[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.


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Grand Lodge

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

Here are your ship 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.

Man's Promise:

Ship 1
Traits: Class 1
To Defeat: Wisdom/Survival 6
OR
Charisma/Diplomacy 8
When Encountering: If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding: You may discard a card from the blessings deck to explore your location.

BACK:
To Repair: Craft 6
When Commanding: Other characters may not move with this ship.

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.

Truewind:

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.

Please choose your starting locations and your starting hands as well.

plunder: 1d6 ⇒ 4 Item


Deck handler

Suggested Ship
Man's Promise:

Starting Role - Aric -
Starting location - House of Stolen Kisses

Aric wrote:

Hand: Stalking Armor, Captain's Cutlass, , Blessing of the Ancients, Sword Cane, Lookout, Blessing of Abadar

Displayed: , , , , , ,
Deck: 10 Discard: 0 Buried: 0
Notes:
Kit: Elemental Ascetic, Psychic Detective, Kami Medium

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:

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.

Grand Lodge

Google Sheets Info

Starting Location - Alehouse.

Won't have starting hand until I get home from work and can (double) check all weapon B's to add.

Starting ship is fine.

Liberty's Edge

Alase
Starting Location - Merchant Marina

Alase wrote:

Hand: Black Spot, Lookout, Spyglass, Blessing of the Ancients, Enchanted Fang, Eloquence,

Displayed: Tonbarse, , , , , ,
Deck: 10 Discard: 0 Buried: 0
Notes: Blessings available for support. Lookout can reveal to add +1d6 to any perception check

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.


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

Will start at Docks (anchored there).

Starting hand:

Grazzle wrote:

Hand: Vindictive Harpoon, B of Spellbound 2, Elven Chain Shirt, Cure 1, Binder's Tome, Fire Snake,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Blessing available. Tome adds 1d4 to all cha/combat checks at my location (+ mental trait).
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.

Note: Viper Strike swapped out for Life Drain (spell 1 upgrade). Heavy Pick swapped out for Harpoon.

Grand Lodge

Google Sheets Info

No "Weapon B" wanted from either deck.

Oloch wrote:

Hand: Blessing of Gorum, Divine Favor, Dwarven Longhammer +1, Blessing of The Samurai,

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>

Ready to start!

Liberty's Edge

Alase - Card 1 Blessing of Abadar

Start at Docks. Tonbarse Examine.
Docks - Card 1: Pistol +1

Move to Merchant Marina. Play Tonbarse

Discard Spyglass. Examine 2 and rearrange. 1: Heartbreak Hinsin (bug???) then 2: Hull Damage

Substituting Boatswain as card 1
Ally B Traits: Dwarf Pirate
Basic To Acquire:
Charisma, Diplomacy 9
Recharge this card to examine the top card of your location deck_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_
Charisma 9: 1d10 + 1 ⇒ (8) + 1 = 9 - Success

End of Turn.

Alase wrote:

Hand: Black Spot, Lookout, Boatswain, Blessing of the Ancients, Enchanted Fang, Eloquence,

Displayed: Tonbarse, , , , , ,
Deck: 10 Discard: 1 Buried: 0
Notes: Blessings available for support. Lookout can reveal to add +1d6 to any perception check. Black spot +3

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.


Aric - Blessing = Card 2 Blessing of the Gods

Start at docks. Change to Red Raven. Move to Merchant Marina
Free explore = 2: Hull Damage. Int 1d8; Blessing of Abadar +2d8
Intelligence (6+2)8: 1d8 + 2d8 ⇒ (7) + (5, 6) = 18 = Success

Discard Lookout explore = 3: Periscope. Int 1d8; Recharge Blessing of the Ancients +1d8
Perception 8: 1d8 + 2 + 1d8 ⇒ (3) + 2 + (1) = 6 = Failed

End of Turn. Draw Cockroach Coat. Display Cockroach Coat during start of next players turn.

The Red Raven wrote:

Hand: Stalking Armor, Captain's Cutlass, Sword Cane, , , ,

Displayed: Cockroach Coat, , , , , ,
Deck: 10 Discard: 2 Buried: 0
Notes:
Kit: Elemental Ascetic, Psychic Detective, Kami Medium

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.)

Grand Lodge

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

During This Adventure:

During This Scenario: Place the ally Heartbreak Hinsin faceup next to this scenario. While Heartbreak Hinsin is next to this scenario, add 2 to any check against henchmen.

When you have cornered and defeated the villain, instead
of winning, close the last location, then summon and build
the location Tidewater Rock; instead of using the deck list on
the location card, add a number of random henchmen to that
location deck from the following list equal to the number of
characters: Knuckles Grype, Slippery Syl Lonegan, Owlbear
Hartshorn, Jaundiced Jape, Maheem, and Aretta Bansion. Put
the loot Lady Agasta Smythee on the bottom of that location
deck. Defeating a henchman does not allow you to close that
location. When you would encounter Lady Agasta Smythee,
if there are any other cards in that location deck instead, put
Lady Agasta Smythee on the bottom of that location deck,
then encounter the top card of that location deck. When Lady
Agasta Smythee is the only card in that location deck, put her
faceup next to Heartbreak Hinsin; you win the scenario.
Additional Rules:

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_

Man's Promise:

Ship 1
Traits: Class 1
To Defeat: Wisdom/Survival 6
OR
Charisma/Diplomacy 8
When Encountering: If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding: You may discard a card from the blessings deck to explore your location.
BACK:
To Repair: Craft 6
When Commanding: Other characters may not move with this ship.

YOUR SHIP IS ANCHORED AT THE DOCKS.

Villain:

Master Scourge:

Villain 1
Type: Monster
Traits: Human Pirate
To Defeat: Combat 12
Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded_ After you act, Master Scourge deals 1 Poison damage to you_
"On your feet, ye filthy swabs! Get up on deck before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!" --Master Scourge, to his new "recruits"

Henchmen:

Buccaneer:

Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty 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 difficulty is increased by twice the adventure deck number instead_ If defeated, you may immediately attempt to close the location this henchman came from_

Turn: 4, Oloch/TColMaster

Random Cards:

Monsters
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:
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:
Dire Rat
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
OR Dexterity
Stealth 6
If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck_
This rat has glowing red eyes and is of an unusual size_

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:
Merfolk
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck_

Barriers
Spoiler:
Pirate Entertainments
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The diffculty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
Each character at your location encounters this barrier_ Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced_ If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand_

Spoiler:
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_

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:
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:
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_

Weapons
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:
Goblin Pegleg
Weapon P
Traits:
Club
Melee
Bludgeoning
Poison
Swashbuckling To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10_ If you would succeed at the check, reroll the dice_ You must take the lower result_
"Scurvy dogs done ate my leg,
So I got this fancy peg_
Pounded nails all through and through,
Goblin kcik now poisons you!" -Ranzak, goblin Pirate_


Spoiler:
Throwing Axe
Weapon B
Traits:
Axe
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; 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:
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_

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:
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:
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:
Detect Magic
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
During your turn, discard this card to examine the top card of your location deck_ If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck_
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 4 check to recharge this card isntead of discarding it_

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:
Aqueous Orb
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card_ While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6_ 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 11 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 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_

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 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_

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:
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_

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:
Potion of Glibness
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 Diplomacy check_

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:
Chanty Singer
Ally B
Traits:
Half-Elf
Bard
Elite To Acquire:
Charisma
Diplomacy 6
Reveal this card to avoid being moved to a location_
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:
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:
Barefoot Samms Toppin
Ally B
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

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_

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 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:
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 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 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 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 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_
Spoiler:
Blessings Deck Card 4
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 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 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 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 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 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 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 12
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 13
Blessing of Hshurha
Blessing 2
Traits:
Divine
Hshurha 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 attempted by a character on a ship_
Discard this card to explore your 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 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 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 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 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 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 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 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 22
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 23
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 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 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 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_

Alehouse
At This Location: When you acquire an ally, you may recharge it and draw a card.
When Closing: Summon and defeat the henchman Ruffian.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: SHIP IS DOCKED HERE!

Alehouse Card 1:
Scalawag
Monster 2
Traits:
Human
Pirate
Elite
To Defeat:
Combat 13
Before you act, display a random ally, if you have any_ If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it_

Alehouse Card 2:
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_

Alehouse Card 3:
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_

Alehouse Card 4:
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_

Alehouse Card 5:
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_

Alehouse Card 6:
Buccaneer
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty 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 difficulty is increased by twice the adventure deck number instead_
If defeated, you may immediately attempt to close the location this henchman came from_

Alehouse 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_

Alehouse Card 8:
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_

Alehouse Card 9:
Barroom Brawl
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
Each character at this location encounters this barrier_ Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage_ If any character defeats the barrier, it is defeated_

Alehouse Card 10:
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_

Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/wkover, Oloch/TColMaster, None

Docks Card 1:
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_

Docks Card 2:
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_

Docks Card 3:
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_

Docks Card 4:
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_

Docks Card 5:
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_

Docks Card 6:
Jellyfish Cape
Item 2
Traits:
Accessory
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 8
Recharge this card to succeed at your Constitution or Fortitude check to defeat a bane with the Aquatic trait_
Discard this card to add 1d6 and the Electricity trait to defeat a monster with the Aquatic trait_ After playing this card, succeed at a Wisdom or Survival 7 check to recharge it instead of discarding it_

Docks Card 7:
Lookout Duty
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it_
If undefeated, your ship is dealt 1 Structural damage_ Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn_

Docks Card 8:
Buccaneer
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty 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 difficulty is increased by twice the adventure deck number instead_
If defeated, you may immediately attempt to close the location this henchman came from_

Docks Card 9:
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_

Docks Card 10:
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_

House of Stolen Kisses
At This Location: When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1
Located/Displayed Here: None

House of Stolen Kisses Card 1:
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_

House of Stolen Kisses Card 2:
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_

House of Stolen Kisses Card 3:
Becalmed
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck_ You may not move or be moved from this location while this barrier is next to it_ When this location has no other cards, banish this card_

House of Stolen Kisses Card 4:
Besmaran Priest
Ally B
Traits:
Human
Cleric
Pirate To Acquire:
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_

House of Stolen Kisses Card 5:
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_

House of Stolen Kisses Card 6:
Buccaneer
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty 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 difficulty is increased by twice the adventure deck number instead_
If defeated, you may immediately attempt to close the location this henchman came from_

House of Stolen Kisses Card 7:
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_

House of Stolen Kisses Card 8:
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_

House of Stolen Kisses Card 9:
Call Weapon
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Discard this card to search the deck of a character at your location for a weapon and add it to your hand_
Bury this card to search the deck of a character at your location for a weapon and give it to any character_
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_

House of Stolen Kisses Card 10:
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_
Merchant Marina
At This Location: Add the adventure deck number of the current scenario to your checks to acquire bons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
M: 1 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alase/MatsuKurisu, Aric/MatsuKurisu, None

Merchant Marina 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_

Merchant Marina Card 2:
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_

Merchant Marina Card 3:
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_

Merchant Marina Card 4:
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_

Merchant Marina Card 5:
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_

Merchant Marina Card 6:
Master Scourge
Villain 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 12
Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded_
After you act, Master Scourge deals 1 Poison damage to you_
"On your feet, ye filthy swabs! Get up on deck before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!" --Master Scourge, to his new "recruits"

Merchant Marina Card 7:
Sapphire of Intelligence
Item B
Traits:
Object
Magic To Acquire:
Intelligence 7
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check_

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 ?: 1
Located/Displayed Here: None

Seaside Warehouse Card 1:
Repelling Pike +1
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1_ If you are on a ship, add another 1d4_ If you fail this check, you may discard this card to ignore the result and evade the bane instead_

Seaside Warehouse Card 2:
Buccaneer
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty 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 difficulty is increased by twice the adventure deck number instead_
If defeated, you may immediately attempt to close the location this henchman came from_

Seaside Warehouse Card 3:
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_

Seaside Warehouse Card 4:
Quarterstaff
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_

Seaside Warehouse Card 5:
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_

Seaside Warehouse Card 6:
Potion of Healing
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck_

Seaside Warehouse Card 7:
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_

Seaside Warehouse Card 8:
Masterwork Tools
Item B
Traits:
Tool
Elite To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check_
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower_

Seaside Warehouse Card 9:
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_

Seaside Warehouse Card 10:
Potion of Healing
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck_

Silver Crusade RPG Superstar 2014 Top 16

Warning: I hit Next Turn one too many times. It's actually Grazzle's turn, then Oloch's.


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

Alase and Aric find a note and food packet in their satchels. Enjoy the treats!! - Grazzle.

Start of turn, discard 1 card - B of Thoth - to heal 2 cards for Aric and/or Alase

Marinas have always been a source of attraction for Grazzle. The sails and sailfish paint a pleasant picture.

Travel to marina and explore

But then a Bunyip nips, disturbing the tranquility.

Wisdom 8 BYA: 1d10 ⇒ 2

checks increased by 1 until EOT, but location reduces by 1

Combat 9 w/ Harpoon inc Aquatic bonus + Tome: 2d6 + 1d8 + 1d4 + 1 ⇒ (1, 3) + (3) + (2) + 1 = 10

The attacker is skewered, and Grazzle saves the 'yip kebob for a late lunch.

discard b of spellbound to go again

Astral Abe has left traces of his passage again!

Survival 7 w/ Fire Snake + Tome: 1d8 + 4 + 1d4 ⇒ (8) + 4 + (4) = 16

Astrolabe acquired, then discarded. Item 1, but not much use in this scenario. Hand reset:

Grazzle wrote:

Hand: Vindictive Harpoon, BoG, Elven Chain Shirt, Cure 1, Binder's Tome, Holy Light,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes: Blessing available. Tome adds 1d4 to all cha/combat checks at my location (+ mental trait).
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.

Grand Lodge

Google Sheets Info

Oloch disembarks from the ship and heads to the Alehouse. Yet another sea voyage and I still can't keep any sealegs! Itching for a fight after the journey Oloch spies a SCALAWAG lurking around.

Combat 13 - Using Longhammer: 2d10 + 4 ⇒ (10, 8) + 4 = 22

Feeling good about the brief fight, Oloch finally enters the Alehouse. Or, rather, attempts to. Smelling the blood of the scalawag corpse, a BLOODBUG wanders into view...

Combat 9 - Using Longhammer: 2d10 + 4 ⇒ (5, 4) + 4 = 13

Finally making it into the Alehouse without being accosted, Oloch sits at the bar and orders a drink.

DRAW 1, END TURN

Oloch wrote:

Hand: Blessing of Gorum, Divine Favor, Dwarven Longhammer +1, Earthbreaker,

Displayed:
Deck: 11 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>

Liberty's Edge

Alase - 2 Blessing of Abadar

Start at Merchant Marina. Tonbarse Examine.
Merchant Marina - Card 3 : Morningstar
SHUFFLW. Play Tonbarse

New top card 3 - 7: 1d6 + 2 ⇒ (6) + 2 = 8
Free explore = 6: Master Scourge - Villain

Oloch can't make close check - no ally. All locations open. Oohhh. Smart idea. I will fail the check and force BYA evade :-)

fortitude 7: 1d4 ⇒ 2 - Failed. Villain evaded. AYA 1 poison damage = Boatswain.

Villain is located at Merchant Marina

End turn

Alase wrote:

Hand: Black Spot, Lookout, Blessing of the Gods, Blessing of the Ancients, Enchanted Fang, Eloquence,

Displayed: Tonbarse, , , , , ,
Deck: 9 Discard: 2 Buried: 0
Notes: Blessings available for support. Lookout can reveal to add +1d6 to any perception check. Black spot +3

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.


Deck handler

Aric - Blessing = Card 3 Blessing of Abadar

Start at Merchant Marina. Move to Seaside Warehouse. End of Move examine = Card 1: Repelling Pike +1

Don't explore

Oloch! Over here! There is a really nice magic Pike you will want!
Happy to burn Alase's blessings to support getting a Weapon 1

End of Turn. Draw Clockwork Spy

The Red Raven wrote:

Hand: Stalking Armor, Captain's Cutlass, Sword Cane, Clockwork Spy, , ,

Displayed: Cockroach Coat, , , , , ,
Deck: 11 Discard: 0 Buried: 0
Notes:
Kit: Elemental Ascetic, Psychic Detective, Kami Medium

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.)


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

Grazzle sends Alase a neural-encoded message: FEEL BETTER.

Discard top card of deck: CW Butterfly. Alase heals two cards.

Catching wind of a villain sighting at the Marina, Grazzle heads elsewhere. Is that the sound of anti-sobriety I hear? To Alehouse we go...

Travel to Alehouse and explore.

Two feet through the door, Grazzle's lower half gets stuck in a quivering puddle of goo. Must have been an alchemical contingent in the pub earlier for a round of transformative imbibement.

Craft 7 to acquire Alchemical Glue: 1d10 + 1 ⇒ (10) + 1 = 11

Grazzle scoops some of the substance into his canteen, and adds a note: Do not drink on pain of I don't know, and I don't want to find out.

BoG discarded to explore.

A captain waltzes over, claps me on the shoulder, and sizes me up. Perchance you'd like to join my crew? double check to acquire

Con 4 to acquire: 1d8 ⇒ 5 passed
Cha 6 w/ Tome to *really* acquire: 1d8 + 1 + 1d4 ⇒ (2) + 1 + (3) = 6

"No thanks," I mutter to the inebriated Captain. "But fetch me a snack, will you?"

Discard captain to go again.

The Captain brings back a swab, which is distinctly not a finger food.

Char 6 check to acquire swab: 1d8 + 1 + 1d4 ⇒ (5) + 1 + (1) = 7

Swab discarded to explore. Henchman! Ugh, Swab added swashbuckling to combat check, which made combat more difficult. Ah well...

Combat 9 (was 12) w/ Alase's black spot + buried Harpoon + Divine Favor (Oloch): 3d6 + 1 + 1d4 + 1 ⇒ (2, 4, 1) + 1 + (4) + 1 = 13

A ruffian kicks the buccaneer aside. "Pick on someone your own size!"

Combat 9 to close w/ Holy Light + Tome: 1d8 + 2d6 + 1d4 + 4 ⇒ (1) + (5, 3) + (4) + 4 = 17

Grazzle raises an eyebrow and blasts the ruffian with holy light - appropriately - through a stained-glass window. Impressed by the carnage, everyone in the tavern buys Grazzle a drink. Success all around.

LOCATION CLOSED. Cast cure on self: Heal #: 1d4 + 1 ⇒ (1) + 1 = 2. Then recharge mail shirt. [Note: I had to retcon an earlier roll, which somehow changed the 5 heal - which I rolled originally - to a 2 heal. I kept the original 5 heals, but can switch to 2 if you want.] Hand reset:

Grazzle wrote:

Hand: Alchemical Glue, B of Spellbound 1, Astrolabe, Clockwork Butterfly, Binder's Tome, Fire Snake,

Displayed:
Deck: 11 Discard: 2 Buried: 1
Notes: Blessing available. Tome adds 1d4 to all cha/combat checks at my location (+ mental trait).
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

[ooc]Alase out of turn update
Recharge Black Spot Arcane 6: 1d10 + 1 + 2 ⇒ (3) + 1 + 2 = 6 - Recharged

Grand Lodge

Google Sheets Info

Divine Favor Recharge - TN 7: 1d8 + 2 ⇒ (7) + 2 = 9
Recharged!

Seeing Grazzle wreck the place Oloch could do little to assist but stare in wonder at such a healer doing a fine job.

However, hearing Aric scream his name, Oloch heads over to the Docks to see what all the fuss is about...

Melee 9: 1d10 + 3 ⇒ (9) + 3 = 12

Well, nice pike, but no real use with my own weapons.

-Discard Pike, Draw 1, End Turn

Oloch wrote:

Hand: Blessing of Gorum, Spyglass, Dwarven Longhammer +1, Earthbreaker,

Displayed:
Deck: 11 Discard: 2 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: Place the ally Heartbreak Hinsin faceup next to this scenario. While Heartbreak Hinsin is next to this scenario, add 2 to any check against henchmen.

When you have cornered and defeated the villain, instead
of winning, close the last location, then summon and build
the location Tidewater Rock; instead of using the deck list on
the location card, add a number of random henchmen to that
location deck from the following list equal to the number of
characters: Knuckles Grype, Slippery Syl Lonegan, Owlbear
Hartshorn, Jaundiced Jape, Maheem, and Aretta Bansion. Put
the loot Lady Agasta Smythee on the bottom of that location
deck. Defeating a henchman does not allow you to close that
location. When you would encounter Lady Agasta Smythee,
if there are any other cards in that location deck instead, put
Lady Agasta Smythee on the bottom of that location deck,
then encounter the top card of that location deck. When Lady
Agasta Smythee is the only card in that location deck, put her
faceup next to Heartbreak Hinsin; you win the scenario.
Additional Rules:

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_

Man's Promise:

Ship 1
Traits: Class 1
To Defeat: Wisdom/Survival 6
OR
Charisma/Diplomacy 8
When Encountering: If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding: You may discard a card from the blessings deck to explore your location.
BACK:
To Repair: Craft 6
When Commanding: Other characters may not move with this ship.

YOUR SHIP IS ANCHORED AT THE DOCKS.

Villain:

Master Scourge:

Villain 1
Type: Monster
Traits: Human Pirate
To Defeat: Combat 12
Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded_ After you act, Master Scourge deals 1 Poison damage to you_
"On your feet, ye filthy swabs! Get up on deck before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!" --Master Scourge, to his new "recruits"

Henchmen:

Buccaneer:

Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty 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 difficulty is increased by twice the adventure deck number instead_ If defeated, you may immediately attempt to close the location this henchman came from_

Turn: 9, Alase/MatsuKurisu

Random Cards:

Monsters
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_

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:
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_

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:
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:
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_

Spoiler:
Storm
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck_
If you start your turn at this location, roll 1d6_ On a 6, banish this barrier_ On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location_

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:
Goose in the Rigging
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3_
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If undefeated, leave this barrier faceup on the location deck_ Characters at this location encounter this barrier as their first exploration each turn_

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_

Weapons
Spoiler:
Keen Falcata +1
Weapon 2
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 11
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 6_

Spoiler:
Main-Gauche
Weapon B
Traits:
Knife
Melee
Piercing
Finesse
Offhand
Swashbuckling
Elite To Acquire:
Strength
Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_
Discard this card to reduce Combat damage dealt to you by 2_

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:
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_

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_

Spells
Spoiler:
Dehydrating Touch
Spell 2
Traits:
Magic
Arcane
Attack
Elite To Acquire:
Intelligence
Arcane 9
For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it_

Spoiler:
Geyser
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it_

Spoiler:
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:
Geyser
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it_

Spoiler:
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_

Armors
Spoiler:
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_

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:
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:
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_

Items
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_

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_

Spoiler:
Periscope
Item 2
Traits:
Object To Acquire:
Wisdom
Perception 8
Reveal this card to add 1d6 to your Perception check_
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order_ After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it_

Spoiler:
Potion of Glibness
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 Diplomacy check_

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:
Acolyte
Ally B
Traits:
Human
Elite To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Arcane or Divine check_
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait_

Spoiler:
Rotgut
Ally 2
Traits:
Animal
Pirate To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice_ You must take the second result_
Discard this card to explore your location_

Spoiler:
Coral Capuchin
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait_

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_

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 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:
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:
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_

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: 22

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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 2
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 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 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 7
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 8
Blessing of Hshurha
Blessing 2
Traits:
Divine
Hshurha 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 attempted by a character on a ship_
Discard this card to explore your 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 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 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 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 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 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 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 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 17
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 18
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 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 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_

Alehouse
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

Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: SHIP IS DOCKED HERE!

Docks Card 1:
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_

Docks Card 2:
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_

Docks Card 3:
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_

Docks Card 4:
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_

Docks Card 5:
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_

Docks Card 6:
Jellyfish Cape
Item 2
Traits:
Accessory
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 8
Recharge this card to succeed at your Constitution or Fortitude check to defeat a bane with the Aquatic trait_
Discard this card to add 1d6 and the Electricity trait to defeat a monster with the Aquatic trait_ After playing this card, succeed at a Wisdom or Survival 7 check to recharge it instead of discarding it_

Docks Card 7:
Lookout Duty
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it_
If undefeated, your ship is dealt 1 Structural damage_ Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn_

Docks Card 8:
Buccaneer
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty 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 difficulty is increased by twice the adventure deck number instead_
If defeated, you may immediately attempt to close the location this henchman came from_

Docks Card 9:
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_

Docks Card 10:
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_

House of Stolen Kisses
At This Location: When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1
Located/Displayed Here: None

House of Stolen Kisses Card 1:
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_

House of Stolen Kisses Card 2:
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_

House of Stolen Kisses Card 3:
Becalmed
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck_ You may not move or be moved from this location while this barrier is next to it_ When this location has no other cards, banish this card_

House of Stolen Kisses Card 4:
Besmaran Priest
Ally B
Traits:
Human
Cleric
Pirate To Acquire:
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_

House of Stolen Kisses Card 5:
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_

House of Stolen Kisses Card 6:
Buccaneer
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty 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 difficulty is increased by twice the adventure deck number instead_
If defeated, you may immediately attempt to close the location this henchman came from_

House of Stolen Kisses Card 7:
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_

House of Stolen Kisses Card 8:
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_

House of Stolen Kisses Card 9:
Call Weapon
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Discard this card to search the deck of a character at your location for a weapon and add it to your hand_
Bury this card to search the deck of a character at your location for a weapon and give it to any character_
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_

House of Stolen Kisses Card 10:
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_
Merchant Marina
At This Location: Add the adventure deck number of the current scenario to your checks to acquire bons and checks to defeat banes.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, each character at this location must discard a card.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alase/MatsuKurisu, Master Scourge is in here!

Merchant Marina Card 1:
Master Scourge
Villain 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 12
Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded_
After you act, Master Scourge deals 1 Poison damage to you_
"On your feet, ye filthy swabs! Get up on deck before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!" --Master Scourge, to his new "recruits"

Merchant Marina Card 2:
Sapphire of Intelligence
Item B
Traits:
Object
Magic To Acquire:
Intelligence 7
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check_

Merchant Marina Card 3:
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_

Merchant Marina Card 4:
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_

Merchant Marina Card 5:
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_

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: 1 Sp: 0 Ar: 1 I: 4 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/MatsuKurisu, Oloch/TColMaster, None

Seaside Warehouse Card 1:
Buccaneer
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty 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 difficulty is increased by twice the adventure deck number instead_
If defeated, you may immediately attempt to close the location this henchman came from_

Seaside Warehouse Card 2:
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_

Seaside Warehouse Card 3:
Quarterstaff
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_

Seaside Warehouse Card 4:
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_

Seaside Warehouse Card 5:
Potion of Healing
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck_

Seaside Warehouse 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_

Seaside Warehouse Card 7:
Masterwork Tools
Item B
Traits:
Tool
Elite To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check_
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower_

Seaside Warehouse Card 8:
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_

Seaside Warehouse Card 9:
Potion of Healing
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck_

Liberty's Edge

Alase - Blessing of Sivanah

Start at Merchant Marina. Tonbarse Examine = Card 1: Master Scourge. Wow I am glad we are not playing in MM :-) DO NOT SHUFFLE

Villain is TOP CARD at Merchant Marina

Move to Docks. Play Tonbarse
Free explore = 1: Master Gunner
Charisma 8: 1d10 + 1 ⇒ (2) + 1 = 3 - Failed

Discard BoGods explore = 2: Pistol +1
Dex 8: 1d6 ⇒ 2 - Failed

End turn
Start of Aric turn, discard spyglass to examine - 3: Rum Bottle, 4: Mercenary. Leave as is

Alase wrote:

Hand: Blessing of Pharasma, Lookout, , Blessing of the Ancients, Enchanted Fang, Eloquence,

Displayed: Tonbarse, , , , , ,
Deck: 10 Discard: 2 Buried: 0
Notes: Blessings available for support. Lookout can reveal to add +1d6 to any perception check.

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.


Red Raven- Blessing = Card 1 Blessing of Erastil

Start at Seaside Warehouse. End of Move examine = Card 1: Buccaneer

Free Explore = Card 1: Buccaneer. Reveal Sword Cane Stealth 1d10+1+2+1d6; cockroach coat +1d4, reveal stalking armor +2
Combat 10(8+2): 1d10 + 1 + 2 + 1d6 + 1d4 + 2 ⇒ (10) + 1 + 2 + (4) + (3) + 2 = 22 - Success

Close Seaside Warehouse Dex 7. 1d10+1; recharge Captain's Cutlass +1d6; Alase Blessing of the Ancients +1d10
Dex 7: 1d10 + 1 + 1d6 + 1d10 ⇒ (3) + 1 + (3) + (7) = 14 - Success Closed Seaside Warehouse

End of Turn. Draw Mask of the Red Raven

The Red Raven wrote:

Hand: Stalking Armor, Mask of the Red Raven, Sword Cane, Clockwork Spy, , ,

Displayed: Cockroach Coat, , , , , ,
Deck: 11 Discard: 0 Buried: 0
Notes:
Kit: Elemental Ascetic, Psychic Detective, Kami Medium

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 - Out of Turn update

Alase wrote:

Hand: Blessing of Pharasma, Lookout, , , Enchanted Fang, Eloquence,

Displayed: Tonbarse, , , , , ,
Deck: 10 Discard: 3 Buried: 0
Notes: Blessings available for support. Lookout can reveal to add +1d6 to any perception check.

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.


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

flip Blessing of Cayden Cailean. Then flip one card - armor of the sands - to heal Alase for 2.

The House of Stolen Kisses calls, and Grazzle returns to set up a deck chair and shrimp BBQ outside the shack of ill-repute. Two weeks later, he gets restless and scouts for action.

Charisma 6 to acquire Surgeon w/ Tome: 1d8 + 1 + 1d4 ⇒ (1) + 1 + (1) = 3

The surgeon has never been so offended. Grazzle's weak attempt at conversation drives him away. That's Ok - more gristle for Grazzle!

discard Astrolabe, reset hand:

Grazzle wrote:

Hand: Alchemical Glue, B of Spellbound 1, Swab, Clockwork Butterfly, Binder's Tome, Fire Snake,

Displayed:
Deck: 9 Discard: 4 Buried: 1
Notes: Blessing available. Tome adds 1d4 to all cha/combat checks at my location (+ mental trait).
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.

Grand Lodge

Google Sheets Info

Oloch, on advice from his friends, heads to the MERCHANT MERINA to find the villain they are after. Being smart, Oloch waits until he hears the signal from his companions to attack.

BOSS FIGHT:

-discard Gorum
CON 7: 2d10 ⇒ (7, 5) = 12

Combat 12: 2d10 + 4 ⇒ (6, 2) + 4 = 12

-1 damage (earthbreaker) Draw 2, end turn.

Oloch wrote:

Hand: Wolfhide Armor, Spyglass, Dwarven Longhammer +1, Surgeon,

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>

Liberty's Edge

Alase buries lookout to temp close the Docks
Heal 2 from grazzle.
NOT healed 1-3: 1d3 ⇒ 3
Blessing of the Gods
Spyglass
Blessing of the Ancients

Alase wrote:

Hand: Blessing of Pharasma, , , , Enchanted Fang, Eloquence,

Displayed: Tonbarse, , , , , ,
Deck: 12 Discard: 1 Buried: 1
Notes: Blessings available for support. Lookout can reveal to add +1d6 to any perception check.

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.


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

Out of turn temp closing of House of SKs

Divine 7 (was dex) w/ Fire snake + recharged spellbound + Tome: 2d8 + 4 + 1d4 ⇒ (4, 1) + 4 + (2) = 11

Hand update:

Grazzle wrote:

Hand: Alchemical Glue, Swab, Clockwork Butterfly, Binder's Tome,

Displayed:
Deck: 11 Discard: 4 Buried: 1
Notes: Blessing available. Tome adds 1d4 to all cha/combat checks at my location (+ mental trait).
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.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure:

During This Scenario: Place the ally Heartbreak Hinsin faceup next to this scenario. While Heartbreak Hinsin is next to this scenario, add 2 to any check against henchmen.

When you have cornered and defeated the villain, instead
of winning, close the last location, then summon and build
the location Tidewater Rock; instead of using the deck list on
the location card, add a number of random henchmen to that
location deck from the following list equal to the number of
characters: Knuckles Grype, Slippery Syl Lonegan, Owlbear
Hartshorn, Jaundiced Jape, Maheem, and Aretta Bansion. Put
the loot Lady Agasta Smythee on the bottom of that location
deck. Defeating a henchman does not allow you to close that
location. When you would encounter Lady Agasta Smythee,
if there are any other cards in that location deck instead, put
Lady Agasta Smythee on the bottom of that location deck,
then encounter the top card of that location deck. When Lady
Agasta Smythee is the only card in that location deck, put her
faceup next to Heartbreak Hinsin; you win the scenario.
Additional Rules:

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_

Man's Promise:

Ship 1
Traits: Class 1
To Defeat: Wisdom/Survival 6
OR
Charisma/Diplomacy 8
When Encountering: If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding: You may discard a card from the blessings deck to explore your location.
BACK:
To Repair: Craft 6
When Commanding: Other characters may not move with this ship.

YOUR SHIP IS ANCHORED AT THE DOCKS.

Villain:

Master Scourge:

Villain 1
Type: Monster
Traits: Human Pirate
To Defeat: Combat 12
Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded_ After you act, Master Scourge deals 1 Poison damage to you_
"On your feet, ye filthy swabs! Get up on deck before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!" --Master Scourge, to his new "recruits"

Henchmen:

Buccaneer:

Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty 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 difficulty is increased by twice the adventure deck number instead_ If defeated, you may immediately attempt to close the location this henchman came from_

Turn: 13, Alase/MatsuKurisu

Random Cards:

Monsters
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:
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:
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:
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:
Scalawag
Monster 2
Traits:
Human
Pirate
Elite
To Defeat:
Combat 13
Before you act, display a random ally, if you have any_ If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it_

Barriers
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:
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_

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:
Barroom Brawl
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
Each character at this location encounters this barrier_ Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage_ If any character defeats the barrier, it is defeated_

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:
Short Sword
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; 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:
Keen Falcata +1
Weapon 2
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 11
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 6_

Spoiler:
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_

Spoiler:
Sap
Weapon B
Traits:
Club
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 6
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_

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_

Spells
Spoiler:
Safe Harbor
Spell 2
Traits:
Magic
Arcane
Healing To Acquire:
Magic
Arcane
Healing 8
Display this card next to a closed location_ While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile_ At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 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:
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:
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:
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_

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 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_

Spoiler:
Wooden Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Combat damage dealt to you by 2_ If you are proficient with light armors, 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 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:
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_

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:
Periscope
Item 2
Traits:
Object To Acquire:
Wisdom
Perception 8
Reveal this card to add 1d6 to your Perception check_
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order_ After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it_

Spoiler:
Potion of Glibness
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 Diplomacy check_

Spoiler:
Wand of Flame
Item 2
Traits:
Wand
Attack
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill_ After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it_

Allies
Spoiler:
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_

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:
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_

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-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_

Blessings
Spoiler:
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:
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_

Spoiler:
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:
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_

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: 18

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 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 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 Hshurha
Blessing 2
Traits:
Divine
Hshurha 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 attempted by a character on a ship_
Discard this card to explore your 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 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 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 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 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 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 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 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_

Alehouse
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

Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alase/MatsuKurisu, SHIP IS DOCKED HERE!

Docks Card 1:
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_

Docks Card 2:
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_

Docks 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_

Docks Card 4:
Jellyfish Cape
Item 2
Traits:
Accessory
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 8
Recharge this card to succeed at your Constitution or Fortitude check to defeat a bane with the Aquatic trait_
Discard this card to add 1d6 and the Electricity trait to defeat a monster with the Aquatic trait_ After playing this card, succeed at a Wisdom or Survival 7 check to recharge it instead of discarding it_

Docks Card 5:
Lookout Duty
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it_
If undefeated, your ship is dealt 1 Structural damage_ Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn_

Docks Card 6:
Buccaneer
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty 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 difficulty is increased by twice the adventure deck number instead_
If defeated, you may immediately attempt to close the location this henchman came from_

Docks Card 7:
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_

Docks Card 8:
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_

House of Stolen Kisses
At This Location: When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/wkover, None

House of Stolen Kisses Card 1:
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_

House of Stolen Kisses Card 2:
Becalmed
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck_ You may not move or be moved from this location while this barrier is next to it_ When this location has no other cards, banish this card_

House of Stolen Kisses Card 3:
Besmaran Priest
Ally B
Traits:
Human
Cleric
Pirate To Acquire:
Divine
Charisma
Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_

House of Stolen Kisses Card 4:
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_

House of Stolen Kisses Card 5:
Buccaneer
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty 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 difficulty is increased by twice the adventure deck number instead_
If defeated, you may immediately attempt to close the location this henchman came from_

House of Stolen Kisses Card 6:
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_

House of Stolen Kisses Card 7:
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_

House of Stolen Kisses Card 8:
Call Weapon
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Discard this card to search the deck of a character at your location for a weapon and add it to your hand_
Bury this card to search the deck of a character at your location for a weapon and give it to any character_
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_

House of Stolen Kisses Card 9:
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_
Merchant Marina
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, Master Scourge is in here!

Seaside Warehouse
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/MatsuKurisu, None

Tidewater Rock
At This Location: You may reveal an ally that has the Aristocrat or Captain trait to add 1d4 to your check.
When Closing: Succeed at a Charisma or Diplomacy 9 check.
When Permanently Closed: On closing, recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: None

Tidewater Rock Card 1:
Jaundiced Jape
Henchman 1
Type: Monster
Traits:
Half-Orc
Pirate
To Defeat:
Combat 8
If the check to defeat has the Piercing or Swashbuckling trait, add 1d4 to it_
If defeated, you may immediately attempt to close the location this henchman came from_

Tidewater Rock Card 2:
Owlbear Hartshorn
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 10
If you play a weapon, the difficulty of the check to defeat is increased by 3, or by 6 if your check has the Swashbuckling trait_
If defeated, you may immediately attempt to close the location this henchman came from_

Tidewater Rock Card 3:
Knuckles Grype
Henchman 2
Type: Monster
Traits:
Human
Fighter
Pirate
To Defeat:
Combat 17
If undefeated, Knuckles Grype deals no damage; banish an armor or bury the top 1d4+1 cards of your deck_
If defeated, you may immediately attempt to close the location this henchman came from_

Tidewater Rock Card 4:
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8
If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it_
If defeated, you may immediately attempt to close the location this henchman came from_

Tidewater Rock Card 5:
Lady Agasta Smythee
Loot 2
Type: Ally
Traits:
Human
Aristocrat To Acquire:

Reveal this card to recharge any number of cards and add 2 to your combat check for each card you recharged_

Liberty's Edge

Alase - Blessing of the Gods

Start at Docks. Tonbarse Examine = Card 1: Rum Bottle DO NOT SHUFFLE.
Move to Tidewater Rock. Play Tonbarse

Free explore = 1: Jaundiced Jape. Tonbarse 1d10+5 Hinsin+2
Combat 8: 1d10 + 5 + 2 ⇒ (2) + 5 + 2 = 9 - Success

End of Turn.Draw Black Spot, Gambeson, Ruby of Charisma. Display Gambeson, on Aric's turn

Alase wrote:

Hand: Blessing of Pharasma, Enchanted Fang, Eloquence, Black Spot, , Ruby of Charisma,

Displayed: Tonbarse, Gambeson, , , , ,
Deck: 9 Discard: 1 Buried: 1
Notes: Blessings available for support. Plack spot +3

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 +5 and the Melee trait.


Red Raven - Blessing = Card 1 Blessing of the Gods

Move to Tidewater Rock. End of Move examine = Card 1: Owlbear Hartshorn

Free Explore = Card 1: Owlbear Hartshorn. Reveal Sword Cane Stealth 1d10+1+2+1d6; cockroach coat +1d4, reveal stalking armor +2; Hinsin +2;
Combat 13(10+3): 1d10 + 1 + 2 + 1d6 + 1d4 + 2 + 2 ⇒ (1) + 1 + 2 + (5) + (1) + 2 + 2 = 14 - Success

Display Clockwork Spy examine 3: Knuckles Grype. Banish Clockwork Spy Explore. Discard Sword Cane Stealth 1d10+1+2+2d6; cockroach coat +1d4, reveal stalking armor +2; Hinsin +2; Clockwork Spy +1d6
Combat 13(10+3): 1d10 + 1 + 2 + 2d6 + 1d4 + 2 + 2 + 1d6 ⇒ (7) + 1 + 2 + (1, 5) + (3) + 2 + 2 + (6) = 29 - Success

End of Turn.

The Red Raven wrote:

Hand: Stalking Armor, Mask of the Red Raven, Rapier, Blessing of Bastet, , ,

Displayed: Cockroach Coat, , , , , ,
Deck: 9 Discard: 1 Buried: 0
Notes: Bastet = "Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; the character takes the new result.
Kit: Elemental Ascetic, Psychic Detective, Kami Medium

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.)


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

The sunscreen cococted by Grazzle - fastidiously applied every morning - activates under the luminous ocean sun, healing all friends.

Flip one card from deck - B of Spellbound - and party heals 2. Explore House of SK. Auto-acquire Find Traps w/ Tome, recharge CW butterfly to examine location. Barrier revealed. Discard Swab to explore, use Remove Traps (recharged) on Becalming barrier.

Survival 8 to defeat: 2d10 + 2 ⇒ (9, 2) + 2 = 13

Barrier defeated. Done exploring, hand reset.

Grazzle wrote:

Hand: Alchemical Glue, Elven Chain Shirt, Cure 2, Fire Snake, Binder's Tome, Holy Light,

Displayed:
Deck: 8 Discard: 6 Buried: 1
Notes: Tome adds 1d4 to all cha/combat checks at my location (+ mental trait).
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.

Self-Cure at start Oloch's turn. Cards healed: 1d4 + 1 ⇒ (4) + 1 = 5 Updated hand:

Grazzle wrote:

Hand: Alchemical Glue, Elven Chain Shirt, Fire Snake, Binder's Tome, Holy Light,

Displayed:
Deck: 13 Discard: 1 Buried: 1
Notes: Tome adds 1d4 to all cha/combat checks at my location (+ mental trait).
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.

Grand Lodge

Google Sheets Info

Following the Red Raven (because, hey, Grazzle isn't wanting help at this point), Oloch heads to the rock and is attacked by Slippery Syl Lonegan!

Combat 8: 2d10 + 4 ⇒ (3, 6) + 4 = 13

Oloch wrote:

Hand: Wolfhide Armor, Spyglass, Dwarven Longhammer +1, Surgeon,

Displayed:
Deck: 11 Discard: 2 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>

Liberty's Edge

Alase - Blessing of the Hshurha

Start at Tidewater Rocks. Tonbarse Examine = Card 5: Lady Agasta SmytheeDO NOT SHUFFLE. Move to House of Stolen Kisses. Play Tonbarse
Free explore = 3: Besmaran Priest. Play eloquence +3
Charisma 6: 1d10 + 1 + 3 ⇒ (8) + 1 + 3 = 12 - Success

Discard Priest explore = 4: Sea Drake. Tonbarse 1d10+5 eloquence +3 Black Spot+3
BYA or Damage Dex 6: 1d6 ⇒ 4 - Failed. Bury Gambson to reduce damage to 0
Combat 14: 1d10 + 5 + 3 + 3 ⇒ (1) + 5 + 3 + 3 = 12 - Failed. Use Mat reroll
Combat 14: 5 + 3 + 3 + 1d10 ⇒ 5 + 3 + 3 + (5) = 16 - Success
Discard Aric discards Mask of Red Raven to AYA Structural

Discard Blessing of Pharasma to explore = Buccaneer Henchman Tonbarse 1d10+5 eloquence +3 Auto recharge Enchanted Fang+1d4
Combat 12(8+4): 1d10 + 5 + 3 + 1d4 ⇒ (9) + 5 + 3 + (4) = 21 - success.

Do not close. End of turn

End of Turn.Draw Boatswain, Blessing of the Asmodeus, Augury, Blessing of Abadar, Toad

Start of Red Raven turns - Discard Augury - Spell - Card 8 = Call Weapon (spell) top card

Card 6 = Tidepool Dragon
Card 7 = Treasure Map
Card 8 = Call Weapon (spell)

Alase wrote:

Hand: Ruby of Charisma, Boatswain, Blessing of the Asmodeus, , Blessing of Abadar, Toad,

Displayed: Tonbarse, , , , , ,
Deck: 7 Discard: 3 Buried: 2
Notes: 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: * 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 +5 and the Melee trait.


Leave the Grazzle to get the Spell at the House and Oloch the Glory of finding the Lady. No actions

The Red Raven wrote:

Hand: Stalking Armor, Haki Stick, Rapier, Blessing of Bastet, , ,

Displayed: Cockroach Coat, , , , , ,
Deck: 8 Discard: 2 Buried: 0
Notes: Bastet = "Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; the character takes the new result.
Kit: Elemental Ascetic, Psychic Detective, Kami Medium

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.)

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure:

During This Scenario: Place the ally Heartbreak Hinsin faceup next to this scenario. While Heartbreak Hinsin is next to this scenario, add 2 to any check against henchmen.

When you have cornered and defeated the villain, instead
of winning, close the last location, then summon and build
the location Tidewater Rock; instead of using the deck list on
the location card, add a number of random henchmen to that
location deck from the following list equal to the number of
characters: Knuckles Grype, Slippery Syl Lonegan, Owlbear
Hartshorn, Jaundiced Jape, Maheem, and Aretta Bansion. Put
the loot Lady Agasta Smythee on the bottom of that location
deck. Defeating a henchman does not allow you to close that
location. When you would encounter Lady Agasta Smythee,
if there are any other cards in that location deck instead, put
Lady Agasta Smythee on the bottom of that location deck,
then encounter the top card of that location deck. When Lady
Agasta Smythee is the only card in that location deck, put her
faceup next to Heartbreak Hinsin; you win the scenario.
Additional Rules:

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_

Man's Promise:

Ship 1
Traits: Class 1
To Defeat: Wisdom/Survival 6
OR
Charisma/Diplomacy 8
When Encountering: If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding: You may discard a card from the blessings deck to explore your location.
BACK:
To Repair: Craft 6
When Commanding: Other characters may not move with this ship.

YOUR SHIP IS ANCHORED AT THE DOCKS.

Villain:

Master Scourge:

Villain 1
Type: Monster
Traits: Human Pirate
To Defeat: Combat 12
Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded_ After you act, Master Scourge deals 1 Poison damage to you_
"On your feet, ye filthy swabs! Get up on deck before Cap'n Harrigan flays your flesh into sausage skins and has Fishguts fry ye up for breakfast!" --Master Scourge, to his new "recruits"

Henchmen:

Buccaneer:

Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty 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 difficulty is increased by twice the adventure deck number instead_ If defeated, you may immediately attempt to close the location this henchman came from_

Turn: 19, Grazzle/wkover

Random Cards:

Monsters
Spoiler:
Vine Choker
Monster 1
Traits:
Aberration
Plant
Elite
To Defeat:
Combat 10
The Vine Choker is immune to the Mental and Poison traits_
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells_
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck_

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:
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:
Dire Rat
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
OR Dexterity
Stealth 6
If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck_
This rat has glowing red eyes and is of an unusual size_

Spoiler:
Port Peril Corsair
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you_
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any_

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:
Spiked Log Trap
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand_

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:
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_

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_

Weapons
Spoiler:
Short Sword
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; 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:
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:
Quarterstaff
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_

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:
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_

Spells
Spoiler:
Aid
Spell B
Traits:
Magic
Divine
Elite To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Spoiler:
Detect Magic
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
During your turn, discard this card to examine the top card of your location deck_ If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck_
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 4 check to recharge this card isntead of discarding it_

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:
Black Spot
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any_
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:
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:
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_

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:
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:
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:
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_

Items
Spoiler:
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_

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_

Spoiler:
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_

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:
Potion of Glibness
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 Diplomacy check_

Allies
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:
Cabin Boy
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 4
Recharge this card to add 1d4 to your non-combat check_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_

Spoiler:
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_

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:
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_

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 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:
Blessing of Hshurha
Blessing 2
Traits:
Divine
Hshurha 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 attempted by a character on a ship_
Discard this card to explore your 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_

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_

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: 12

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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 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 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 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 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 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 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 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 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_

Alehouse
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

Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: SHIP IS DOCKED HERE!

Docks Card 1 (Rum Bottle):
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_

Docks Card 2:
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_

Docks 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_

Docks Card 4:
Jellyfish Cape
Item 2
Traits:
Accessory
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 8
Recharge this card to succeed at your Constitution or Fortitude check to defeat a bane with the Aquatic trait_
Discard this card to add 1d6 and the Electricity trait to defeat a monster with the Aquatic trait_ After playing this card, succeed at a Wisdom or Survival 7 check to recharge it instead of discarding it_

Docks Card 5:
Lookout Duty
Barrier B
Traits:
Task
Veteran
To Defeat:
Wisdom
Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it_
If undefeated, your ship is dealt 1 Structural damage_ Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn_

Docks Card 6:
Buccaneer
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 8
The difficulty 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 difficulty is increased by twice the adventure deck number instead_
If defeated, you may immediately attempt to close the location this henchman came from_

Docks Card 7:
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_

Docks Card 8:
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_
House of Stolen Kisses
At This Location: When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Alase/MatsuKurisu, Grazzle/wkover, None

House of Stolen Kisses Card 1 (Call Weapon):
Call Weapon
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Discard this card to search the deck of a character at your location for a weapon and add it to your hand_
Bury this card to search the deck of a character at your location for a weapon and give it to any character_
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_

House of Stolen Kisses Card 2:
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_

House of Stolen Kisses Card 3:
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_

House of Stolen Kisses 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_

Merchant Marina
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Master Scourge is in here!

Seaside Warehouse
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

Tidewater Rock
At This Location: You may reveal an ally that has the Aristocrat or Captain trait to add 1d4 to your check.
When Closing: Succeed at a Charisma or Diplomacy 9 check.
When Permanently Closed: On closing, recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/MatsuKurisu, Oloch/TColMaster, None

Tidewater Rock Card 1 (Lady Agasta Smythee):
Lady Agasta Smythee
Loot 2
Type: Ally
Traits:
Human
Aristocrat To Acquire:

Reveal this card to recharge any number of cards and add 2 to your combat check for each card you recharged_


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

Skip healing for now, but will do next turn if there's a next turn.

Explore House of SK and auto-acquire Call Weapon spell.

No more explores, so recharge chain shirt and reset:

Grazzle wrote:

Hand: Alchemical Glue, Call Weapon, Captain, Fire Snake, Binder's Tome, Holy Light,

Displayed:
Deck: 14 Discard: 1 Buried: 1
Notes: Tome adds 1d4 to all cha/combat checks at my location (+ mental trait).
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.

Grand Lodge

Google Sheets Info

Oloch goes back to the rock to face any more challengers. Seeing none, he goes to grab the Lady Agasta Smythee, taking her to the ship while yelling for his companions and crew to accompany him!

Per the scenario rules that's it, no need to close.

Grand Lodge RPG Superstar 2014 Top 16

Development:
Ah! Love! True love! The handsome Hinsin and his blushing
bride are together at last. Unfortunately, they can’t invite
you to the wedding. Only the Pirate’s Council is invited, and
yer not quite on their level of pirate society, but Lady Smithee
might find another way to thank you soon enough. Maybe
she’ll hire you for a bit o’ mercenary work, but not right away.
You should call on her after… the honeymoon.

Reward:
Each character draws an ally from the box. (Your class deck(s))

And you guys get a skill feat!

Acquired Cards:

Besmaran Priest (Ally B)
Swab (Ally B)
Captain (Ally B)
Boatswain (Ally B)
Old Salt's Bandana (Item B)
Astrolabe (Item 1)
Alchemical Glue (Item 1)
Find Traps (Spell B)
Call Weapon (Spell B)
Repelling Pike +1 (Weapon 1)

Grand Lodge

Google Sheets Info

SKILL FEAT = STR

Camel
Recruit
Riding Horse
Standard Bearer
Caravan Guard
Treriever
Grave Tender
Mountain Dog
Emissary
Retriever
Viking Shieldmaster
Warhorse

Ally RNG: 1d12 ⇒ 5

Scenario Reward NOT TAKEN.

Deck Upgrade NOT TAKEN.


Deck handler

Aric
Skill Feat = +1 Int

Red Raven
Skill Feat = +1 Wis

Scenario upgrade not taken

Will take an item 1.
Con Boon 1 or 20: 1d20 ⇒ 9

Liberty's Edge

Alase
Skill Feat = +1 Cha

Scenario upgrade not taken
No Card upgrade
Con Boon 1 or 20: 1d20 ⇒ 19


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

Skill upgrade: Charisma
Card upgrade: Weapon

List of random allies from box: (0-2)

M. Child
Apprentice x2
Riftwarden
Tal Crafter
Chronicler
Staff Bearer
Frog
Researcher
D. of Flame
Boatswain
Lookout
Social Climber
Wolf
Clockwork Servant
Bound Elemental
Cleric of Nethys
Bound Lantern Archon

Random ally roll: 1d18 ⇒ 12

Pass on lookout.

Grand Lodge

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

During This Adventure:

During This Scenario: When you encounter a non-villain, non-henchman monster, roll 1d6:
1–2. During the encounter, the difficulty of any checks by characters at your location is increased by 1d4.
3–4. Before you act, each character at your location is dealt 1d4-1 Combat damage.
5–6. During the encounter, characters at other locations may not play cards or use powers.
Additional Rules: Ship: CHOOSE ANY CLASS 1 OR LOWER SHIP AS YOUR SHIP.

Villain: Brinebrood Queen

Henchman: Riptide Grindylow
Turn: 1, Aric/MatsuKurisu

Random Cards:

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

Spoiler:
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_

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_

Spoiler:
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_

Spoiler:
Merfolk
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck_

Barriers
Spoiler:
Pirate Entertainments
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The diffculty to defeat this barrier is increased by the adventure deck number of the current scenario, if any_
Each character at your location encounters this barrier_ Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced_ If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand_

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:
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_

Spoiler:
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_

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_

Weapons
Spoiler:
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_

Spoiler:
Main-Gauche
Weapon B
Traits:
Knife
Melee
Piercing
Finesse
Offhand
Swashbuckling
Elite To Acquire:
Strength
Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_
Discard this card to reduce Combat damage dealt to you by 2_

Spoiler:
Toxic Blunderbuss +1
Weapon 2
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 3d6 and the Poison trait_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck_

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:
Longbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location_

Spells
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:
Geyser
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it_

Spoiler:
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:
Holy Stone
Spell 1
Traits:
Magic
Divine
Attack
Ranged
Elite To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1_
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:
Speed
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character_ While displayed, that character's checks using her Dexterity 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:
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:
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:
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:
Blackcloth Armor
Armor 2
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 6
If you are the only character at your location, you may reveal this card to add 1 to your combat 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_

Items
Spoiler:
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_

Spoiler:
Besmara's Bones
Item 2
Traits:
Tool
Swashbuckling
Besmara To Acquire:
Wisdom
Survival 8
Display this card next to your ship_ While displayed, reduce Structural damage dealt to your ship by 1_ Discard this card if your ship is banished_
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship_

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_

Spoiler:
Masterwork Tools
Item B
Traits:
Tool
Elite To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check_
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower_

Spoiler:
Jellyfish Cape
Item 2
Traits:
Accessory
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 8
Recharge this card to succeed at your Constitution or Fortitude check to defeat a bane with the Aquatic trait_
Discard this card to add 1d6 and the Electricity trait to defeat a monster with the Aquatic trait_ After playing this card, succeed at a Wisdom or Survival 7 check to recharge it instead of discarding it_

Allies
Spoiler:
Rotgut
Ally 2
Traits:
Animal
Pirate To Acquire:
Wisdom
Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice_ You must take the second result_
Discard this card to explore your location_

Spoiler:
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_

Spoiler:
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_

Spoiler:
Chanty Singer
Ally B
Traits:
Half-Elf
Bard
Elite To Acquire:
Charisma
Diplomacy 6
Reveal this card to avoid being moved to a location_
Discard this card to explore your location_

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_

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 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 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 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_

Top of Blessing Discard Pile:

Blessing of Gozreh:
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_

Blessings Remaining: 29

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 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 3
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 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 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 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 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 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 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 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 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 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 14
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 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 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 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 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 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 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 21
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 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 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 24
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 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 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 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_

Hatchery
At This Location: When you encounter a bane that has the Goblin or Aberration trait, shuffle a random monster into another open location.
When Closing: Summon and defeat a random monster.
When Permanently Closed: For the rest of the scenario at all locations, the difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alase/MatsuKurisu, Aric/MatsuKurisu, Grazzle/wkover, Oloch/TColMaster, None

Hatchery Card 1:
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_

Hatchery Card 2:
Riptide Grindylow
Henchman 1
Type: Monster
Traits:
Aberration
Goblin
Aquatic
To Defeat:
Combat 11
The Riptide Grindylow may not be evaded_
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck_
If defeated, you may immediately attempt to close the location this henchman came from_

Hatchery Card 3:
Shackles Pirate
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any_
If the check to defeat has the Swashbuckling trait, add 1d4 to it_

Hatchery Card 4:
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_

Hatchery Card 5:
Becalmed
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8
If undefeated, display this barrier next to the location deck_ You may not move or be moved from this location while this barrier is next to it_ When this location has no other cards, banish this card_

Hatchery 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_

Hatchery Card 7:
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_

Hatchery 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_

Hatchery Card 9:
Belaying Pin
Weapon B
Traits:
Club
Melee
Bludgeoning
Swashbuckling
Basic To Acquire:
Strength
Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die_

Hatchery Card 10:
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_

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Sea Caves Card 1:
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_

Sea Caves Card 2:
Riptide Grindylow
Henchman 1
Type: Monster
Traits:
Aberration
Goblin
Aquatic
To Defeat:
Combat 11
The Riptide Grindylow may not be evaded_
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck_
If defeated, you may immediately attempt to close the location this henchman came from_

Sea Caves Card 3:
Dehydrating Touch
Spell 2
Traits:
Magic
Arcane
Attack
Elite To Acquire:
Intelligence
Arcane 9
For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it_

Sea Caves Card 4:
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_

Sea Caves 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_

Sea Caves Card 6:
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_

Sea Caves Card 7:
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_

Sea Caves Card 8:
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_

Sea Caves Card 9:
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_

Sea Caves Card 10:
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_

Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None

Jungle Card 1:
Conchobhar Turlach Shortstone
Ally 1
Traits:
Gnome
Bard
Pirate To Acquire:
Charisma
Diplomacy 7
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_

Jungle Card 2:
Pirate Captain
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card_
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any_ You may not play allies that have the Pirate trait on this check_
After you act, the Pirate Captain deals 2 Structural damage to your ship_

Jungle Card 3:
Sea Scourge
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits_
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage_

Jungle Card 4:
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_

Jungle Card 5:
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_

Jungle Card 6:
Boatswain
Ally B
Traits:
Dwarf
Pirate
Basic To Acquire:
Charisma
Diplomacy 9
Recharge this card to examine the top card of your location deck_
Discard this card to explore your location_ Add the Swashbuckling trait to your non-combat checks during this exploration_

Jungle Card 7:
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_

Jungle 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_

Jungle Card 9:
Amulet of Fortitude
Item B
Traits:
Accessory
Magic
Elite To Acquire:
Constitution
Fortitude 5
Reveal this card to add 1 die to your Fortitude check_
Recharge this card to succeed at your Fortitude check_

Jungle Card 10:
Riptide Grindylow
Henchman 1
Type: Monster
Traits:
Aberration
Goblin
Aquatic
To Defeat:
Combat 11
The Riptide Grindylow may not be evaded_
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck_
If defeated, you may immediately attempt to close the location this henchman came from_

Beach
At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
When Closing: Each character at this location must bury a card.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Beach Card 1:
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_

Beach Card 2:
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_

Beach Card 3:
Detect Magic
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
During your turn, discard this card to examine the top card of your location deck_ If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck_
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 4 check to recharge this card isntead of discarding it_

Beach Card 4:
Jolly Roger
Item 2
Traits:
Object
Swashbuckling To Acquire:
Wisdom
Survival 8
Display this card next to your ship_ While displayed, add 1d6 to your checks to defeat ships_

Beach Card 5:
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_

Beach Card 6:
Riptide Grindylow
Henchman 1
Type: Monster
Traits:
Aberration
Goblin
Aquatic
To Defeat:
Combat 11
The Riptide Grindylow may not be evaded_
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck_
If defeated, you may immediately attempt to close the location this henchman came from_

Beach Card 7:
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_

Beach Card 8:
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 insatiable desire to consume your flesh.

Beach Card 9:
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_

Beach Card 10:
Sap
Weapon B
Traits:
Club
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 6
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_

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:
Storm
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None
Display this barrier next to the location deck_
If you start your turn at this location, roll 1d6_ On a 6, banish this barrier_ On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location_

Ghol-Gan Ruins 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_

Ghol-Gan Ruins Card 3:
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_

Ghol-Gan Ruins 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_

Ghol-Gan Ruins 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 insatiable desire to consume your flesh.

Ghol-Gan Ruins Card 6:
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_

Ghol-Gan Ruins Card 7:
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

Ghol-Gan Ruins Card 8:
Giant Wasp
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13
The Giant Wasp is immune to the Mental trait_
After you act, the Giant Wasp deals 1 Poison damage to you_

Ghol-Gan Ruins Card 9:
Riptide Grindylow
Henchman 1
Type: Monster
Traits:
Aberration
Goblin
Aquatic
To Defeat:
Combat 11
The Riptide Grindylow may not be evaded_
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck_
If defeated, you may immediately attempt to close the location this henchman came from_

Ghol-Gan Ruins Card 10:
Pirate Captain
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12
Before you act, recharge a card_
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any_ You may not play allies that have the Pirate trait on this check_
After you act, the Pirate Captain deals 2 Structural damage to your ship_

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 ?: 1
Located/Displayed Here: None

Holy Isle Card 1:
Dolphin
Ally B
Traits:
Animal
Aquatic
Elite To Acquire:
Wisdom
Survival 8
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it_
Recharge this card to examine the bottom card of any location deck_

Holy Isle 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_

Holy Isle 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_

Holy Isle Card 4:
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_

Holy Isle Card 5:
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_

Holy Isle 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_

Holy Isle Card 7:
Dire Rat
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
OR Dexterity
Stealth 6
If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.

Holy Isle Card 8:
Brinebrood Queen
Villain 1
Type: Monster
Traits:
Aberration
Goblin
Aquatic
Mutant
To Defeat:
Combat 13
The Brinebrood Queen may not be evaded_
Before you act, summon and encounter the villain The Whale_ If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location_
If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2_
"More food for my precious baby!" --The Brinebrood Queen

Holy Isle Card 9:
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_

Holy Isle Card 10:
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_

Grand Lodge

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

Please choose your starting locations, and choose a ship from these 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.

Man's Promise:

Ship 1
Traits: Class 1
To Defeat: Wisdom/Survival 6
OR
Charisma/Diplomacy 8
When Encountering: If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding: You may discard a card from the blessings deck to explore your location.

BACK:
To Repair: Craft 6
When Commanding: Other characters may not move with this ship.

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.

Truewind:

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.

Grand Lodge

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

plunder: 1d6 ⇒ 2 Spell


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

Starting location: Holy Isle.

Grazzle wrote:

Hand: Clockwork Butterfly, Life Drain, B of Spellbound 2, B of Spellbound 1, Cure 2, Elven Chain Shirt,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Blessings 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 [X]+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.

Die Bumps: 1

Sounds like we're going with the Truewind as our ship.


Deck handler

Aric - Starting at Beach

Aric wrote:

Hand: Gambeson, Harrow Deck, Blessing of Abadar, Blessing of Bastet, Mask of the Red Raven, Captain's Cutlass,

Displayed: , , , , , ,
Deck: 10 Discard: 0 Buried: 0
Notes: Bastet = "Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; the character takes the new result.
Kit: Haki Stick, Lookout, Clockwork Spy

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d4 +0
Constitution d6 +0
Intelligence d8 +1
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 - Starting at Jungle

Alase wrote:

Hand: Blessing of Abadar, Blessing of Pharasma, Eloquence, Blessing of the Ancients, Lookout, Toad,

Displayed: Tonbarse, , , , , ,
Deck: 10 Discard: 0 Buried: 0
Notes: 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 +2
- 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 +5 and the Melee trait.

Grand Lodge

Google Sheets Info

Starting at Ruins

Oloch wrote:

Hand: Blessing of the Gods 1, Greatsword, Spyglass, Blessing of Gorum,

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

Skills and Powers:
SKILLS

Strength d10 [X]+1 [x]+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>

Liberty's Edge

Alase - Blessing of Gozreh

Start at Hatchery. Tonbarse Examine = Card 1: Pirate HuntingDO NOT SHUFFLE. Move to Jungle. Play Tonbarse
Free explore = 1: Ally 1. Play Eloquence
Charisma 7: 1d10 + 2 + 3 ⇒ (1) + 2 + 3 = 6 - Failed

Discard Toad explore = 2: Pirate Captain. Tonbarse 1d10+6 eloquence +3
Scenario BYE: 1d6 ⇒ 3 - Combat Damage 1d4-1: 1d4 - 1 ⇒ (1) - 1 = 0
BYA - Recharge Blessing of Pharasma
Combat 14(12+2): 1d10 + 6 + 3 + 3 ⇒ (6) + 6 + 3 + 3 = 18 - Success
AYA 2 Structural damage. Alase discards lookout, Blessing of the Ancients

Recharge Eloquence Arcane 8: 1d10 + 4 + 3 ⇒ (3) + 4 + 3 = 10

[ooc]End of Turn. Draw up Rain of Frogs, Enchanted Fang, Blessing of the Asmodeus, Blessing of the Gods, Ruby of Charisma[ooc]

Alase wrote:

Hand: Blessing of Abadar, Rain of Frogs, Enchanted Fang, Blessing of the Asmodeus, Blessing of the Gods, Ruby of Charisma,

Displayed: Tonbarse, , , , , ,
Deck: 7 Discard: 3 Buried: 0
Notes: Blessings available for support. Rain of Frogs add +1d6 to all combat check for a turn, causes 1 poison damage to each player at the location at end of turn

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 +2
- 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 +6 and the Melee trait.


Aric - Blessing = Card 1 Blessing of the Gods

Change to Red Raven. Display Gambeson. Move to Beach. End of Move examine = Card 1: Giant Frog

Free Explore = Card 1: Giant Frog. Reveal Captains Cutless Finesse 1d10+1+3+1d6+1;
Scenario BYE: 1d6 ⇒ 2 - Difficulty increase: 1d4 ⇒ 2 =+2
Combat 11(9+2): 1d10 + 1 + 3 + 1d6 + 1 ⇒ (2) + 1 + 3 + (2) + 1 = 9 - Failed. Recharge Blessing of Bastet to reroll 1d10
reroll 1d10: 1d10 ⇒ 3 = Total = 10. Spend AD 1 die bump = 11 - Success
Bury Harrow Deck to examine top 3 cards. Cannot make recharge. Reorder cards
4: Jolly Roger -(Item 2 - Wisdom Survival 8[/b]
3: Detect Magic
2: Drowning Spikes Trap

Discard Abadar explore = 4: Jolly Roger. Wisdom 1d8+1, Alase BoG +1d8, Grazzle B of Spellbound 1 +1d8
Wisdom 8: 1d8 + 1 + 1d8 + 1d8 ⇒ (3) + 1 + (3) + (7) = 14 - Success -
Display Jolly Roger = +1d6 vs all checks against ships

End of Turn. Draw up Elemental Ascetic, Rapier

The Red Raven wrote:

Hand: Mask of the Red Raven, Captain's Cutlass, Elemental Ascetic, Rapier, , ,

Displayed: Gambeson, Jolly Roger, , , , ,
Deck: 9 Discard: 1 Buried: 1
Notes:
Kit: Haki Stick, Lookout, Clockwork Spy

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d10 +1
Constitution d6 +0
Intelligence d8 +0
Wisdom d8 +1
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.)


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

OOT discard B of Spellbound 1 to assist Aric/RR.

Grazzle lays hands on the earth and harnesses its geobiological forces, coaxing grasses to rise up and encase Aric and Alase in their own chrysalis. Hours later, they emerge refreshed and rejuvenated.

Discard 2 cards - Frigid Blast, Fire Snake - to heal 4 total: 3 for Alase & 1 for Aric.

Confused by his hand-drawn map, Grazzle follows the wrong line at a 6-point crossing and wanders into a chapel yard sale. The friar plays a master salesman, and coin is exchanged.

Dazzled, Grazzle walks away with a leashed dolphin...

Survival 8 w/ B of Spellbound 2: 2d10 + 2 ⇒ (1, 8) + 2 = 11 Success. Free explore w/ location effect since played blessing.

...a holy writ...

Auto-acquire B of Sivanah (2 dice to NC int/char), recharge CW Butterfly to examine, another free explore since revealed card is a blessing.

... and an even holier writ.

Auto-acquire B of Gozreh. Recharge dolphin to examine bottom card of Isle = Goblin Keelhaulin', my old nemesis. Glad to know it's far away.

Finding a sunny patch of poppies, Grazzle lies down, surrounds himself with his secondhand shinies, and engages in 2 minutes of hypermeditation to restock his reserves.

Cast cure on self. # cards healed: 1d4 + 1 ⇒ (3) + 1 = 4 Hand reset:

Grazzle wrote:

Hand: B of Gozreh, Life Drain, B of Thoth, B of Sivanah, Holy Light, Elven Chain Shirt,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Blessings available. Thoth = 2 dice to NC wisdom. Gozreh = 2 dice to closing check. Sivanah = 2 dice to NC int/char.
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 [X]+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.

Die Bumps: 1

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