased in a mini-glacier, Aric delivers the killing blow to the zombie - shattering the undead menace into a million mini-pieces.

Zombie defeated. Cast healing on self w/ Cure. Healing #: 1d4 + 1 ⇒ (2) + 1 = 3 Healed cards = Blessings of Thoth, Gods, Besmara. Cure shuffles in, resetting hand:

Grazzle wrote:

Hand: Hide Armor, Binder's Tome, Frigid Blast, Cure 2, Cure 1, Heavy Pick,

Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: Binder's Tome reveals to add 1d4 plus Mental trait to any combat or charisma check at my location. Please use!
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
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 ([X] 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.

Reward 7:
[] [] You may check an unchecked box that precedes this reward to evade a monster you encounter or to ignore a power that would move you.
Can use twice more if do the following:
[] Succeed at a check required to move.
[] Bury or banish an armor to reduce all damage dealt to you to zero.

Wow, Cure is back *again*. Note that next card in Coastline must be henchman or villain.

Grand Lodge

Google Sheets Info

Blessing of The Samurai(UC)
Frostbite
War Drum
Blessing of Gorum

1d4 RGN Cure: 1d4 ⇒ 3

"Gee, thanks for leaving me Grazzle" Oloch says as he continues to stare at the Fog Bank.

Hearing screams of Man Overboard Oloch rushes into the unknown to help...

Reveal Holy Stone for +1 to check.
Alaise, I need to use one of your blessings
Dex 7: 2d6 + 1 ⇒ (6, 6) + 1 = 13

Recharge Holy Stone, Draw 1, end turn.

Oloch wrote:

Hand: Champion's Do-Maru(UC), Greatsword, Dwarven Longhammer +1, Bastard Sword,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [ ]+2 [ ] +3 [ ] +4
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 4
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>[X] 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>

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

During This Adventure:

During This Scenario:
Additional Rules: The Adventure Deck number is 1.

Plunder Table (roll 1d6):

1-Weapon
2-Spell
3-Armor
4-Item
5-Ally
6-Your choice of above

Party's Ship:

Merchantman:

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:

Kelizar the Brine Dragon:

Villain
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 16
Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check_ Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage_
"There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

Henchmen:

Onwu Azu:

Henchman 1
Type: Monster
Traits: Animal Aquatic
To Defeat: Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Turn: 18, Aric/MatsuKurisu

Top of Blessing Discard Pile:

Blessing of Achaekek:
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_

Blessings Remaining: 12

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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_
Spoiler:
Blessings Deck Card 2
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_
Spoiler:
Blessings Deck Card 3
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_
Spoiler:
Blessings Deck Card 4
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_
Spoiler:
Blessings Deck Card 5
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_
Spoiler:
Blessings Deck Card 6
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7
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_
Spoiler:
Blessings Deck Card 8
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_
Spoiler:
Blessings Deck Card 9
Blessing of Zogmugot
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_
Spoiler:
Blessings Deck Card 10
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_
Spoiler:
Blessings Deck Card 11
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_
Spoiler:
Blessings Deck Card 12
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_

Harbor
Closed
At This Location: At the start of your turn, you may give a card to a character at another location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Alase/MatsuKurisu, Tonbarse

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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Oloch/TColMaster, None

Fog Bank Card 1:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 4 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Note: Chain Shirt is from Alase's deck

Sea Fort Card 1:
Cloth Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
When you acquire this card, you may draw a card_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_

Sea Fort Card 2:
Fire Lance
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8_

Sea Fort Card 3:
Harpoon
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ Add another 1d8 if the bane has the Aquatic trait_ If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one_

Sea Fort Card 4:
Crab Swarm
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_

Sea Fort Card 5:
Magic Leather Armor
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_

Sea Fort Card 6:
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_

Sea Fort Card 7:
Deckhand
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_

Sea Fort Card 8:
Chain Shirt
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_

Sea Fort Card 9:
Kelizar the Brine Dragon
Villain B
Type: Monster
Traits:
Dragon
Aquatic
To Defeat:
Combat 16
Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check_ Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage_
"There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

Sea Fort Card 10:
Zombie
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_

Sea Fort Card 11:
Chain Shirt
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_
Holy Isle
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Coastline
At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/MatsuKurisu, Grazzle/wkover, None

Coastline Card 1:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Coastline Card 2 (Fortified Leather Armor):
Fortified Leather Armor
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check_
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_

Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck numbrer of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Ghol-Gan Ruins Card 1:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If defeated, you may recharge 1 card_
If undefeated, each character recharges 1 card_ Leave this barrier faceup on the location deck_ Characters at this location encounter this barrier as their first exploration each turn_

Ghol-Gan Ruins Card 2:
Master Gunner
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check_ If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Ghol-Gan Ruins Card 3:
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_

Ghol-Gan Ruins Card 4:
Bunyip
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Damage dealt by the Bunyip may not be reduced_
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn_
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_

Ghol-Gan Ruins Card 5:
Fireblade
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4_
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_

Ghol-Gan Ruins Card 6:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 7:
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_

Ghol-Gan Ruins Card 8:
Falcata
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; 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_

Ghol-Gan Ruins Card 9:
Giant Rock Crab
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_

Ghol-Gan Ruins Card 10:
Treasure Hunt
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
Each character may attempt at a check to defeat this barrier_ Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check_ Each character that succeeds may add a random item from the box to her hand_ If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated_

Liberty's Edge

Oloch - Warpriest - TColMaster wrote:


Alaise, I need to use one of your blessings
*

No problems :-) Discarded BoGods

Weather disrupting my flights. Waking to take off. Should be able to do turns later tonight


Deck handler

Aric - Blessing of the Achaekek

Start of turn @ Coastline. Give Strength to Grazzle
Move to Sea Fort- Using Red Raven end of move examine - Cloth Armor

Free explore = Cloth Armor
Constitution 2: 1d6 ⇒ 2
Success. Cloth Armor acquire = Draw Kama

Using Red Raven end of turn examine - Fire Lance
[End of Turn. Full hand[/ooc]

The Red Raven wrote:

Hand: Mask of the Red Raven, , Cloth Armor, Rapier, Kama, ,

Displayed: Gambeson, , , , , ,
Deck: 12 Discard: 1 Buried: 0
Notes:
Kit: Stalking Armor, Haki Stick, Psychic Detective

Skills and Powers:
SKILLS

Strength d6 +0
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 ([X] 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.)

Liberty's Edge

Alase - Start of Turn - Blessing = Blessing of Gods

Move to Ghol-Gan RuinsPlay Tonbarse at current location.

Free Explore = Swabbing the Decks. Urk, looks a bit rough. Recharge Blessing of the Ancients (basic), Recharge Lookout (barrier power)
Constitution 7+1: 2d6 + 1d4 ⇒ (3, 2) + (4) = 9

Phew, Success!!!.

Discard Scrying Mirror. Examine = Master Gunner Ally
Recharge Arcane 13: 1d10 + 3 ⇒ (5) + 3 = 8

End of Turn. Draw up Blessing of Abadar, Invisibility, Toad, Blessing of the Asmodeus

Blessing of the Asmodeus wrote:

"Discard this card to add 1 die to any check.

Bury this card and all cards in your hand to succeed at your non-combat check, then draw up your hans size.
Discard this card to explore your location.
After playing this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Alase wrote:

Hand: Black Spot, Eloquence, Blessing of Abadar, Invisibility, Toad, Blessing of the Asmodeus,

Displayed: Tonbarse, Gambeson, , , , ,
Deck: 7 Discard: 2 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 +0
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 ([X]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.

Liberty's Edge Boon:
[ ][ ] After you roll a Charisma check, Diplomacy check or attempt before you act, check box to add or subtract 1 die; take the new result.
Refil buy
[ ] Defeat a monster with the Captain or Gnoll trait
[ ] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or henchman.
Foreign Trader Boon:
~[ ][ ][ ] When you visit a trader, may check a box to draw the trader's cards from any 1 Ultimate Add-on deck instead.
Cohort Power:
While displayed, for your combat check use 1d10 +4 and the Melee trait.


STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (Craft +1; Survival +2) | CHA d8 (Divine +3)

turn over BoG, I think

Once per day, it is suggested that Grazzle's mates pray in his general direction at high noon (five after is close enough) for spiritual guidance. Typically, Grazzle forgets, but today his inner eye is open and receives their vital communications.

Discard 3 cards off my deck for full party heal: 6 cards total. My cards discarded: B of Thoth, Viper Strike, CW Butterfly.

Cast Cure on self. Heal#: 1d4 + 1 ⇒ (4) + 1 = 5 Full heal again. I'm getting good at this. Choose to recharge Cure rather than shuffle in.

Following the smell of deep fish, Grazzle stretches his ocular nerves to peer into the cove waters - and finds a large shadow. Enemy identified.

Explore, Henchman found.

Grazzle has never frozen a small body of water solid. Let's give it a shot.

Combat 10 w/ Frigid Blast + Tome: 1d8 + 2d4 + 1d4 + 4 ⇒ (8) + (4, 3) + (4) + 4 = 23

Not only does Grazzle freeze the cove solid, but a good portion of the neighboring ocean as well. Grazzle scoops away a cylinder of ice above the fish to let the wolves and bears have at him later. Henchman defeated, Blast recharged instead of shuffled.

Discard card off deck to close = B of Spellbound. Now closing location.

Wisdom 6 to close: 1d10 ⇒ 10 for defeating henchman

That was easy. LOCATION CLOSED, and didn't need to use blessing to do it. Before resetting, discard Heavy Pick and Strength. Hand reset:

Grazzle wrote:

Hand: Hide Armor, Binder's Tome, Holy Light, Blessing of Besmara, Cure 1, BoG,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: Lots of blessings available. Binder's Tome reveals to add 1d4 plus Mental trait to any combat or charisma check at my location. Please use!
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
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 ([X] 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.

Reward 7:
[] [] You may check an unchecked box that precedes this reward to evade a monster you encounter or to ignore a power that would move you.
Can use twice more if do the following:
[] Succeed at a check required to move.
[] Bury or banish an armor to reduce all damage dealt to you to zero.

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

During This Adventure:

During This Scenario:
Additional Rules: The Adventure Deck number is 1.

Plunder Table (roll 1d6):

1-Weapon
2-Spell
3-Armor
4-Item
5-Ally
6-Your choice of above

Party's Ship:

Merchantman:

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:

Kelizar the Brine Dragon:

Villain
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 16
Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check_ Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage_
"There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

Henchmen:

Onwu Azu:

Henchman 1
Type: Monster
Traits: Animal Aquatic
To Defeat: Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Turn: 21, Oloch/TColMaster

Top of Blessing Discard Pile:

Blessing of the Gods:
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_

Blessings Remaining: 9

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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_
Spoiler:
Blessings Deck Card 2
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_
Spoiler:
Blessings Deck Card 3
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 4
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_
Spoiler:
Blessings Deck Card 5
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_
Spoiler:
Blessings Deck Card 6
Blessing of Zogmugot
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_
Spoiler:
Blessings Deck Card 7
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_
Spoiler:
Blessings Deck Card 8
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_
Spoiler:
Blessings Deck Card 9
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_

Harbor
Closed
At This Location: At the start of your turn, you may give a card to a character at another location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Tonbarse

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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Oloch/TColMaster, None

Fog Bank Card 1:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/MatsuKurisu, Note: Chain Shirt is from Alase's deck

Sea Fort Card 1:
Fire Lance
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8_

Sea Fort Card 2:
Harpoon
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ Add another 1d8 if the bane has the Aquatic trait_ If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one_

Sea Fort Card 3:
Crab Swarm
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_

Sea Fort Card 4:
Magic Leather Armor
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_

Sea Fort Card 5:
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_

Sea Fort Card 6:
Deckhand
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_

Sea Fort Card 7:
Chain Shirt
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_

Sea Fort Card 8:
Kelizar the Brine Dragon
Villain B
Type: Monster
Traits:
Dragon
Aquatic
To Defeat:
Combat 16
Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check_ Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage_
"There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

Sea Fort Card 9:
Zombie
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_

Sea Fort Card 10:
Chain Shirt
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_
Holy Isle
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Coastline
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, None

Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck numbrer of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Alase/MatsuKurisu, None

Ghol-Gan Ruins Card 1 (Master Gunner):
Master Gunner
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check_ If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Ghol-Gan Ruins Card 2:
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_

Ghol-Gan Ruins Card 3:
Bunyip
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Damage dealt by the Bunyip may not be reduced_
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn_
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_

Ghol-Gan Ruins Card 4:
Fireblade
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4_
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_

Ghol-Gan Ruins Card 5:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 6:
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_

Ghol-Gan Ruins Card 7:
Falcata
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; 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_

Ghol-Gan Ruins Card 8:
Giant Rock Crab
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_

Ghol-Gan Ruins Card 9:
Treasure Hunt
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
Each character may attempt at a check to defeat this barrier_ Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check_ Each character that succeeds may add a random item from the box to her hand_ If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated_

Grand Lodge

Google Sheets Info

Even from far away Oloch can feel the healing from Grazzle. Boy, if I was as good as healing as I am at combat I might be as good as he is.

All 3 cards from discard pile shuffled back into deck.

In the middle of the of his mental thoughts Oloch was beset by a weird and ugly monster.

Using the Longhammer as I just got it last game and its getting recharged...
Combat 10: 1d10 + 1d10 + 4 ⇒ (3) + (10) + 4 = 17

Beaten, discard top card to attempt to close..... (War Drum)

Swinging with his mighty hammer, the first thing he though of, Oloch squashed the monster, but took a little prick in return.

Recharge Hand, Draw 4 new cards, end turn.

Oloch wrote:

Hand: Blessing of The Samurai(UC), Blessing of the Gods 3, Longspear, Blessing of the GOds 2,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [ ]+2 [ ] +3 [ ] +4
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 4
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>[X] 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>

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

During This Adventure:

During This Scenario:
Additional Rules: The Adventure Deck number is 1.

Plunder Table (roll 1d6):

1-Weapon
2-Spell
3-Armor
4-Item
5-Ally
6-Your choice of above

Party's Ship:

Merchantman:

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:

Kelizar the Brine Dragon:

Villain
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 16
Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check_ Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage_
"There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

Henchmen:

Onwu Azu:

Henchman 1
Type: Monster
Traits: Animal Aquatic
To Defeat: Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Turn: 22, Aric/MatsuKurisu

Top of Blessing Discard Pile:

Blessing of Pharasma:
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_

Blessings Remaining: 8

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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_
Spoiler:
Blessings Deck Card 2
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 3
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_
Spoiler:
Blessings Deck Card 4
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_
Spoiler:
Blessings Deck Card 5
Blessing of Zogmugot
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_
Spoiler:
Blessings Deck Card 6
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_
Spoiler:
Blessings Deck Card 7
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_
Spoiler:
Blessings Deck Card 8
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_

Harbor
Closed
At This Location: At the start of your turn, you may give a card to a character at another location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Tonbarse

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: Oloch/TColMaster, None

Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/MatsuKurisu, Note: Chain Shirt is from Alase's deck

Sea Fort Card 1:
Fire Lance
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8_

Sea Fort Card 2:
Harpoon
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ Add another 1d8 if the bane has the Aquatic trait_ If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one_

Sea Fort Card 3:
Crab Swarm
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_

Sea Fort Card 4:
Magic Leather Armor
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_

Sea Fort Card 5:
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_

Sea Fort Card 6:
Deckhand
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_

Sea Fort Card 7:
Chain Shirt
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_

Sea Fort Card 8:
Kelizar the Brine Dragon
Villain B
Type: Monster
Traits:
Dragon
Aquatic
To Defeat:
Combat 16
Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check_ Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage_
"There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

Sea Fort Card 9:
Zombie
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_

Sea Fort Card 10:
Chain Shirt
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_
Holy Isle
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Coastline
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, None

Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck numbrer of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Alase/MatsuKurisu, None

Ghol-Gan Ruins Card 1 (Master Gunner):
Master Gunner
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check_ If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Ghol-Gan Ruins Card 2:
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_

Ghol-Gan Ruins Card 3:
Bunyip
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Damage dealt by the Bunyip may not be reduced_
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn_
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_

Ghol-Gan Ruins Card 4:
Fireblade
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4_
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_

Ghol-Gan Ruins Card 5:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 6:
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_

Ghol-Gan Ruins Card 7:
Falcata
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; 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_

Ghol-Gan Ruins Card 8:
Giant Rock Crab
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_

Ghol-Gan Ruins Card 9:
Treasure Hunt
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
Each character may attempt at a check to defeat this barrier_ Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check_ Each character that succeeds may add a random item from the box to her hand_ If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated_


Deck handler

Aric - Blessing of the Pharasma

Start of turn @ Sea Fort. Change to Aric. Rapier out, Psychic Detective in.

Free explore = Fire Lance. Auto fail
Dexterity 5: 1d4 ⇒ 4

Discard Psychic Detective to explore = Harpoon. Auto fail
Dexterity 7: 1d4 ⇒ 1

[End of Turn. Draw up Compass, Blessing of the Ancients, Clockwork Spy[/ooc]

Aric wrote:

Hand: Mask of the Red Raven, Kama, Cloth Armor, Compass, Blessing of the Ancients, Clockwork Spy,

Displayed: Gambeson, , , , , ,
Deck: 10 Discard: 1 Buried: 0
Notes: Strength available for support
Kit: Stalking Armor, Haki Stick, Rapier

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d4 +0
Constitution d6 +0
Intelligence d8 +0
Wisdom d8 +0
Charisma d10 +1
- Perception: Wisdom +2
- Knowledge: Intelligence +2
- Diplomacy: Charisma +3

Favored Card: None
Hand Size: 6
Proficient With: Light Armor, Weapons

POWERS:
At the start of your turn ([X] 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.

Liberty's Edge

Alase - Start of Turn - Blessing = Blessing of Sivanah

@Ghol-Gan Ruins. Tonbarse Examine = Master Gunner. SHUFFLE LOCATION. Play Tonbarse at current location.

New Top card 1-9: 1d9 ⇒ 1

Free Explore = 1 - Master Gunner.
Charisma 8: 1d10 + 1 ⇒ (6) + 1 = 7
Failed

Discard Toad Explore = 4 - Fireblade
New Top card 2-9: 1d8 + 1 ⇒ (3) + 1 = 4
Wisdom 6: 1d8 ⇒ 2
Failed

Discard Blessing of the Asmodeus Explore = 9 - Treasure Hunt. Discard BoAbadar
New Top card 2-9: 1d8 + 1 ⇒ (8) + 1 = 9
Intelligence 7+1: 3d6 ⇒ (2, 2, 3) = 7
Failed. Others may try check Int/Know 8> Success defeats barrier and gets Item

Turn Ended. Draw up Scrying Mirror, Blessing of the Gods, Dagger

Alase wrote:

Hand: Black Spot, Eloquence, Invisibility, Scrying Mirror, Blessing of the Gods, Dagger,

Displayed: Tonbarse, Gambeson, , , , ,
Deck: 6 Discard: 3 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 +0
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 ([X]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.

Liberty's Edge Boon:
[ ][ ] After you roll a Charisma check, Diplomacy check or attempt before you act, check box to add or subtract 1 die; take the new result.
Refil buy
[ ] Defeat a monster with the Captain or Gnoll trait
[ ] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or henchman.
Foreign Trader Boon:
~[ ][ ][ ] When you visit a trader, may check a box to draw the trader's cards from any 1 Ultimate Add-on deck instead.
Cohort Power:
While displayed, for your combat check use 1d10 +4 and the Melee trait.


STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (Craft +1; Survival +2) | CHA d8 (Divine +3)

turn over B of Erastil. Grazzle auto-fails INT Treasure Hunt check from Alase's turn.

Weeks ago, Grazzle crafted healing poultices to provide help to his friends in case he wasn't accessible. Aric/Alase use those medicinal preparations now.

Grazzle discards two off deck to heal Alase for 3 and Aric for 1. Cards discarded: Tissah Silk Coat, Fireblade.

Cast Cure on self. Healing #: 1d4 + 1 ⇒ (2) + 1 = 3 Random cards healed = Fireblade, B of Spellbound, Silk Coat. Cure recharged rather than shuffled.

Grazzle travels by land and sea until he locates the walls of the Sea Fort, then scouts the area for trouble - sensing that Aric is nearby. explore Sea Fort

Edging too close to the water's edge, Grazzle disturbs a nest and is swarmed by crustaceans - as is Aric, who is huddled up in a nearby cave!

Uh oh. Grazzle + Aric have to fight swarm. Don't want to bot Aric improperly, so I'll leave Aric's combat up to Chris. Also, such a waste to use Holy Light on crabs, but there you go.

Combat 8 (roll 1) using HL + Tome: 1d8 + 2d6 + 1d4 + 4 ⇒ (3) + (1, 5) + (1) + 4 = 14
Combat 8 (roll 2) using HL + Tome: 1d8 + 2d6 + 1d4 + 4 ⇒ (2) + (6, 5) + (1) + 4 = 18

Grazzle defeats the squadron of crabs in his area; he hopes Aric fares equally as well. HL shuffled into deck

Free explore at Sea Fort from defeating monster. (location effect) No attack spells left, but can bury Tome to evade if necessary. I find... armor.

Con 2 to acquire ML armor: 1d8 ⇒ 7

Armor acquired. Will recharge armor before resetting, then draw up. Hand reset:

Grazzle wrote:

Hand: Hide Armor, Binder's Tome, Viper Strike, Blessing of Besmara, Tussah Silk Coat, BoG,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Lots of blessings available. Binder's Tome reveals to add 1d4 plus Mental trait to any combat or charisma check at my location. Please use!
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
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 ([X] 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.

Reward 7:
[] [] You may check an unchecked box that precedes this reward to evade a monster you encounter or to ignore a power that would move you.
Can use twice more if do the following:
[] Succeed at a check required to move.
[] Bury or banish an armor to reduce all damage dealt to you to zero.

Grand Lodge

Google Sheets Info

Oloch will auto-fail Treasure Hunt.

Oloch will wait until BR posts updated info as the RUINS were reshuffled and had cards RNG drawn from them...

Plus, Aric has to fight a swarm.......

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

During This Adventure:

During This Scenario:
Additional Rules: The Adventure Deck number is 1.

Plunder Table (roll 1d6):

1-Weapon
2-Spell
3-Armor
4-Item
5-Ally
6-Your choice of above

Party's Ship:

Merchantman:

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:

Kelizar the Brine Dragon:

Villain
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 16
Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check_ Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage_
"There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

Henchmen:

Onwu Azu:

Henchman 1
Type: Monster
Traits: Animal Aquatic
To Defeat: Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Turn: 25, Oloch/TColMaster, turn number 1 in game Game#26: [ACG][CaG] Season of the Shackles Adventure 1: Lost at Sea by Cartmanbeck [Table 1], run by cartmanbeck

Top of Blessing Discard Pile:

Blessing of the Gods:
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_

Blessings Remaining: 5

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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_
Spoiler:
Blessings Deck Card 2
Blessing of Zogmugot
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_
Spoiler:
Blessings Deck Card 3
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_
Spoiler:
Blessings Deck Card 4
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_
Spoiler:
Blessings Deck Card 5
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_

Harbor
Closed
At This Location: At the start of your turn, you may give a card to a character at another location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

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: Oloch/TColMaster, None

Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/MatsuKurisu, Grazzle/wkover Note: Chain Shirt is from Alase's deck

Sea Fort Card 1:
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_

Sea Fort Card 2:
Deckhand
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_

Sea Fort Card 3:
Chain Shirt
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_

Sea Fort Card 4:
Kelizar the Brine Dragon
Villain B
Type: Monster
Traits:
Dragon
Aquatic
To Defeat:
Combat 16
Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check_ Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage_
"There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

Sea Fort Card 5:
Zombie
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_

Sea Fort Card 6:
Chain Shirt
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_
Holy Isle
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Coastline
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck numbrer of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Alase/MatsuKurisu, Tonbarse

Ghol-Gan Ruins Card 1:
Bunyip
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Damage dealt by the Bunyip may not be reduced_
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn_
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_

Ghol-Gan Ruins Card 2:
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_

Ghol-Gan Ruins Card 3:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 4:
Falcata
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; 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_

Ghol-Gan Ruins Card 5:
Giant Rock Crab
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_

Ghol-Gan Ruins Card 6:
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_

Grand Lodge

Google Sheets Info

Feeling pleased with himself Oloch heads over to the Ghol-Ganruins. On his way there he runs into a Bunyip.

Autofail WIS 9 check

Longspear used
COMBAT 10: 1d10 + 1d8 + 3 ⇒ (5) + (8) + 3 = 16

...And the Bunyip is easily defeated. Continuing to explore he runs into a Sea Drake.

Alaise, you need to make a DEX or ACROBATICS 6 (success 1 damage else 1d4 damage)

Dex 6: 1d6 ⇒ 6

Success, discard BotG 2

Longspear used, Recharge Blessing of the Samurai
COMBAT 14: 2d10 + 1d8 + 3 ⇒ (5, 8) + (5) + 3 = 21

Draw 3, end turn.

Oloch wrote:

Hand: Blessing of the Gods 1, Divine Favor, Longspear, Cure,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [ ]+2 [ ] +3 [ ] +4
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 4
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>[X] 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>


Deck handler

Out of Turn updates.
Treasure Hunt. Discard Blessing of the Ancients

Knowledge 7+1: 2d8 + 2 ⇒ (6, 2) + 2 = 10
Success.
Needs random item from box

Summoned Crab swarm. Recharge Mask of the Red Raven to evade

Liberty's Edge

Out of turn update
Sea Drake BYA - Dexterity or Acrobatics 6. Discard Blessing of the Gods
Dexterity 6: 2d6 ⇒ (4, 4) = 8
Success. Discard Dagger as damage

Discard Scrying Mirror to examine Sea Fort Card 1: Giant Moray Eel. Shuffle Sea Fort


Aric - Blessing of the Pharasma

Start of turn @ Sea Fort. Change to Red Raven. Rapier in, Kama out.

End of Move Examine = 6 Chain Shirt. Free explore
New top card 1 - 6: 1d6 ⇒ 6
Con 4: 1d6 ⇒ 4
Success. Add Chain shirt to hand

Display Clockwork Spy. Examine = 4 Kelizar the Brine Dragon!
New top card 1 - 5: 1d5 ⇒ 4

Turn Paused. Villain found. Need temp close checks on Ruins

Liberty's Edge

Attempt to close Ruins. Use blessing from Grazzle
Con 5+1: 2d6 ⇒ (3, 3) = 6
Temp closed Ruins.


Kelizar BYA damage check
Acrobatics 7: 1d10 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Bury Gambeson to block damage
Kelizar Combat 16. Discard Rapier 1d10+1+3+3d4, Banish Clockwork Spy +1d6, Alase Black Spot +2, Grazzle Blessing +1d10, Oloch Blessing + 1d10
combat 16: 1d10 + 1 + 3 + 3d4 + 1d6 + 2 + 1d10 + 1d10 ⇒ (3) + 1 + 3 + (4, 2, 2) + (5) + 2 + (9) + (4) = 35

Slaughtered Dragon :-) Game over

Silver Crusade RPG Superstar 2014 Top 16

Development:
You’ve survived the predations of a brine dragon, and
apparently, you’re one of the lucky ones. As you sail
away, you can see clearer waters in the distance: a coral reef
surrounding a chain of islands. There’s wreckage ahead,
monuments to sailors who were not as clever as you. Those
vessels might have treasure, and you might even find another
ship that’s still af loat. Your uneasy alliance with a pirate crew
can’t last forever. At the first sign of booty, someone might get
booted off this ship. Work together, lads and lasses, and loot
while the looting’s good.

Reward:
Each character draws an ally from the box.

This is another one of those where you draw randomly from your OWN box.

Dolphin (Ally B)
Cloth Armor (Armor B)
Chain Shirt (Armor B)
Magic Leather Armor (Armor B)
Buckler (Armor B)
Blessing of Besmara (Blessing 1)
Amulet of Life (Item B)
Frostbite (Spell B)
Holy Stone (Spell 1)
Strength (Spell B)
Dagger (Weapon B)

Grand Lodge

Google Sheets Info

Spell 1: 1d1000 ⇒ 120
Spell B: 1d1000 ⇒ 515

Oloch CANNOT take allies, so no reward :(


Will not compete for Oloch with the Spell 1 as he is getting shafted in the scenario reward.


STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (Craft +1; Survival +2) | CHA d8 (Divine +3)

Happy to let Oloch take Spell 1. My next Spell 1 will be after Alase takes one. Don't need more items, as I only have 1 item and Binder's Tome is awesome.

I'll take an Armor B: Swap out Silk Coat, swap in Armor of the Sands.

List of allies for random ally roll: (B or 1)

M. Child
Apprentice x2
Riftwarden
Tal Crafter
Chronicler
Staff Bearer
Frog
Researcher
D. of Flame
Boatswain
Lookout
Social Climber

ally roll: 1d13 ⇒ 13

Climber is a level 1 ally, but not as good for Grazzle as the CW butterfly. So pass.

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

OK we're back! Here's what I have for upgrades:
Oloch: Spell 1
Alase: ?
Aric (not reported): ?
Grazzle: Armor B[/ooc]

I'll get the next scenario started up here in just a few minutes!

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

0-1D: Salvage Operations
You’ve sailed away from a lengthy battle with a relentless
brine dragon–a true terror of the deep–but other sailors in
the Shackles have not been as lucky. A sharp-eyed sailor in the
crow’s nest has spotted f lotsam ahead. It’s slow going for sailing
ships here: the beastie you defeated took advantage of a chain of
islands and coral reefs as its hunting grounds. Now the waters are
clear enough for you to look for the remains of sunken ships.
The captain of your ship planned ahead for her mutiny, but
you’ve been caught unprepared. You’re going to
need weapons, armor, provisions, and allies if
you’re going to survive the trip ahead of you.
You might even want a ship of your own...
The promise of profit should make life a
little easier for the crew you’re traveling with.
They’re in high spirits, enough so that they’re
willing to cut you a share of the profits of whatever
you find. But time and tide wait for no one, so you’ll
need to get in and get out while the waters are still
high enough for you to sail away. If you’re caught at
low tide, not even all the salvage you’ve found will
be enough to save you from getting stranded in this
dangerous area.


Box Runner Nalshene wrote:

OK we're back! Here's what I have for upgrades:

Oloch: Spell 1
Alase: ?
Aric (not reported): ?
Grazzle: Armor B[/ooc]

I'll get the next scenario started up here in just a few minutes!

I will be doing deck update and posting in about 12 hrs, so put me last

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

During This Adventure:

During This Scenario: After you build each location deck, choose a type of boon other than loot not listed on that location’s deck list, then shuffle in a random boon of that type.

When you encounter a boon of a type not listed on that location’s deck list, if you fail to acquire it, discard the top card of the blessings deck; if you acquire it, you may immediately attempt to close the location that boon came from.

To win this scenario, close all locations.
Additional Rules: The Adventure Deck number is 1.

Plunder Table (roll 1d6):

1-Weapon
2-Spell
3-Armor
4-Item
5-Ally
6-Your choice of above

Party's Ship: ANY CLASS 0 SHIP

Villain: NONE

Henchmen: NONE
Turn: 0, Aric/MatsuKurisu

Random Cards:

Monsters
Spoiler:
Smuggler
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9
Before you act, display a random card from your hand_ If undefeated, discard it; if undefeated, bury it_

Spoiler:
Smuggler
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9
Before you act, display a random card from your hand_ If undefeated, discard it; if undefeated, bury it_

Spoiler:
Skeleton
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_

Spoiler:
Giant Rock Crab
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_

Spoiler:
Giant Frog
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_

Barriers
Spoiler:
Illusory Wall
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck_

Spoiler:
Taking on Water
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_

Spoiler:
Hull Damage
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_

Spoiler:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, add 1d4 random weapons from the box to your hand_
If undefeated, you may banish this barrier_

Spoiler:
Pirate Hunting
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_

Weapons
Spoiler:
Pistol
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Basic To Acquire:
Dexterity
Ranged
Craft 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck_

Spoiler:
Boarding Axe
Weapon B
Traits:
Axe
Melee
Slashing
Swashbuckling
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait_ You may additionally discard this card to add another 1d4_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_

Spoiler:
Boarding Pike
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_

Spoiler:
Musket
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck_

Spoiler:
Pistol +1
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10_ 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_

Spells
Spoiler:
Arcane Armor
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4
Discard this card to reduce Combat damage dealt to you by 2_ You may play this card even if you have played another spell on this check_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it_

Spoiler:
Frostbite
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_

Spoiler:
Phantasmal Minion
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4
Discard this card to give a card to another character_
Discard this card to allow another character at your location to give you a card_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_

Spoiler:
Rage
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location_ While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check_ At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check_ If you succeed, recharge this card; if you fail, banish it_

Spoiler:
Sphere of Fire
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card_ While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6_ At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check_ If you succeed, recharge this card; if you fail, discard it_

Armors
Spoiler:
Chain Shirt
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_

Spoiler:
Magic Leather Armor
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_

Spoiler:
Leather Armor
Armor B
Traits:
Light Armor
Basic 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_

Spoiler:
Buckler Gun
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_

Spoiler:
Magic Chain Shirt
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_

Items
Spoiler:
Rum Bottle
Item B
Traits:
Object
Liquid
Basic To Acquire:
Constitution
Fortitude 7
OR Craft 5
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait_ After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it_
Banish this card to defeat a barrier that has the Task trait_

Spoiler:
Ring of the Beasts
Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Wisdom
Divine 9
Reveal this card to add 1d6 to your check against a card with the Animal trait_

Spoiler:
Powder Horn
Item B
Traits:
Tool
Alchemical
Basic To Acquire:
Ranged
Intelligence
Craft 6
Discard this card to search your deck for a weapon that has the Firearm trait_ Add it to your hand and shuffle your deck_ After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it_

Spoiler:
Archer's Bracers
Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check_

Spoiler:
Tot Flask
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it_
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck_ After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it_

Allies
Spoiler:
Lookout
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d6 to any Perception check_
Recharge this card to examine the top card of your location deck_

Spoiler:
Sailor
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_

Spoiler:
Captain
Ally B
Traits:
Human
Captain
Pirate
Basic To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_

Spoiler:
Heartbreak Hinsin
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_

Spoiler:
Master Gunner
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check_ If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Blessings
Spoiler:
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_

Spoiler:
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_

Spoiler:
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Spoiler:
Blessing of the 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_

Spoiler:
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_

Top of Blessing Discard Pile:

:
[/b]

Traits: To Acquire:


Blessings Remaining: 30

[b]Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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_
Spoiler:
Blessings Deck Card 2
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_
Spoiler:
Blessings Deck Card 3
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_
Spoiler:
Blessings Deck Card 4
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_
Spoiler:
Blessings Deck Card 5
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_
Spoiler:
Blessings Deck Card 6
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_
Spoiler:
Blessings Deck Card 7
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_
Spoiler:
Blessings Deck Card 8
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_
Spoiler:
Blessings Deck Card 9
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 10
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_
Spoiler:
Blessings Deck Card 11
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_
Spoiler:
Blessings Deck Card 12
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_
Spoiler:
Blessings Deck Card 13
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_
Spoiler:
Blessings Deck Card 14
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_
Spoiler:
Blessings Deck Card 15
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_
Spoiler:
Blessings Deck Card 16
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_
Spoiler:
Blessings Deck Card 17
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_
Spoiler:
Blessings Deck Card 18
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_
Spoiler:
Blessings Deck Card 19
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_
Spoiler:
Blessings Deck Card 20
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_
Spoiler:
Blessings Deck Card 21
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_
Spoiler:
Blessings Deck Card 22
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_
Spoiler:
Blessings Deck Card 23
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_
Spoiler:
Blessings Deck Card 24
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_
Spoiler:
Blessings Deck Card 25
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_
Spoiler:
Blessings Deck Card 26
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_
Spoiler:
Blessings Deck Card 27
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_
Spoiler:
Blessings Deck Card 28
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 29
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_
Spoiler:
Blessings Deck Card 30
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_

Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 0
Located/Displayed Here: Oloch/TColMaster, Alase/MatsuKurisu, Aric/MatsuKurisu, Grazzle/wkover, None

Cannibal Isle Card 1:
Master-at-Arms
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship_ When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Cannibal Isle Card 2:
Bunyip
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Damage dealt by the Bunyip may not be reduced_
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn_
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_

Cannibal Isle Card 3:
Rosie Cusswell
Ally 1
Traits:
Halfling
Fighter
Pirate To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Cannibal Isle Card 4:
Man Overboard
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7
If undefeated, display this card next to a random character_ At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck_

Cannibal Isle Card 5:
Siren Caller
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced_
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any_
If undefeated, examine the top 3 cards of your deck and discard any allies_ Shuffle any remaining cards into your deck_

Cannibal Isle Card 6:
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity 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_

Cannibal Isle Card 7:
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_

Cannibal Isle Card 8:
Swab
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead_ Then shuffle this card into your deck when you shuffle in those cards_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Cannibal Isle Card 9:
Swamp Ghoul
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_

Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Shipwreck Graveyard Card 1:
Harpoon
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ Add another 1d8 if the bane has the Aquatic trait_ If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one_

Shipwreck Graveyard Card 2:
Tiger Shark
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded_

Shipwreck Graveyard Card 3:
Rat Swarm
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated_
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

Shipwreck Graveyard Card 4:
Conch Shell
Item B
Traits:
Object
Aquatic
Basic To Acquire:
Wisdom
Perception 5
Reveal this card to add 1d6 to your Perception check_
Discard this card to examine the top card of another location deck_ After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it_

Shipwreck Graveyard Card 5:
Pirate Hunting
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_

Shipwreck Graveyard Card 6:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, add 1d4 random weapons from the box to your hand_
If undefeated, you may banish this barrier_

Shipwreck Graveyard Card 7:
Drowning Spikes Trap
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_

Shipwreck Graveyard Card 8:
Force Missile
Spell B
Traits:
Magic
Arcane
Attack
Force
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_

Shipwreck Graveyard Card 9:
Cloth Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
When you acquire this card, you may draw a card_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_

Floating Shipyard
At This Location: Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence or Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None

Floating Shipyard Card 1:
Phantasmal Minion
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4
Discard this card to give a card to another character_
Discard this card to allow another character at your location to give you a card_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_

Floating Shipyard Card 2:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait_
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any_

Floating Shipyard Card 3:
Magic Wooden Armor
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_

Floating Shipyard Card 4:
Cure
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_

Floating Shipyard Card 5:
Ambrose "Fishguts" Kroop
Ally 1
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_

Floating Shipyard Card 6:
Zombie
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_

Floating Shipyard Card 7:
Parrot
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice_ You must take the second result_
Discard this card to explore your location_

Floating Shipyard Card 8:
Taking on Water
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_

Floating Shipyard Card 9:
Harpoon Trap
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you_

Seaside Warehouse
At This Location: When you acquire a card, put it under this card.
When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
When Permanently Closed: On closing, add any cards under this card to your hand.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 4 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Seaside Warehouse Card 1:
Thieves' Tools
Item B
Traits:
Tool
Basic To Acquire:
Dexterity
Disable 4
Reveal this card to add 1 die to your Disable check_
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower_ After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it_

Seaside Warehouse Card 2:
Potion of Heroism
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7
Display this card and choose a character at your location_ While displayed, add 1d6 to that character's checks_ Banish this card at the end of your turn_

Seaside Warehouse Card 3:
Bloodbug
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_

Seaside Warehouse Card 4:
Ghost
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_

Seaside Warehouse Card 5:
Bracers of Protection
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Intelligence
Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1_

Seaside Warehouse Card 6:
Shortbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location_

Seaside Warehouse Card 7:
Benevolent Buckler
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_

Seaside Warehouse Card 8:
Potion of Fortitude
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check_

Seaside Warehouse Card 9:
Fire Lance
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8_

Holy Isle
At This Location: If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 4 ?: 0
Located/Displayed Here: None

Holy Isle Card 1:
Giant Rock Crab
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_

Holy Isle Card 2:
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_

Holy Isle Card 3:
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_

Holy Isle Card 4:
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_

Holy Isle Card 5:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If defeated, you may recharge 1 card_
If undefeated, each character recharges 1 card_ Leave this barrier faceup on the location deck_ Characters at this location encounter this barrier as their first exploration each turn_

Holy Isle Card 6:
Jinx Eater
Ally B
Traits:
Tengu
Assassin
Basic To Acquire:
Charisma
Diplomacy 8
Discard this card to explore your location_ Add 1 to your combat checks during this exploration_
If you would fail a combat check by 1, you may bury this card to succeed_

Holy Isle Card 7:
Strength
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character_ While displayed, that character's checks using her Strength skill are increased by 3_ At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check_ If you succeed, recharge this card; if you fail, discard it_

Holy Isle Card 8:
Cure
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_

Holy Isle Card 9:
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_

Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a locatoin and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M: 1 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 0
Located/Displayed Here: None

Fringes of the Eye Card 1:
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_

Fringes of the Eye Card 2:
Bucket Brigade
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage_ The barrier is defeated or undefeated based solely on your check_
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn_ If you start your turn at this location, your ship is dealt 1 Structural damage_

Fringes of the Eye Card 3:
Ambush
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_

Fringes of the Eye Card 4:
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_

Fringes of the Eye Card 5:
Treasure Hunt
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
Each character may attempt at a check to defeat this barrier_ Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check_ Each character that succeeds may add a random item from the box to her hand_ If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated_

Fringes of the Eye Card 6:
Old Salt
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1)_
Discard this card to explore your location_

Fringes of the Eye Card 7:
Goblin Keelhaulin'
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_

Fringes of the Eye Card 8:
Crab Swarm
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_

Fringes of the Eye Card 9:
Deckhand
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_

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

You guys have several choices to make for this scenario:

First off, you get to choose any Class 0 ship from the box to be your ship for the scenario. Here are your options:

Goblin Weidling:

Ship P
Traits: Class 0
To Defeat: Dexterity/Stealth 5
OR
Wisdom/Survival 4
When Encountering: Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding: Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.

BACK:
To Repair: Strength 4
When Commanding: When you encounter a card, all other characters at this location move to a random closed location.

Merchantman:

Ship B
Traits: Class 0
To Defeat: Wisdom/Survival 5
OR
Perception 7
When Encountering: 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.

BACK:
To Repair: Craft 6
When Commanding: If you fail to defeat a bane that has the Pirate trait, bury a card.

Shackles Pirate Ship:

Ship B
Traits: Class 0
To Defeat: Dexterity/Disable 8
OR
Wisdom/Survival 6
When Encountering: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding: If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.

BACK:
To Repair: Craft 5
When Commanding: When your ship is dealt damage, add 1 to the amount of damage dealt.

After that, you guys get to choose a type of card to shuffle into each location. Here are your options for each location:

Cannibal Isle: Weapon, Spell, Armor or Item
Shipwreck Graveyard: Ally or Blessing
Floating Shipyard: Weapon, Item or Blessing
Seaside Warehouse: Spell, Ally or Blessing
Holy Isle: Weapon, Armor or Item
Fringes of the Eye: Weapon, Spell, Armor or Item

I'll just take the first choice that's shouted out by someone for each location. Or you can give me a "priority list", so you might say "We want to do Blessings if possible, then Spells, then Weapons, then Items."


My ship vote is
Shackles Pirate Ship

Cannibal Isle: Weapon
Shipwreck Graveyard: Blessing
Floating Shipyard: Blessing
Seaside Warehouse: Spell
Holy Isle: Weapon
Fringes of the Eye: Spell

My thinking is to split between Blessing, Spell and Weapon as I think they are the most useful for upgrades
However if people want items or armors please feel free to change


STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (Craft +1; Survival +2) | CHA d8 (Divine +3)

That generally sounds good, because blessings and spells are the easiest for the party to acquire. One suggested change: I'll be starting at Holy Isle, so I'd put Armor there instead. I would have a tough time acquiring weapons.

Grazzle's Starting location: Holy Isle.

Starting hand:

Grazzle wrote:

Hand: B of Spellbound 1, Heavy Pick, Cure 1, Fireblade, B of Spellbound 2, B of Thoth,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Wow, blessings available. Thoth: 2 dice to NC wisdom or check that invokes cold. Or adds 1 die + cold to check.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
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 ([X] 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.

Reward 7:
[] [] You may check an unchecked box that precedes this reward to evade a monster you encounter or to ignore a power that would move you.
Can use twice more if do the following:
[] Succeed at a check required to move.
[earned] Bury or banish an armor to reduce all damage dealt to you to zero.

May not be able to post again until tomorrow morning due to local storms and internet/phone/power issues. Bleah.

Grand Lodge

Google Sheets Info

Cannibal Isle: Weapon
Shipwreck Graveyard: Blessing
Floating Shipyard: Blessing
Seaside Warehouse: Spell
Holy Isle: Armor
Fringes of the Eye: Spell

Oloch would start at the Holy Isle with Grazzle. (We're a good team)

Starting ship is fine.

Aric, looks like you get to start us off this adventure!

Oloch wrote:

Hand: Blessing of Gorum, Champion's Do-Maru(UC), Blessing of the Gods 3, Longspear,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [ ]+2 [ ] +3 [ ] +4
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 4
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>[X] 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>


Deck handler

Sorry, still 6 to 7 hrs from being able to post

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

@Aric: Not a problem! I'll put your characters at the end of the turn order. Will be adding those cards and putting your Shackles Pirate Ship in the rules text, and then get things started.

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

NEW TURN ORDER:
Oloch/TColMaster
Grazzle/Wkover
Alase/Matsu
Aric/Matsu

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

initial plunder: 1d6 ⇒ 1 Weapon!

During This Adventure:

During This Scenario: After you build each location deck, choose a type of boon other than loot not listed on that location’s deck list, then shuffle in a random boon of that type.

When you encounter a boon of a type not listed on that location’s deck list, if you fail to acquire it, discard the top card of the blessings deck; if you acquire it, you may immediately attempt to close the location that boon came from.

To win this scenario, close all locations.
Additional Rules: The Adventure Deck number is 1.

Plunder Table (roll 1d6):

1-Weapon
2-Spell
3-Armor
4-Item
5-Ally
6-Your choice of above

Party's Ship:

Shackles Pirate Ship:

Ship B
Traits: Class 0
To Defeat: Dexterity/Disable 8
OR
Wisdom/Survival 6
When Encountering: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding: If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
BACK:
To Repair: Craft 5
When Commanding: When your ship is dealt damage, add 1 to the amount of damage dealt.

Villain: NONE

Henchmen: NONE
Turn: 1, Oloch/TColMaster

Random Cards:

Monsters
Spoiler:
Giant Rock Crab
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_

Spoiler:
Owlbeartross
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_

Spoiler:
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_

Spoiler:
Bilge Spider Swarm
Monster B
Traits:
Animal
Swarm
Basic
To Defeat:
Combat 6
All damage dealt by the Bilge Spider Swarm is Poison damage_
If you are on a ship, the difficulty of the check to defeat is increased by 4_
If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the bilge Spider Swarm still counts as defeated_

Spoiler:
Reefclaw
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_

Barriers
Spoiler:
Illusory Wall
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck_

Spoiler:
Hull Damage
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_

Spoiler:
Treasure Map
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_

Spoiler:
Treasure Map
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_

Spoiler:
Hull Damage
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_

Weapons
Spoiler:
Icy Boarding Pike +1
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_

Spoiler:
Boarding Axe
Weapon B
Traits:
Axe
Melee
Slashing
Swashbuckling
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait_ You may additionally discard this card to add another 1d4_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_

Spoiler:
Morningstar
Weapon B
Traits:
Mace
Melee
Piercing
Elite To Acquire:
Strength
Melee 6
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_
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait_

Spoiler:
Falcata
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; 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_

Spoiler:
Heavy Crossbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10_
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location_

Spells
Spoiler:
Confusion
Spell B
Traits:
Magic
Arcane
Divine
Mental
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to evade a monster_ If there is another character at your location, that character may encounter the monster_
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 8 check to recharge this card instead of discarding it_

Spoiler:
Find Traps
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Spoiler:
Magic Weapon
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the check_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_

Spoiler:
Force Missile
Spell B
Traits:
Magic
Arcane
Attack
Force
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_

Spoiler:
Phantasmal Minion
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4
Discard this card to give a card to another character_
Discard this card to allow another character at your location to give you a card_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_

Armors
Spoiler:
Leather Armor
Armor B
Traits:
Light Armor
Basic 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_

Spoiler:
Cloth Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
When you acquire this card, you may draw a card_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_

Spoiler:
Magic Chain Shirt
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_

Spoiler:
Chain Mail
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_

Spoiler:
Magic Buckler
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_

Items
Spoiler:
Eye Patch
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait_

Spoiler:
Archer's Bracers
Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check_

Spoiler:
Astrolabe
Item 1
Traits:
Tool To Acquire:
Wisdom
Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead_ After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it_

Spoiler:
Spyglass
Item B
Traits:
Object To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order_

Spoiler:
Ring of Wave Walking
Item 1
Traits:
Accessory
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 6
Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon_
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon_

Allies
Spoiler:
Giffer Tibbs
Ally B
Traits:
Gnome
Pirate To Acquire:
Charisma
Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Spoiler:
Master-at-Arms
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship_ When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Spoiler:
Quartermaster
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_

Spoiler:
Mogmurch
Ally P
Traits:
Goblin
Alchemist To Acquire:
Charisma
Diplomacy 7
OR Ranged
Craft 5
Recharge this card to add 2d6 and the Fire trait to any check_ If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage_
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage_
"Things go boom when Mogmurch throws,
Much more fun than using bows_
Sometimes where the boom boom blows
is not my fault- that's how it goes_" -Mogmurch's song


Spoiler:
Heartbreak Hinsin
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_

Blessings
Spoiler:
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_

Spoiler:
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_

Spoiler:
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Spoiler:
Blessing of the 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_

Spoiler:
Blessing of Zogmugot
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_

Top of Blessing Discard Pile:

Blessing of Gorum:
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_

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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_
Spoiler:
Blessings Deck Card 2
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_
Spoiler:
Blessings Deck Card 3
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_
Spoiler:
Blessings Deck Card 4
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_
Spoiler:
Blessings Deck Card 5
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_
Spoiler:
Blessings Deck Card 6
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_
Spoiler:
Blessings Deck Card 7
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_
Spoiler:
Blessings Deck Card 8
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 9
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_
Spoiler:
Blessings Deck Card 10
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_
Spoiler:
Blessings Deck Card 11
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_
Spoiler:
Blessings Deck Card 12
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_
Spoiler:
Blessings Deck Card 13
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_
Spoiler:
Blessings Deck Card 14
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_
Spoiler:
Blessings Deck Card 15
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_
Spoiler:
Blessings Deck Card 16
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_
Spoiler:
Blessings Deck Card 17
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_
Spoiler:
Blessings Deck Card 18
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_
Spoiler:
Blessings Deck Card 19
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_
Spoiler:
Blessings Deck Card 20
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_
Spoiler:
Blessings Deck Card 21
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_
Spoiler:
Blessings Deck Card 22
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_
Spoiler:
Blessings Deck Card 23
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_
Spoiler:
Blessings Deck Card 24
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_
Spoiler:
Blessings Deck Card 25
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_
Spoiler:
Blessings Deck Card 26
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_
Spoiler:
Blessings Deck Card 27
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 28
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_
Spoiler:
Blessings Deck Card 29
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_

Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 0
Located/Displayed Here: Alase/MatsuKurisu, Aric/MatsuKurisu, None

Cannibal Isle Card 1:
Rosie Cusswell
Ally 1
Traits:
Halfling
Fighter
Pirate To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Cannibal Isle Card 2:
Master-at-Arms
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship_ When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Cannibal Isle Card 3:
Dagger
Weapon B
Traits:
Knife
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4_
When playing another weapon, you may discard this card to add 1d4 to the combat check_

Cannibal Isle Card 4:
Swamp Ghoul
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_

Cannibal Isle Card 5:
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_

Cannibal Isle Card 6:
Man Overboard
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7
If undefeated, display this card next to a random character_ At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck_

Cannibal Isle Card 7:
Swab
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead_ Then shuffle this card into your deck when you shuffle in those cards_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Cannibal Isle Card 8:
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity 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_

Cannibal Isle Card 9:
Siren Caller
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced_
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any_
If undefeated, examine the top 3 cards of your deck and discard any allies_ Shuffle any remaining cards into your deck_

Cannibal Isle Card 10:
Bunyip
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Damage dealt by the Bunyip may not be reduced_
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn_
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_

Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None

Shipwreck Graveyard Card 1:
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_

Shipwreck Graveyard Card 2:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, add 1d4 random weapons from the box to your hand_
If undefeated, you may banish this barrier_

Shipwreck Graveyard Card 3:
Harpoon
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ Add another 1d8 if the bane has the Aquatic trait_ If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one_

Shipwreck Graveyard Card 4:
Drowning Spikes Trap
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_

Shipwreck Graveyard Card 5:
Cloth Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
When you acquire this card, you may draw a card_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_

Shipwreck Graveyard Card 6:
Tiger Shark
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded_

Shipwreck Graveyard Card 7:
Force Missile
Spell B
Traits:
Magic
Arcane
Attack
Force
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_

Shipwreck Graveyard Card 8:
Pirate Hunting
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_

Shipwreck Graveyard Card 9:
Conch Shell
Item B
Traits:
Object
Aquatic
Basic To Acquire:
Wisdom
Perception 5
Reveal this card to add 1d6 to your Perception check_
Discard this card to examine the top card of another location deck_ After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it_

Shipwreck Graveyard Card 10:
Rat Swarm
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated_
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

Floating Shipyard
At This Location: Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence or Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None

Floating Shipyard Card 1:
Taking on Water
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_

Floating Shipyard Card 2:
Parrot
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice_ You must take the second result_
Discard this card to explore your location_

Floating Shipyard Card 3:
Magic Wooden Armor
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_

Floating Shipyard Card 4:
Zombie
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_

Floating Shipyard Card 5:
Phantasmal Minion
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4
Discard this card to give a card to another character_
Discard this card to allow another character at your location to give you a card_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_

Floating Shipyard Card 6:
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_

Floating Shipyard Card 7:
Ambrose "Fishguts" Kroop
Ally 1
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_

Floating Shipyard Card 8:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait_
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any_

Floating Shipyard Card 9:
Cure
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_

Floating Shipyard Card 10:
Harpoon Trap
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you_

Seaside Warehouse
At This Location: When you acquire a card, put it under this card.
When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
When Permanently Closed: On closing, add any cards under this card to your hand.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 4 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Seaside Warehouse Card 1:
Thieves' Tools
Item B
Traits:
Tool
Basic To Acquire:
Dexterity
Disable 4
Reveal this card to add 1 die to your Disable check_
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower_ After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it_

Seaside Warehouse Card 2:
Ghost
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_

Seaside Warehouse Card 3:
Potion of Heroism
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7
Display this card and choose a character at your location_ While displayed, add 1d6 to that character's checks_ Banish this card at the end of your turn_

Seaside Warehouse Card 4:
Shortbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location_

Seaside Warehouse Card 5:
Fire Lance
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8_

Seaside Warehouse Card 6:
Arcane Armor
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4
Discard this card to reduce Combat damage dealt to you by 2_ You may play this card even if you have played another spell on this check_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it_

Seaside Warehouse Card 7:
Bloodbug
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_

Seaside Warehouse Card 8:
Bracers of Protection
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Intelligence
Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1_

Seaside Warehouse Card 9:
Benevolent Buckler
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_

Seaside Warehouse Card 10:
Potion of Fortitude
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check_

Holy Isle
At This Location: If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 0 Al: 1 Bl: 4 ?: 0
Located/Displayed Here: Oloch/TColMaster, Grazzle/wkover, None

Holy Isle Card 1:
Giant Rock Crab
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_

Holy Isle Card 2:
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_

Holy Isle Card 3:
Magic Leather Armor
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_

Holy Isle Card 4:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If defeated, you may recharge 1 card_
If undefeated, each character recharges 1 card_ Leave this barrier faceup on the location deck_ Characters at this location encounter this barrier as their first exploration each turn_

Holy Isle Card 5:
Jinx Eater
Ally B
Traits:
Tengu
Assassin
Basic To Acquire:
Charisma
Diplomacy 8
Discard this card to explore your location_ Add 1 to your combat checks during this exploration_
If you would fail a combat check by 1, you may bury this card to succeed_

Holy Isle Card 6:
Cure
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_

Holy Isle Card 7:
Strength
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character_ While displayed, that character's checks using her Strength skill are increased by 3_ At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check_ If you succeed, recharge this card; if you fail, discard it_

Holy Isle Card 8:
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_

Holy Isle Card 9:
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_

Holy Isle Card 10:
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_
Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a locatoin and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M: 1 Ba: 4 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 0
Located/Displayed Here: None

Fringes of the Eye Card 1:
Treasure Hunt
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
Each character may attempt at a check to defeat this barrier_ Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check_ Each character that succeeds may add a random item from the box to her hand_ If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated_

Fringes of the Eye Card 2:
Ambush
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_

Fringes of the Eye Card 3:
Rage
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location_ While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check_ At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check_ If you succeed, recharge this card; if you fail, banish it_

Fringes of the Eye Card 4:
Bucket Brigade
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage_ The barrier is defeated or undefeated based solely on your check_
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn_ If you start your turn at this location, your ship is dealt 1 Structural damage_

Fringes of the Eye Card 5:
Goblin Keelhaulin'
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_

Fringes of the Eye Card 6:
Crab Swarm
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_

Fringes of the Eye Card 7:
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_

Fringes of the Eye Card 8:
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_

Fringes of the Eye Card 9:
Deckhand
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_

Fringes of the Eye Card 10:
Old Salt
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1)_
Discard this card to explore your location_

Grand Lodge

Google Sheets Info

Heading to the Holy Isle with Grazzle they are attacked by an unholy Giant Rock Crab. With a quick prayer to Gorum and a thrust with his Longspear, Oloch attacks the creature to save his healer friend!

-Longspear + Blessing of Gorum (Going a bit strong as it is needed to reroll to confirm creature is down - and a free explore!)...

Combat 13: 3d10 + 1d8 + 3 ⇒ (5, 7, 3) + (4) + 3 = 22
Confirmed?
Combat 13: 3d10 + 1d8 + 3 ⇒ (9, 7, 9) + (5) + 3 = 33

Delighted that the creature is down, Oloch and Grazzle finally make it to the Isle. Upon arriving Oloch feels the power of Gozreh. Beseeching Gozreh's favor and blessing, Oloch kneels to pray.
Divine5: 1d8 + 2 ⇒ (3) + 2 = 5
Got it! Discard to continue to explore...
Rounding the first bend in their path Grazzle notices something in the dirt. Taking a moment to explore, they come across Magic Armor.

Con2: 1d10 ⇒ 8

Got it!

Feeling like there is nothing left on the Isle, Oloch suggests to Grazzle it is time to head back to the ship...

-Discard Blessing Gods
Divine 7: 2d8 + 2 ⇒ (8, 5) + 2 = 15 Convinced!

Recharge Blessing of Gorum, Gozreh, and Gods. Location Closed!

Oloch wrote:

Hand: Magic Armor, Champion's Do-Maru(UC), Cure, Longspear,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [ ]+2 [ ] +3 [ ] +4
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 4
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>[X] 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>

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure:

During This Scenario: After you build each location deck, choose a type of boon other than loot not listed on that location’s deck list, then shuffle in a random boon of that type.

When you encounter a boon of a type not listed on that location’s deck list, if you fail to acquire it, discard the top card of the blessings deck; if you acquire it, you may immediately attempt to close the location that boon came from.

To win this scenario, close all locations.
Additional Rules: The Adventure Deck number is 1.

Plunder Table (roll 1d6):

1-Weapon
2-Spell
3-Armor
4-Item
5-Ally
6-Your choice of above

Party's Ship:

Shackles Pirate Ship:

Ship B
Traits: Class 0
To Defeat: Dexterity/Disable 8
OR
Wisdom/Survival 6
When Encountering: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding: If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
BACK:
To Repair: Craft 5
When Commanding: When your ship is dealt damage, add 1 to the amount of damage dealt.

Villain: NONE

Henchmen: NONE
Turn: 2, Grazzle/wkover

Random Cards:

Monsters
Spoiler:
Blood Moon Pirate
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3_
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck_

Spoiler:
Marine
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_

Spoiler:
Tiger Shark
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded_

Spoiler:
Smuggler
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9
Before you act, display a random card from your hand_ If undefeated, discard it; if undefeated, bury it_

Spoiler:
Zombie
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_

Barriers
Spoiler:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If defeated, you may recharge 1 card_
If undefeated, each character recharges 1 card_ Leave this barrier faceup on the location deck_ Characters at this location encounter this barrier as their first exploration each turn_

Spoiler:
Treasure Map
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_

Spoiler:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, add 1d4 random weapons from the box to your hand_
If undefeated, you may banish this barrier_

Spoiler:
Pirate Hunting
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_

Spoiler:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If defeated, you may recharge 1 card_
If undefeated, each character recharges 1 card_ Leave this barrier faceup on the location deck_ Characters at this location encounter this barrier as their first exploration each turn_

Weapons
Spoiler:
Longsword
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_

Spoiler:
Cutlass
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_

Spoiler:
Mace
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_

Spoiler:
Shortbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location_

Spoiler:
Morningstar
Weapon B
Traits:
Mace
Melee
Piercing
Elite To Acquire:
Strength
Melee 6
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_
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait_

Spells
Spoiler:
Sphere of Fire
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card_ While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6_ At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check_ If you succeed, recharge this card; if you fail, discard it_

Spoiler:
Force Missile
Spell B
Traits:
Magic
Arcane
Attack
Force
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_

Spoiler:
Fear
Spell B
Traits:
Magic
Arcane
Divine
Attack
Mental
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to evade a non-villain monster and shuffle it into an open location of your choice_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

Spoiler:
Illuminate
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d8 to any Ranged combat check_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

Spoiler:
Strength
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character_ While displayed, that character's checks using her Strength skill are increased by 3_ At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check_ If you succeed, recharge this card; if you fail, discard it_

Armors
Spoiler:
Goblin Buckler Gun
Armor P
Traits:
Shield
Firearm To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor_ You may additionally choose to be dealt 2 Fire Damage to add another 1d8_
Recharge this card to reduce Combat or Fire damage dealt to you by 2_ If you are proficient with light armors, you may play another armor on this check_

Spoiler:
Buckler
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_

Spoiler:
Magic Chain Shirt
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_

Spoiler:
Leather Armor
Armor B
Traits:
Light Armor
Basic 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_

Spoiler:
Magic Leather Armor
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_

Items
Spoiler:
Ruby of Charisma
Item B
Traits:
Object
Magic To Acquire:
Charisma 7
Recharge this card to roll your Charisma die instead of the normal die on a non-combat check_

Spoiler:
Alchemical Glue
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter_ Put the encountered card on top of the location deck, if it came from one_

Spoiler:
Alchemical Glue
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7
Banish this card to evade your encounter_ Put the encountered card on top of the location deck, if it came from one_

Spoiler:
Thieves' Tools
Item B
Traits:
Tool
Basic To Acquire:
Dexterity
Disable 4
Reveal this card to add 1 die to your Disable check_
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower_ After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it_

Spoiler:
Tot Flask
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it_
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck_ After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it_

Allies
Spoiler:
Carver
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_

Spoiler:
Master Gunner
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check_ If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Spoiler:
Parrot
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice_ You must take the second result_
Discard this card to explore your location_

Spoiler:
Sailor
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_

Spoiler:
Tidepool Dragon
Ally 1
Traits:
Dragon
Aquatic
Elite To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to add 2 and the Fire trait to any combat or Perception check_ Then roll 1d12_ On a 1, banish this card and each character at your location is dealt 1 Fire damage_
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage_

Blessings
Spoiler:
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_

Spoiler:
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_

Spoiler:
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Spoiler:
Blessing of the 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_

Spoiler:
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_

Top of Blessing Discard Pile:

Blessing of Pharasma:
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_

Blessings Remaining: 28

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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_
Spoiler:
Blessings Deck Card 2
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_
Spoiler:
Blessings Deck Card 3
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_
Spoiler:
Blessings Deck Card 4
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_
Spoiler:
Blessings Deck Card 5
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_
Spoiler:
Blessings Deck Card 6
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_
Spoiler:
Blessings Deck Card 7
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 8
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_
Spoiler:
Blessings Deck Card 9
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_
Spoiler:
Blessings Deck Card 10
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_
Spoiler:
Blessings Deck Card 11
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_
Spoiler:
Blessings Deck Card 12
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_
Spoiler:
Blessings Deck Card 13
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_
Spoiler:
Blessings Deck Card 14
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_
Spoiler:
Blessings Deck Card 15
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_
Spoiler:
Blessings Deck Card 16
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_
Spoiler:
Blessings Deck Card 17
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_
Spoiler:
Blessings Deck Card 18
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_
Spoiler:
Blessings Deck Card 19
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_
Spoiler:
Blessings Deck Card 20
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_
Spoiler:
Blessings Deck Card 21
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_
Spoiler:
Blessings Deck Card 22
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_
Spoiler:
Blessings Deck Card 23
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_
Spoiler:
Blessings Deck Card 24
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_
Spoiler:
Blessings Deck Card 25
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_
Spoiler:
Blessings Deck Card 26
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 27
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_
Spoiler:
Blessings Deck Card 28
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_

Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 0
Located/Displayed Here: Alase/MatsuKurisu, Aric/MatsuKurisu, Card to close: Weapon

Cannibal Isle Card 1:
Rosie Cusswell
Ally 1
Traits:
Halfling
Fighter
Pirate To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Cannibal Isle Card 2:
Master-at-Arms
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship_ When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Cannibal Isle Card 3:
Dagger
Weapon B
Traits:
Knife
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4_
When playing another weapon, you may discard this card to add 1d4 to the combat check_

Cannibal Isle Card 4:
Swamp Ghoul
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_

Cannibal Isle Card 5:
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_

Cannibal Isle Card 6:
Man Overboard
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7
If undefeated, display this card next to a random character_ At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck_

Cannibal Isle Card 7:
Swab
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead_ Then shuffle this card into your deck when you shuffle in those cards_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Cannibal Isle Card 8:
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity 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_

Cannibal Isle Card 9:
Siren Caller
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced_
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any_
If undefeated, examine the top 3 cards of your deck and discard any allies_ Shuffle any remaining cards into your deck_

Cannibal Isle Card 10:
Bunyip
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Damage dealt by the Bunyip may not be reduced_
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn_
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_

Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Card to close: Blessing

Shipwreck Graveyard Card 1:
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_

Shipwreck Graveyard Card 2:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, add 1d4 random weapons from the box to your hand_
If undefeated, you may banish this barrier_

Shipwreck Graveyard Card 3:
Harpoon
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ Add another 1d8 if the bane has the Aquatic trait_ If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one_

Shipwreck Graveyard Card 4:
Drowning Spikes Trap
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_

Shipwreck Graveyard Card 5:
Cloth Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
When you acquire this card, you may draw a card_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_

Shipwreck Graveyard Card 6:
Tiger Shark
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded_

Shipwreck Graveyard Card 7:
Force Missile
Spell B
Traits:
Magic
Arcane
Attack
Force
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_

Shipwreck Graveyard Card 8:
Pirate Hunting
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_

Shipwreck Graveyard Card 9:
Conch Shell
Item B
Traits:
Object
Aquatic
Basic To Acquire:
Wisdom
Perception 5
Reveal this card to add 1d6 to your Perception check_
Discard this card to examine the top card of another location deck_ After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it_

Shipwreck Graveyard Card 10:
Rat Swarm
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated_
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

Floating Shipyard
At This Location: Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence or Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: Card to close: Blessing

Floating Shipyard Card 1:
Taking on Water
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_

Floating Shipyard Card 2:
Parrot
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice_ You must take the second result_
Discard this card to explore your location_

Floating Shipyard Card 3:
Magic Wooden Armor
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_

Floating Shipyard Card 4:
Zombie
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_

Floating Shipyard Card 5:
Phantasmal Minion
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4
Discard this card to give a card to another character_
Discard this card to allow another character at your location to give you a card_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_

Floating Shipyard Card 6:
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_

Floating Shipyard Card 7:
Ambrose "Fishguts" Kroop
Ally 1
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_

Floating Shipyard Card 8:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait_
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any_

Floating Shipyard Card 9:
Cure
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_

Floating Shipyard Card 10:
Harpoon Trap
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you_

Seaside Warehouse
At This Location: When you acquire a card, put it under this card.
When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
When Permanently Closed: On closing, add any cards under this card to your hand.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 4 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Card to close: Spell

Seaside Warehouse Card 1:
Thieves' Tools
Item B
Traits:
Tool
Basic To Acquire:
Dexterity
Disable 4
Reveal this card to add 1 die to your Disable check_
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower_ After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it_

Seaside Warehouse Card 2:
Ghost
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_

Seaside Warehouse Card 3:
Potion of Heroism
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7
Display this card and choose a character at your location_ While displayed, add 1d6 to that character's checks_ Banish this card at the end of your turn_

Seaside Warehouse Card 4:
Shortbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location_

Seaside Warehouse Card 5:
Fire Lance
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8_

Seaside Warehouse Card 6:
Arcane Armor
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4
Discard this card to reduce Combat damage dealt to you by 2_ You may play this card even if you have played another spell on this check_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it_

Seaside Warehouse Card 7:
Bloodbug
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_

Seaside Warehouse Card 8:
Bracers of Protection
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Intelligence
Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1_

Seaside Warehouse Card 9:
Benevolent Buckler
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_

Seaside Warehouse Card 10:
Potion of Fortitude
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check_
Holy Isle
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, Grazzle/wkover, None

Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a locatoin and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M: 1 Ba: 4 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 0
Located/Displayed Here: Card to close: Spell

Fringes of the Eye Card 1:
Treasure Hunt
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
Each character may attempt at a check to defeat this barrier_ Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check_ Each character that succeeds may add a random item from the box to her hand_ If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated_

Fringes of the Eye Card 2:
Ambush
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_

Fringes of the Eye Card 3:
Rage
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location_ While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check_ At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check_ If you succeed, recharge this card; if you fail, banish it_

Fringes of the Eye Card 4:
Bucket Brigade
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage_ The barrier is defeated or undefeated based solely on your check_
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn_ If you start your turn at this location, your ship is dealt 1 Structural damage_

Fringes of the Eye Card 5:
Goblin Keelhaulin'
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_

Fringes of the Eye Card 6:
Crab Swarm
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_

Fringes of the Eye Card 7:
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_

Fringes of the Eye Card 8:
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_

Fringes of the Eye Card 9:
Deckhand
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_

Fringes of the Eye Card 10:
Old Salt
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1)_
Discard this card to explore your location_


Aric - Last scenario upgrades.
Card = Blessing 1

[ooc]Random ally - B or 1
Dredge
Fencer
Marianix Karn
Masque
Metamorph
Dandy Brute
Sharper
Social Climber
Chronicler
Harrowed Society Student
Social Climber
Talisman Crafter
Cook
Psychokineticist

1 - 14: 1d14 ⇒ 10
Harrowed Society Student - Not taken

Aric wrote:

Starting Hand: Lookout, Gambeson, Blessing of Abadar, Spyglass, Blessing of Bastet, Rapier, [/b]

Displayed: , , , , , ,
Deck: 9 Discard: 0 Buried: 0
Notes:
Kit: Psychic Detective, Compass, Blessing of the Ancients

Switch to Red Raven. Display Gambeson. Start at Seaside Warehouse

Liberty's Edge

Alase - Last Scenario upgrades
Card = Item B

Random ally - B or 1
Apprentice
Blackwing Librarian
Bound Magma Spirit
Crow
Researcher
Soldier
Troubadour
Riftwarden
Bound Imp
Sharper
Clockwork Spy
Dredge
Fencer
Marianix Karn
Masque
Metamorph
Psychic Detective
Dandy Brute
Social Climber

1 - 19: 1d19 ⇒ 15
Masque = not taken

Alase wrote:

Hand: Toad, Black Spot, Augury, Blessing of the Spy, Blessing of the Gods, Lookout,

Displayed: Tonbarse, , , , , ,
Deck: 9 Discard: 0 Buried: 0
Notes:

Start at Fringes of the Eye. Display Tonbarse.

Alase wrote:

Hand: Toad, Black Spot, Augury, Blessing of the Spy, Blessing of the Gods, Lookout,

Displayed: Tonbarse, , , , , ,
Deck: 9 Discard: 0 Buried: 0
Notes:


STR d6 | DEX d6 | CON d8 | INT d4 | WIS d10 (Craft +1; Survival +2) | CHA d8 (Divine +3)

Grazzle temporarily parts ways with priest Oloch due to a minor quibble about half-orc vs. lizard saints and deities. Time to cool off at the Shipyard and hunt for ghouls.

Travel to Floating Shipyard and explore.

Grazzle's hefty weight pushes a ship's lip below the surface, and the craft starts to take on water!

Craft 7 to defeat barrier w/ Thoth blessing: 3d10 + 1 ⇒ (4, 5, 1) + 1 = 11

Grazzle dances lightly on his feet and bounces ashore; the hull rises and is successfully freed of its liquid cargo. Grazzle continues on... discard spellbound to explore

A parrot alights on Grazzle shoulder. Is this Nirvana, a holy place where food serves itself?

Survival 7 check to acquire ally: 1d10 + 2 ⇒ (10) + 2 = 12

Grazzle snatches the bird, attaches a slight rope to its leg, and lets it drag him hither and yon.

discard parrot to explore again

The colorful parrot leads Grazzle to an armor rack. The bird has a nose for dangerous things.

Constitution 3 to acquire: 2d8 ⇒ (1, 8) = 9.

armor 1, so I borrowed someone's blessing to secure the acquisition; I promise to heal it next turn. Armor acquired!

Grazzle then ponders whether birds have noses, and takes a two-hour nap. Braintime = rest time.

Done exploring. Curing self. # cards healed: 1d4 + 1 ⇒ (1) + 1 = 2 Random healed cards = B of Spellbound, Parrot. Hand reset:

Grazzle wrote:

Hand: Magic Wooden Armor, Heavy Pick, Hide Armor, Fireblade, B of Spellbound 2, Viper Strike,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Blessing available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
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 ([X] 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.

Reward 7:
[] [] You may check an unchecked box that precedes this reward to evade a monster you encounter or to ignore a power that would move you.
Can use twice more if do the following:
[] Succeed at a check required to move.
[earned] Bury or banish an armor to reduce all damage dealt to you to zero.

Liberty's Edge

OOT Update. Discard Blessing of the Gods for Grazzle

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure:

During This Scenario: After you build each location deck, choose a type of boon other than loot not listed on that location’s deck list, then shuffle in a random boon of that type.

When you encounter a boon of a type not listed on that location’s deck list, if you fail to acquire it, discard the top card of the blessings deck; if you acquire it, you may immediately attempt to close the location that boon came from.

To win this scenario, close all locations.
Additional Rules: The Adventure Deck number is 1.

Plunder Table (roll 1d6):

1-Weapon
2-Spell
3-Armor
4-Item
5-Ally
6-Your choice of above

Party's Ship:

Shackles Pirate Ship:

Ship B
Traits: Class 0
To Defeat: Dexterity/Disable 8
OR
Wisdom/Survival 6
When Encountering: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding: If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
BACK:
To Repair: Craft 5
When Commanding: When your ship is dealt damage, add 1 to the amount of damage dealt.

Villain: NONE

Henchmen: NONE
Turn: 3, Alase/MatsuKurisu

Random Cards:

Monsters
Spoiler:
Zombie
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_

Spoiler:
Blood Moon Pirate
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3_
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck_

Spoiler:
Giant Rock Crab
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_

Spoiler:
Crab Swarm
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_

Spoiler:
Reefclaw
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_

Barriers
Spoiler:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, add 1d4 random weapons from the box to your hand_
If undefeated, you may banish this barrier_

Spoiler:
Illusory Wall
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck_

Spoiler:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If defeated, you may recharge 1 card_
If undefeated, each character recharges 1 card_ Leave this barrier faceup on the location deck_ Characters at this location encounter this barrier as their first exploration each turn_

Spoiler:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If defeated, you may recharge 1 card_
If undefeated, each character recharges 1 card_ Leave this barrier faceup on the location deck_ Characters at this location encounter this barrier as their first exploration each turn_

Spoiler:
Trapped Locker
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_

Weapons
Spoiler:
Rapier
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_

Spoiler:
Falcata +1
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_

Spoiler:
Mace
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_

Spoiler:
Blunderbuss
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; 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 1-2, shuffle this card into your deck_

Spoiler:
Morningstar
Weapon B
Traits:
Mace
Melee
Piercing
Elite To Acquire:
Strength
Melee 6
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_
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait_

Spells
Spoiler:
Illuminate
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d8 to any Ranged combat check_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

Spoiler:
Sphere of Fire
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card_ While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6_ At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check_ If you succeed, recharge this card; if you fail, discard it_

Spoiler:
Cure
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_

Spoiler:
Arcane Armor
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4
Discard this card to reduce Combat damage dealt to you by 2_ You may play this card even if you have played another spell on this check_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it_

Spoiler:
Vomit Twin
Spell P
Traits:
Magic
Arcane To Acquire:
Constitution
Fortitude 6
Display this card next to a location_ When you encounter a card, you may evade it and move to this location_ Move this card next to your previous location_ Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand_ At the end of the scenario, if you do not have the Arcane skill, banish this card_

Armors
Spoiler:
Chain Mail
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_

Spoiler:
Chain Shirt
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_

Spoiler:
Benevolent Buckler
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_

Spoiler:
Leather Armor
Armor B
Traits:
Light Armor
Basic 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_

Spoiler:
Magic Leather Armor
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_

Items
Spoiler:
Helpful Haversack
Item 1
Traits:
Accessory
Magic To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck_ You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck_

Spoiler:
Potion of Heroism
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7
Display this card and choose a character at your location_ While displayed, add 1d6 to that character's checks_ Banish this card at the end of your turn_

Spoiler:
Anchor
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_

Spoiler:
Eye Patch
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait_

Spoiler:
Tot Flask
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it_
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck_ After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it_

Allies
Spoiler:
Crimson Cogward
Ally 1
Traits:
Human
Rogue
Pirate To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Spoiler:
Giffer Tibbs
Ally B
Traits:
Gnome
Pirate To Acquire:
Charisma
Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Spoiler:
Surgeon
Ally B
Traits:
Human
Surgeon
Elite To Acquire:
Charisma
Diplomacy 6
Reveal this card and choose a character at your location_ Shuffle a random card from her discard pile into her deck_ Then recharge this card_
Discard this card to explore your location_

Spoiler:
Sailor
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_

Spoiler:
Sandara Quinn
Ally 1
Traits:
Human
Cleric
Pirate To Acquire:
Charisma
Diplomacy 5
If you fail a combat check, you may reveal this card to immediately recharge a card_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_

Blessings
Spoiler:
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_

Spoiler:
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_

Spoiler:
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Spoiler:
Blessing of 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_

Spoiler:
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_

Top of Blessing Discard Pile:

Blessing of the Gods:
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_

Blessings Remaining: 27

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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_
Spoiler:
Blessings Deck Card 2
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_
Spoiler:
Blessings Deck Card 3
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_
Spoiler:
Blessings Deck Card 4
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_
Spoiler:
Blessings Deck Card 5
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_
Spoiler:
Blessings Deck Card 6
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7
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_
Spoiler:
Blessings Deck Card 8
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_
Spoiler:
Blessings Deck Card 9
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_
Spoiler:
Blessings Deck Card 10
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_
Spoiler:
Blessings Deck Card 11
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_
Spoiler:
Blessings Deck Card 12
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_
Spoiler:
Blessings Deck Card 13
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_
Spoiler:
Blessings Deck Card 14
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_
Spoiler:
Blessings Deck Card 15
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_
Spoiler:
Blessings Deck Card 16
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_
Spoiler:
Blessings Deck Card 17
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_
Spoiler:
Blessings Deck Card 18
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_
Spoiler:
Blessings Deck Card 19
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_
Spoiler:
Blessings Deck Card 20
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_
Spoiler:
Blessings Deck Card 21
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_
Spoiler:
Blessings Deck Card 22
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_
Spoiler:
Blessings Deck Card 23
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_
Spoiler:
Blessings Deck Card 24
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_
Spoiler:
Blessings Deck Card 25
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 26
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_
Spoiler:
Blessings Deck Card 27
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_

Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 0
Located/Displayed Here: Card to close: Weapon

Cannibal Isle Card 1:
Rosie Cusswell
Ally 1
Traits:
Halfling
Fighter
Pirate To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Cannibal Isle Card 2:
Master-at-Arms
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship_ When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Cannibal Isle Card 3:
Dagger
Weapon B
Traits:
Knife
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4_
When playing another weapon, you may discard this card to add 1d4 to the combat check_

Cannibal Isle Card 4:
Swamp Ghoul
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_

Cannibal Isle Card 5:
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_

Cannibal Isle Card 6:
Man Overboard
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7
If undefeated, display this card next to a random character_ At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck_

Cannibal Isle Card 7:
Swab
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead_ Then shuffle this card into your deck when you shuffle in those cards_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

Cannibal Isle Card 8:
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity 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_

Cannibal Isle Card 9:
Siren Caller
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced_
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any_
If undefeated, examine the top 3 cards of your deck and discard any allies_ Shuffle any remaining cards into your deck_

Cannibal Isle Card 10:
Bunyip
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9
Damage dealt by the Bunyip may not be reduced_
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn_
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_
Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Card to close: Blessing

Shipwreck Graveyard Card 1:
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_

Shipwreck Graveyard Card 2:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, add 1d4 random weapons from the box to your hand_
If undefeated, you may banish this barrier_

Shipwreck Graveyard Card 3:
Harpoon
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ Add another 1d8 if the bane has the Aquatic trait_ If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one_

Shipwreck Graveyard Card 4:
Drowning Spikes Trap
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_

Shipwreck Graveyard Card 5:
Cloth Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
When you acquire this card, you may draw a card_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_

Shipwreck Graveyard Card 6:
Tiger Shark
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded_

Shipwreck Graveyard Card 7:
Force Missile
Spell B
Traits:
Magic
Arcane
Attack
Force
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_

Shipwreck Graveyard Card 8:
Pirate Hunting
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_

Shipwreck Graveyard Card 9:
Conch Shell
Item B
Traits:
Object
Aquatic
Basic To Acquire:
Wisdom
Perception 5
Reveal this card to add 1d6 to your Perception check_
Discard this card to examine the top card of another location deck_ After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it_

Shipwreck Graveyard Card 10:
Rat Swarm
Monster B
Traits:
Animal
Swarm
Elite
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated_
They seem kind of cute in ones or twos_ A swarm of rats is significantly less cute_

Floating Shipyard
At This Location: Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence or Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Grazzle/wkover, Card to close: Blessing

Floating Shipyard Card 1:
Zombie
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_

Floating Shipyard Card 2:
Phantasmal Minion
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4
Discard this card to give a card to another character_
Discard this card to allow another character at your location to give you a card_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_

Floating Shipyard Card 3:
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_

Floating Shipyard Card 4:
Ambrose "Fishguts" Kroop
Ally 1
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_

Floating Shipyard Card 5:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait_
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any_

Floating Shipyard Card 6:
Cure
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_

Floating Shipyard Card 7:
Harpoon Trap
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you_

Seaside Warehouse
At This Location: When you acquire a card, put it under this card.
When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
When Permanently Closed: On closing, add any cards under this card to your hand.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 4 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/MatsuKurisu, Card to close: Spell

Seaside Warehouse Card 1:
Thieves' Tools
Item B
Traits:
Tool
Basic To Acquire:
Dexterity
Disable 4
Reveal this card to add 1 die to your Disable check_
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower_ After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it_

Seaside Warehouse Card 2:
Ghost
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_

Seaside Warehouse Card 3:
Potion of Heroism
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7
Display this card and choose a character at your location_ While displayed, add 1d6 to that character's checks_ Banish this card at the end of your turn_

Seaside Warehouse Card 4:
Shortbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location_

Seaside Warehouse Card 5:
Fire Lance
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8_

Seaside Warehouse Card 6:
Arcane Armor
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4
Discard this card to reduce Combat damage dealt to you by 2_ You may play this card even if you have played another spell on this check_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it_

Seaside Warehouse Card 7:
Bloodbug
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_

Seaside Warehouse Card 8:
Bracers of Protection
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Intelligence
Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1_

Seaside Warehouse Card 9:
Benevolent Buckler
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_

Seaside Warehouse Card 10:
Potion of Fortitude
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check_

Holy Isle
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, None

Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a locatoin and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M: 1 Ba: 4 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 0
Located/Displayed Here: Alase/MatsuKurisu, Card to close: Spell

Fringes of the Eye Card 1:
Treasure Hunt
Barrier B
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
Each character may attempt at a check to defeat this barrier_ Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check_ Each character that succeeds may add a random item from the box to her hand_ If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated_

Fringes of the Eye Card 2:
Ambush
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_

Fringes of the Eye Card 3:
Rage
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 6
Display this card and choose a character at your location_ While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check_ At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check_ If you succeed, recharge this card; if you fail, banish it_

Fringes of the Eye Card 4:
Bucket Brigade
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage_ The barrier is defeated or undefeated based solely on your check_
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn_ If you start your turn at this location, your ship is dealt 1 Structural damage_

Fringes of the Eye Card 5:
Goblin Keelhaulin'
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_

Fringes of the Eye Card 6:
Crab Swarm
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_

Fringes of the Eye Card 7:
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_

Fringes of the Eye Card 8:
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_

Fringes of the Eye Card 9:
Deckhand
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_

Fringes of the Eye Card 10:
Old Salt
Ally B
Traits:
Human
Veteran To Acquire:
Charisma
Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1)_
Discard this card to explore your location_

Liberty's Edge

Alase - Start of Turn - Blessing = Blessing of the Gods

@Fringes of the Eye. Tonbarse Examine = Treasure Hunt. SHUFFLE LOCATION. Play Tonbarse at current location.

Play Augury - Barriers - Card 1 - Treasure hunt on BOTTOM
card 1: 1d10 ⇒ 1 - 1 - Treasure hunt
card 2: 1d9 + 1 ⇒ (2) + 1 = 3 - 3 - Rage
card 3 (2,4-10): 1d8 ⇒ 6 - 6 - Crab Swarm

Select Divine to auto fail Augury recharge roll
Bury Toad to draw Augury into hand

Play Augury - Barriers - 2 - Ambush on BOTTOM
New card 1: 1d9 + 1 ⇒ (5) + 1 = 6 - 6 - Crab Swarm
New card 2 (2-5,7-10): 1d8 ⇒ 5 - 7 - Blessing of the Gods
New card 3 (2-5,8-10: 1d7 ⇒ 2 - 2 - Ambush

Recharge Augury Arcane 8: 1d10 + 3 ⇒ (8) + 3 = 11

Success. recharged Augury
Free explore = Deckhand Cha 6. Failed to acquire.
New card 1 (1,3-10): 1d9 ⇒ 9 - 9 - Deckhand Ally
Charisma 6: 1d10 + 1 ⇒ (4) + 1 = 5

Discard Blessing of the Spy to explore. +1d to all checks. Top card = 1 - Treasure Hunt
New card 1 (1,3-8,10): 1d8 ⇒ 1 - 1 - Treasure Hunt
Int 1d6, BoSpy +1d6,Recharge Lookout +1d4

Intelligence 7+1: 1d6 + 1d6 + 1d4 ⇒ (1) + (4) + (3) = 8
Success! Treasure hunt defeated. Gain random card from box - Helpful Haversack

End of Turn. Draw up Enchanted Fang, Blessing of the Ancients, Eloquence, Amulet of Life

Alase wrote:

Hand: Helpful Haversack, Black Spot, Enchanted Fang, Blessing of the Ancients, Eloquence, Amulet of Life,

Displayed: Tonbarse, , , , , ,
Deck: 7 Discard: 2 Buried: 1
Notes: Blessing available. Black spot +2 combat check available

Skills and Powers:
SKILLS

Strength d6 +0
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 ([X]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.

Liberty's Edge Boon: * 2
[ ][ ][ ][ ] After you roll a Charisma check, Diplomacy check or attempt before you act, check box to add or subtract 1 die; take the new result.
Refil buy
[ ][ ] Defeat a monster with the Captain or Gnoll trait
[ ][ ] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or henchman.
Foreign Trader Boon:
~[ ][ ][ ] When you visit a trader, may check a box to draw the trader's cards from any 1 Ultimate Add-on deck instead.
Cohort Power:
While displayed, for your combat check use 1d10 +4 and the Melee trait.

1 to 50 of 481 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [ACG][CaG][Season of the Shackles Adv.1: Lost at Sea](Table 1) All Messageboards

Want to post a reply? Sign in.