[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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Liberty's Edge

Alase - Blessing of Abadar

At Floating Shipyard.
free explore = Animated Weapon Arcane 8. Recharge Blessing of Abadar +1d
Arcane 8: 1d10 + 2 + 2 + 1d10 ⇒ (5) + 2 + 2 + (9) = 18 - Success

Discard BoGods explore = Aqueous Orb Arcane 9. Discard Blessing of Pharasma +1d
Arcane 9: 1d10 + 2 + 2 + 1d10 ⇒ (4) + 2 + 2 + (1) = 9 - Success

Will pass Aqueous Orb to Grazzle, when they are in same location.

End of Turn. Discard Animated Weapon. Draw up Blessing of the Asmodeus, Spyglass, Black Spot

Alase wrote:

Hand: Eloquence, Toad, Aqueous Orb, Blessing of the Asmodeus, Spyglass, Black Spot,

Displayed: Tonbarse, Gambeson, , , , ,
Deck: 8 Discard: 3 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +0
- Perception: Wisdom +2
- Survival: Wisdom +2
Charisma d10 +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 ([X] or shuffle it into your deck) instead of discarding it.

Liberty's Edge Boon: * 2
[X][ ][ ][ ] 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 = 1 Blessing of Pharasma

Change to Red Raven. End of Move examine = Card 3 Sea Drake

ALASE - Out of turn discard Spy glass. Examine 2 & rearrange.
Card 4 Krelloort. - Villain found
Card 3 Sea Drake.

Pass Free Explore

End of Turn. Discard down Stalking Armor

Aric wrote:

Hand: Mask of the Red Raven, Haki Stick, , Blessing of the Ancients, , Besmara's Tricorne:,

Displayed: Gambeson, , , , , ,
Deck: 11 Discard: 1 Buried: 1
Notes:
Kit: Psychic Detective, 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.
[X] When you acquire a boon you may examine the top card of your location deck.

Grand Lodge

Google Sheets Info

Feeling the wonderful heals from Grazzle, Oloch digs into his bag and gives his scroll of DIVINE FAVOR to Grazzle.
"Thank you for keeping me healed!"

Walking up to the duo Merrill Pegsworthy sees the kind act from Oloch and asks to join the party.

Melee 6: 1d10 + 4 ⇒ (2) + 4 = 6

-Discard him to explore.
"You like my Stregnth? Then please go find me someone to beat up to impress you more!"

Running away, Merrill comes back with his pet rat for Oloch to fight.

-Acidic Greatsword
COmbat 8: 1d10 + 2d6 + 5 ⇒ (2) + (4, 3) + 5 = 14

Seeing Oloch crush his pet, Merrill runs away in fear never to return.

*****Dicard Longhammer and Earthbreaker, draw 3

Oloch wrote:

Hand: Champion's Do-Maru, Cure, Acidic Greatsword +1, Blessing of the Samurai,

Displayed:
Deck: 8 Discard: 3 Buried: 1
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. [X] You may reset your hand at the start of your turn.
<Power 3>[X] You may recharge a blessing or a spell to add 1d4 [ ] +1 and the magic trait to a check by a character at your location to defeat a monster.
<Power 4>
<Power 5>

Grand Lodge

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

During This Adventure:

During This Scenario: Each player chooses a type of boon other than loot and draws 2 cards of that type from the box. Shuffle these cards together to form a single treasure stack.

When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.

When you win the scenario, stash the treasure stack as plunder.
Additional Rules: The Adventure Deck number is 2.

Plunder Table (roll 1d6):

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

Ship:

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.

Villain:

Krelloort:

Villain
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 16 THEN Combat 18
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince_ If you fail a check to defeat Krelloort, discard your hand_
"The treasure of Mancatcher Cove belongs to me!" -Krelloort

Henchman:

Sea Devil:

Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2_ If defeated, you may immediately attempt to close the location this henchman came from_

Also needed:

Sea Devil Prince:

Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 14 THEN Combat 17
Before you act, another character at your location must summon and encounter the henchman Sea Devil_ If you would fail a check to defeat the Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5_
"I smell your blood in the water, shorwalkers! Time to bleed some more!" -Sea Devil Prince

Turn: 10, Grazzle/wkover

Random Cards:

Monsters
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:
Crocodile
Monster B
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
If the check to defeat has the Cold trait, add 1d6 to it_
If undefeated, shuffle this card into a random open location, if it came from one_
This reptile lunges out of the placid water with shocking speed_

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_

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:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it_
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one_
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

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

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:
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_

Spoiler:
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_

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:
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_

Spoiler:
Zul
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.

Spoiler:
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_

Spoiler:
Tidewater Cutlass +1
Weapon 1
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee check + 1d6+1; you may additionally discard this card to add 1d8_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck_

Spoiler:
Falcata +1
Weapon 1
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
If any d4 rolled on this check is a 4, count it as a 5_

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:
Hydraulic Push
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 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:
Vomit Twin
Spell P
Traits:
Magic
Arcane To Acquire:
Constitution
Fortitude 6
Display this card next to a location_ When you encounter a card, you may evade it and move to this location_ Move this card next to your previous location_ Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand_ At the end of the scenario, if you do not have the Arcane skill, banish this card_

Armors
Spoiler:
Buckler Gun
Armor B
Traits:
Shield
Firearm
Basic To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor_
Recharge this card to reduce Combat damage dealt to you by 2_ If you are proficient with light armors, you may play another armor on this check_

Spoiler:
Magic 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:
Fortified Leather Armor
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_

Spoiler:
Chain Mail
Armor B
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead_

Spoiler:
Chain Shirt
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_

Items
Spoiler:
Worn Leather Skullcap
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite To Acquire:
Wisdom
Survival 7
Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check_
Discard this card to succeed at your Survival check_ After playing this card, succeed at a Survival 9 check to recharge this card instead of burying 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:
Potion of Heroism
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7
Display this card and choose a character at your location_ While displayed, add 1d6 to that character's checks_ Banish this card at the end of your turn_

Spoiler:
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_

Spoiler:
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_

Allies
Spoiler:
Cut-Throat Grok
Ally 1
Traits:
Half-Orc
Fighter
Pirate To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

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

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

Spoiler:
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:
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


Blessings
Spoiler:
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:
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 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:
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 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_

Top of Blessing Discard Pile:

Blessing of Erastil:
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_

Blessings Remaining: 20

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a villain or henchman_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 3
Blessing of 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 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 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 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 8
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 9
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 10
Blessing of 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 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 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 15
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 16
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 17
Blessing of 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 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 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 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_

Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Mancatcher Cove Card 1:
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_

Mancatcher Cove Card 2:
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_

Mancatcher Cove 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_

Mancatcher Cove Card 4:
Dragon Pistol +1
Weapon 2
Traits:
Firearm
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 12
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 2d6_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck_
Recharge this card to add 1d6 and this card's traits to another character's combat check at this location_

Mancatcher Cove Card 5:
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_

Mancatcher Cove 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_

Mancatcher Cove Card 7:
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_

Mancatcher Cove Card 8:
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_

Mancatcher Cove Card 9:
Sea Devil
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2_
If defeated, you may immediately attempt to close the location this henchman came from_

Mancatcher Cove Card 10:
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_
Floating Shipyard
At This Location: Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence or Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alase/MatsuKurisu, Aric/MatsuKurisu, None

Floating Shipyard Card 1 (Krelloort):
Krelloort
Villain 2
Type: Monster
Traits:
Merfolk
Aquatic
Mutant
To Defeat:
Combat 16
THEN Combat 18
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince_
If you fail a check to defeat Krelloort, discard your hand_
"The treasure of Mancatcher Cove belongs to me!"
-Krelloort

Floating Shipyard Card 2 (Sea Drake):
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_

Floating Shipyard Card 3:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_

Floating Shipyard Card 4:
Ghost
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits_
If the check to defeat does not have the Magic trait, the Ghost is undefeated_
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_

Floating Shipyard Card 5:
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_

Floating Shipyard Card 6:
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_

Tempest Cay
At This Location: If your ship is dealt Structural damage, increase the damage by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Tempest Cay Card 1:
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_

Tempest Cay Card 2:
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_

Tempest Cay Card 3:
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_

Tempest Cay Card 4:
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_

Tempest Cay Card 5:
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_

Tempest Cay Card 6:
Sea Devil
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2_
If defeated, you may immediately attempt to close the location this henchman came from_

Tempest Cay Card 7:
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_

Tempest Cay Card 8:
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.

Tempest Cay Card 9:
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_

Tempest Cay Card 10:
Confusion
Spell B
Traits:
Magic
Arcane
Divine
Mental
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to evade a monster_ If there is another character at your location, that character may encounter the monster_
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

Windward Isle
Closed
At This Location: If you start your turn at this location, draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

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

Raker Shoals Card 2:
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_

Raker Shoals Card 3:
Bucket Brigade
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage_ The barrier is defeated or undefeated based solely on your check_
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn_ If you start your turn at this location, your ship is dealt 1 Structural damage_

Raker Shoals Card 4:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card_ At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck_

Raker Shoals Card 5:
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_

Raker Shoals Card 6:
Sea Devil
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2_
If defeated, you may immediately attempt to close the location this henchman came from_

Raker Shoals Card 7:
Shark Skin Armor
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics 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_

Raker Shoals 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_

Raker Shoals Card 9:
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_

Raker Shoals Card 10:
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_

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/wkover, Oloch/TColMaster, None

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

Scar Bay Card 2:
Sea Devil
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2_
If defeated, you may immediately attempt to close the location this henchman came from_

Woods
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 8 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NOTE: THIS LOCATION REPRESENTS THE TREASURE STACK!!

Woods Card 1:
Fireblade
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Woods Card 2:
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_

Woods Card 3:
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_

Woods Card 4:
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_

Woods Card 5:
Instant Armor
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it_

Woods Card 6:
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_

Woods Card 7:
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_

Woods Card 8:
Inflict
Spell B
Traits:
Magic
Divine
Attack
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 1d6_
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it_


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

Grazzle pulls his healing strings, and everyone's nerves are calmed to the orchestra's tune. Discard 2 cards off top - Life Drain, BoThoth - healing party for 5. Explore Bay.

Grazzle wishes that the ship would revisit its hiring practices, as the mop-and-bucket brigade could use a few more gang members.

auto-succeed at Swabbing Decks by banishing Potion of Fortitude

Cast cure on self. Cards healed: 1d4 + 1 ⇒ (4) + 1 = 5 = Full heal.Hand reset:

Grazzle wrote:

Hand: Armor of the Sands, B of Spellbound 1, Cure 2, Binder's Tome, Repelling Pike, Divine Favor,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Blessing available. Tome adds 1d4 to all char/combat checks at my location.
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 ([X] 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


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

OOT hand update; fixing error - Cure was cast. :)

Grazzle wrote:

Hand: Armor of the Sands, B of Spellbound 1, Holy Javelin, Binder's Tome, Repelling Pike, Divine Favor,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Blessing available. Tome adds 1d4 (+ Mental trait) to all char/combat checks at my location. Favor adds 1d4 to any combat (+1 if character is divine).
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 ([X] 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

Liberty's Edge

Alase - 1: Blessing of Sivanah

At Floating Shipyard. Draw Tonbarse. Move to Tempest Cay. Play Tonbarse
free explore = 1: Leather Armor
Con 2: 1d6 ⇒ 2 - Success

Discard Toad explore = 2: Giant Wasp. Tonbarse 1d10+6 Shuffle Blessing of Asmodeus +1d10
Combat 13: 1d10 + 6 + 1d10 ⇒ (2) + 6 + (10) = 18 - success
AYA 1 Poison Discard leather armor

End of turn. Draw up Lookout, Rain of Frogs,Blessing of the Gods. Tonbarse Examine = 3: Sailor (ally B)

Alase wrote:

Hand: Eloquence, Black Spot, Aqueous Orb, Lookout, Rain of Frogs, Blessing of the Gods,

Displayed: Tonbarse, Gambeson, , , , ,
Deck: 10 Discard: 2 Buried: 0
Notes: Rain of Frogs = display at location Poison+1d6 to combat checks. End of turn all at location take 1 poison damage. Lookout can reveal to add 1d6 on 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 +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 ([X] or shuffle it into your deck) instead of discarding it.

Liberty's Edge Boon: * 2
[X][ ][ ][ ] 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.


Red Raven - Blessing = 2 Blessing of Achaekek

Free Explore = 1 Krelloort - Villain 2.
BYA put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince_

Recharge Mask of the Red Raven - When you encounter a monster, recharge this card to evade it, then end your turn.

End of Turn. Draw Stalking Armor

The Red Raven wrote:

Hand: Blessing of the Ancients, Haki Stick, Besmara's Tricorne:, Stalking Armor, , ,

Displayed: Gambeson, , , , , ,
Deck: 12 Discard: 0 Buried: 1
Notes:
Kit: Psychic Detective, 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 ([X] or turn), you may examine the top card of your location deck. ([ ] if it is a monster, you may encounter it.)

Grand Lodge

Google Sheets Info

Seeing Grazzle heal everyone else Oloch reaches into his bag and pulls out a CURE scroll. "Here, have this for keeping everyone healed and ready to go. I think we've cleared out the bat, keep yourself ready for anything."

Keeping a sharp lookout, Oloch grips the hilt of his Greatsword, ready for action. It doesn't take long before a SEA DEVIL swims out to meet him in combat.

-Acidic Greatsword +1
-Recharge Blessing of the Samurai

Combat 13: 2d10 + 2d6 + 5 ⇒ (1, 6) + (5, 6) + 5 = 23

Close Wisdom 8: 2d8 + 2 ⇒ (3, 5) + 2 = 10

"Yep, we searched everything here!"

LOCATION CLOSED!!!!!
Draw 2
End Turn

Oloch wrote:

Hand: Champion's Do-Maru, Blessing of the Gods 3, Acidic Greatsword +1, Blessing of Gorum,

Displayed:
Deck: 7 Discard: 3 Buried: 1
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. [X] 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>


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

OOT: accept Cure from Oloch; B of Spellbound recharged to support closing of Scar Bay

With a polite bow, Grazzle calls down a butterfly downpour to brush against the skin of his fellow pathfinders. Their twitches leave fresh skin where there were once old scars and new wounds.

Discard one card from deck - Token of Remembrance - and party heals for 3. Maybe all for Oloch? His deck is getting pretty small.

The Bay has been swept clean, thanks to the warpriest. So Grazzle sets out for the horizon to hunt for mermaids and other mythological temptations.

Move to Raker Shoals and explore

A harpoon floats by, stuck by an unnamed sailor into a plank of worn driftwood. Grazzle rejects its violent intrusion and lets it pass.

Auto-fail check to acquire harpoon. Discard Pike, Divine Favor.
Hand reset:

Grazzle wrote:

Hand: Armor of the Sands, Cure 3, Holy Javelin, Binder's Tome, BoG, Elven Chain Shirt,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: Tome adds 1d4 (+ Mental trait) to all char/combat checks at my location.
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 ([X] 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

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure:

During This Scenario: Each player chooses a type of boon other than loot and draws 2 cards of that type from the box. Shuffle these cards together to form a single treasure stack.

When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.

When you win the scenario, stash the treasure stack as plunder.
Additional Rules: The Adventure Deck number is 2.

Plunder Table (roll 1d6):

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

Ship:

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.

Villain:

Krelloort:

Villain
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 16 THEN Combat 18
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince_ If you fail a check to defeat Krelloort, discard your hand_
"The treasure of Mancatcher Cove belongs to me!" -Krelloort

Henchman:

Sea Devil:

Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2_ If defeated, you may immediately attempt to close the location this henchman came from_

Also needed:

Sea Devil Prince:

Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 14 THEN Combat 17
Before you act, another character at your location must summon and encounter the henchman Sea Devil_ If you would fail a check to defeat the Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5_
"I smell your blood in the water, shorwalkers! Time to bleed some more!" -Sea Devil Prince

Turn: 15, Alase/MatsuKurisu

Random Cards:

Monsters
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:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it_
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one_
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Spoiler:
Jellyfish Swarm
Monster 2
Traits:
Animal
Aquatic
Swarm
To Defeat:
Combat 16
OR Dexterity
Acrobatics 10
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it_
All damage from the Jellyfish Swarm is Poison damage_
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated_

Spoiler:
Nirento
Monster 2
Traits:
Plant
To Defeat:
Combat 11
The Nirento is immune to the Mental and Poison traits_
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons_
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4_

Barriers
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_

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:
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:
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_

Weapons
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_

Spoiler:
Icy Boarding Pike +1
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait_ Add another 1d4 if you are on a ship_ If you fail this check, you may discard this card to ignore the result and reroll the dice_ You must take the second result_

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

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

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_

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

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

Spoiler:
Protect
Spell 2
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount_ You are dealt Combat damage equal to half the amount reduced (rounded up)_
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_

Armors
Spoiler:
Fortified Leather Armor
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_

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:
Chain Mail
Armor B
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead_

Spoiler:
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:
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:
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:
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_

Spoiler:
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_

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

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

Allies
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:
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:
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_

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

Spoiler:
Royster McCleagh
Ally 2
Traits:
Human
Fighter
Pirate To Acquire:
Charisma
Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile_
Discard this card to explore your location_ Add the Swashbuckling trait to your combat checks during this exploration_

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

Spoiler:
Blessing of 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 the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_

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

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: 15

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 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 3
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check that has the Swashbuckling trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 4
Blessing of 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 5
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 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 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 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 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 Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check that has the Swashbuckling trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 13
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 14
Blessing of 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 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_

Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Mancatcher Cove Card 1:
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_

Mancatcher Cove Card 2:
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_

Mancatcher Cove 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_

Mancatcher Cove Card 4:
Dragon Pistol +1
Weapon 2
Traits:
Firearm
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 12
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 2d6_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck_
Recharge this card to add 1d6 and this card's traits to another character's combat check at this location_

Mancatcher Cove Card 5:
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_

Mancatcher Cove 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_

Mancatcher Cove Card 7:
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_

Mancatcher Cove Card 8:
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_

Mancatcher Cove Card 9:
Sea Devil
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2_
If defeated, you may immediately attempt to close the location this henchman came from_

Mancatcher Cove Card 10:
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_
Floating Shipyard
At This Location: Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence or Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/MatsuKurisu, None

Floating Shipyard Card 1 (Sea Drake):
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_

Floating Shipyard Card 2:
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_

Floating Shipyard Card 3:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_

Floating Shipyard Card 4:
Ghost
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits_
If the check to defeat does not have the Magic trait, the Ghost is undefeated_
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_

Floating Shipyard Card 5:
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_

Floating Shipyard Card 6 (Krelloort):
Krelloort
Villain 2
Type: Monster
Traits:
Merfolk
Aquatic
Mutant
To Defeat:
Combat 16
THEN Combat 18
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince_
If you fail a check to defeat Krelloort, discard your hand_
"The treasure of Mancatcher Cove belongs to me!"
-Krelloort

Tempest Cay
At This Location: If your ship is dealt Structural damage, increase the damage by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Alase/MatsuKurisu, None

Tempest Cay Card 1:
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_

Tempest Cay Card 2:
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_

Tempest Cay 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_

Tempest Cay Card 4:
Sea Devil
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2_
If defeated, you may immediately attempt to close the location this henchman came from_

Tempest Cay Card 5:
Pirate Hunting
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship_ If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it_ Characters at this location encounter the summoned card as their first exploration each turn_
If the summoned card is defeated, banish it; this barrier is also defeated_

Tempest Cay Card 6:
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.

Tempest Cay Card 7:
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_

Tempest Cay Card 8:
Confusion
Spell B
Traits:
Magic
Arcane
Divine
Mental
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to evade a monster_ If there is another character at your location, that character may encounter the monster_
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

Windward Isle
Closed
At This Location: If you start your turn at this location, draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 3 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Grazzle/wkover, None

Raker Shoals Card 1:
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_

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

Raker Shoals Card 3:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card_ At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck_

Raker Shoals Card 4:
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_

Raker Shoals Card 5:
Sea Devil
Henchman 2
Type: Monster
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Damage dealt by the Sea Devil is increased by 2_
If defeated, you may immediately attempt to close the location this henchman came from_

Raker Shoals Card 6:
Shark Skin Armor
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics 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_

Raker Shoals 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_

Raker Shoals 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_

Raker Shoals Card 9:
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_

Scar Bay
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Oloch/TColMaster, None

Woods
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 8 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: NOTE: THIS LOCATION REPRESENTS THE TREASURE STACK!!

Woods Card 1:
Fireblade
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Woods Card 2:
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_

Woods Card 3:
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_

Woods Card 4:
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_

Woods Card 5:
Instant Armor
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it_

Woods Card 6:
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_

Woods Card 7:
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_

Woods Card 8:
Inflict
Spell B
Traits:
Magic
Divine
Attack
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 1d6_
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it_

FYI I'll be visiting with a friend from (WAY) out of town all day and night today, and then am running a PFSACG game locally tomorrow afternoon, so I'll likely not be online much until tomorrow night.

Liberty's Edge

Alase - 1: Blessing of The Gods

At Tempest Cay. Tonbarse examine = Sailor Ally B
free explore = 1: Sailor
Charisma 6: 1d10 + 2 ⇒ (2) + 2 = 4 - Failure

Discard Lookout explore = 2: Giffer Tibbs
Charisma 6: 1d10 + 2 ⇒ (9) + 2 = 11 - Success

Discard Giffer Tibbs explore = 3: Illuminate
Arcane 6: 1d10 + 2 + 2 ⇒ (2) + 2 + 2 = 6 - Success

End of Turn Examine = 4: Sea Devil - Henchman
Discard Illuminate. Draw up Augury

Alase wrote:

Hand: Eloquence, Black Spot, Aqueous Orb, Augury, Rain of Frogs, Blessing of the Gods,

Displayed: Tonbarse, Gambeson, , , , ,
Deck: 9 Discard: 5 Buried: 0
Notes: Rain of Frogs = display at location Poison+1d6 to combat checks. End of turn all at location take 1 poison damage. Lookout can reveal to add 1d6 on 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 +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 ([X] or shuffle it into your deck) instead of discarding it.

Liberty's Edge Boon: * 2
[X][ ][ ][ ] 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.


Red Raven - Blessing = 2 Blessing of the Gods

Free Explore = 1: Sea Drake
BYA check. Acrobatics 1d10+1+2
BYA Acrobatics 6: 1d10 + 1 + 2 ⇒ (8) + 1 + 2 = 11 - Success. 1 Elec damage = Stalking Armor
Combat 14. Discard Haki Stick Finessee Melee 1d10+1+3+1d4+1d6; Alase Black Spot +3
Combat 14: 1d10 + 1 + 3 + 1d4 + 1d6 + 3 ⇒ (7) + 1 + 3 + (3) + (2) + 3 = 19 - Success. AYA 1 Structural damage = Alase Aqueous Orb

End of Turn. Examine 2: Swabbing the Decks (Barrier Con/Fort 7)
Draw up Rapier, Cockroach Coat

Start of next turn. Display Cockroach Coat

The Red Raven wrote:

Hand: Blessing of the Ancients, Besmara's Tricorne:, Rapier, , , ,

Displayed: Gambeson, Cockroach Coat, , , , ,
Deck: 10 Discard: 2 Buried: 1
Notes:
Kit: Psychic Detective, 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 ([X] or turn), you may examine the top card of your location deck. ([ ] if it is a monster, you may encounter it.)

Grand Lodge

Google Sheets Info

Oloch hears Alase scream, and he comes running over to aid her. Its another SEA DEVIL! Thinking fast he swings quickly with his Greatsword!

Combat 13: 1d10 + 2d6 + 5 ⇒ (4) + (4, 4) + 5 = 17

Downed!

-Discard Blessing of the Gods
-Discard Blessing of the Ancients (Red Raven)
-Discard Blessing of the Gods (Alase)
-Reveal Blessing of Gorum for +1 (WP Power)
INT 7: 3d4 + 1 ⇒ (3, 2, 2) + 1 = 8

CLOSED!
RNG On Closing Move: 1d4 ⇒ 2
-Move to Floating Shipyard.

Draw 2
End Turn

Oloch wrote:

Hand: Champion's Do-Maru, Surgeon, Acidic Greatsword +1, Gem of Physical Prowess,

Displayed:
Deck: 9 Discard: 1 Buried: 1
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. [X] 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 - out of turn update
Moved to random location: 1d4 ⇒ 2 -Move to Floating Shipyard.

Alase wrote:

Hand: Eloquence, Augury, Rain of Frogs, , , ,

Displayed: Tonbarse, Gambeson, , , , ,
Deck: 10 Discard: 7 Buried: 0
Notes: Rain of Frogs = display at location Poison+1d6 to combat checks. End of turn all at location take 1 poison damage. Lookout can reveal to add 1d6 on 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 +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 ([X] or shuffle it into your deck) instead of discarding it.

Liberty's Edge Boon: * 2
[X][ ][ ][ ] 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.


The Red Raven - out of turn update

The Red Raven wrote:

Hand: , Besmara's Tricorne:, Rapier, , , ,

Displayed: Gambeson, Cockroach Coat, , , , ,
Deck: 10 Discard: 3 Buried: 1
Notes:

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d10 +1
Constitution d6 +0
Intelligence d8 +0
Wisdom d8 +1
Charisma d10 +1
Perception: Wisdom +2
Acrobatics: Dexterity +2
Stealth: Dexterity +2

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 ([X] or turn), you may examine the top card of your location deck. ([ ] if it is a monster, you may encounter it.)

Cohort Power:
While displayed, for your combat check use 1d10 +6 and the Melee trait.


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

SOT discard chain shirt for Structural Damage.

Grazzle pads the wounds of his comrades with a damp cloth, speeding along their closure.

Don't want to accidentally discard both Cures from deck, so I'll do a relatively minor heal for now. Discard 2 random off deck - Cure 1 and Cure 2 - to heal party for 5 cards. Ok, that didn't really work. :P Can still use Cure in hand, though.

Grazzle notices a HELP WANTED poster. Need decks scrubbed. Low pay, but bottomless fish buffet. OK, that last bit got his attention.

Move to Shipyard, encounter barrier, using blessing that had already been discarded per hangout comment.

Constitution 7 to scrub decks: 2d8 ⇒ (1, 8) = 9

Barrier defeated, but passing on free recharge. Casting cure on self. Heal #: 1d4 + 1 ⇒ (1) + 1 = 2 => Cure 2, Token of Remembrance. Hand reset:

Grazzle wrote:

Hand: Armor of the Sands, Cure 3, Holy Javelin, Binder's Tome, BoG, B of Spellbound 1,

Displayed:

Deck: 9 Discard: 4 Buried: 0
Notes: Tome adds 1d4 (+ Mental trait) to all char/combat checks at my location.
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 ([X] 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

Start of Alase's turn, cast Cure on self, which I recharge instead of shuffle in. Heal#: 1d4 + 1 ⇒ (4) + 1 = 5 => all but Chain Shirt. (This result is a retcon bug, should be 3 cards healed.) Hand update:

Grazzle wrote:

Hand: Armor of the Sands, Holy Javelin, Binder's Tome, BoG, B of Spellbound 1,

Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes: Blessings available. Tome adds 1d4 (+ Mental trait) to all char/combat checks at my location.
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 ([X] 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

Liberty's Edge

Alase - 4: Blessing of Cayden Cailean

Grazzle heal = 4
1 Toad
2 Leather Armor
3 Lookout
4 Giffer Tibbs
5 Illuminate
6 Aqueous Orb
7 Blessing of the Gods

Cards NOT healed: 1d7 ⇒ 71d7 ⇒ 21d7 ⇒ 5 - 2 Leather Armor, 5 Illuminate, 7 Blessing of the Gods

Move to Mancatcher Cove. Display Tonbarse
Discard Augury = Monster. None. Location shuffled
1: Treasure Map
2: Lookout Duty
3: Alchemical Glue

Recharge Arcane 8: 1d10 + 4 ⇒ (4) + 4 = 8 - Success. Recharged

Free explore = 2: Lookout Duty. Grazzle's BoG+1d8
Top card 1-10: 1d10 ⇒ 2
Perception 8(6+2): 1d8 + 2 + 1d8 ⇒ (5) + 2 + (7) = 14 - success

End of Turn examine = 4: Dragon Pistol +1
Top card 1,3-10: 1d9 ⇒ 3

Alase wrote:

Hand: Eloquence, Rain of Frogs, Blessing of Pharasma, Spyglass, Animated Weapon, Blessing of Abadar,

Displayed: Tonbarse, Gambeson, , , , ,
Deck: 11 Discard: 3 Buried: 0
Notes: Rain of Frogs = display at location Poison+1d6 to combat checks. End of turn all at location take 1 poison damage. Lookout can reveal to add 1d6 on 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 +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 ([X] or shuffle it into your deck) instead of discarding it.

Liberty's Edge Boon: * 2
[X][ ][ ][ ] 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.


Red Raven - Blessing = 5
Blessing of Gorum

At Floating Shipyard. End of move Examine = 3: Magic Leather Armor
Free Explore = 3: Magic Leather Armor. Reveal Tricorne +1d8

BYA check. Acrobatics 1d10+1+2

Con 2: 1d6 + 1d8 ⇒ (3) + (1) = 4 - Success.

End of Turn. End of turn examine = 4: Ghost

Draw up Kami Medium, Blessing of Bastet

The Red Raven wrote:

Hand: Rapier, Besmara's Tricorne:, Kami Medium, Blessing of Bastet, , ,

Displayed: Gambeson, Cockroach Coat, , , , ,
Deck: 9 Discard: 3 Buried: 1
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: Psychic Detective, Lookout, Clockwork Spy[/b]

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

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 ([X] 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 hand update. BoG used in support of Alase.

Grazzle wrote:

Hand: Armor of the Sands, Holy Javelin, Binder's Tome, B of Spellbound 1,

Displayed:
Deck: 14 Discard: 1 Buried: 0
Notes: Tome adds 1d4 (+ Mental trait) to all char/combat checks at my location.
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 ([X] 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

Grand Lodge

Google Sheets Info

Forwarned about the Ghost, Oloch is ready with his weapon to face the creature...
-Acidic Greatsword has MAGIC trait!
Combat 12: 1d10 + 2d6 + 5 ⇒ (5) + (1, 3) + 5 = 14

-Recharge Surgeon to HEAL Red Raven 1 card (Random, Shuffled into deck).

Draw 1, end turn.

Oloch wrote:

Hand: Champion's Do-Maru, Greatsword, Acidic Greatsword +1, Gem of Physical Prowess,

Displayed:
Deck: 10 Discard: 0 Buried: 1
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. [X] 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>


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

Strolling through the Shipyards, a raincloud opens up on Grazzle. But water has never been a nuisance to the lizardfolk.

Encounter Storm barrier, which is displayed by location. Hand reset:

Grazzle wrote:

Hand: Armor of the Sands, Fireblade, Holy Javelin, Binder's Tome, B of Spellbound 2, B of Spellbound 1,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes: Tome adds 1d4 (+ Mental trait) to all char/combat checks at my location.
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 ([X] 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

Liberty's Edge

Alase - 8 Blessing of the Gods

Pass turn

End of Turn. Discard Spyglass, Animated Weapon. Draw up examine = Blessing of the Asmodeus, Ruby of Charisma

Alase wrote:

Hand: Eloquence, Rain of Frogs, Blessing of Pharasma, Blessing of Abadar, Blessing of the Asmodeus, Ruby of Charisma,

Displayed: Tonbarse, Gambeson, , , , ,
Deck: 9 Discard: 5 Buried: 0
Notes: Rain of Frogs = display at location Poison+1d6 to combat checks. Two 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 ([X] or shuffle it into your deck) instead of discarding it.

Liberty's Edge Boon: * 2
[X][ ][ ][ ] 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.


Deck handler

Red Raven - Blessing = 9 Blessing of Cayden Cailean

Move to Raker Shoals. End of move Examine = 1: Harpoon. Change to Aric
Free Explore = 1: Harpoon. Auto fail

End of Turn. Discard Kami Medium. Draw up Surgeon
Blessing of Abadar
Marianix Karn

Aric wrote:

Hand: Rapier, Besmara's Tricorne:, Blessing of Bastet, Surgeon, Blessing of Abadar, Marianix Karn,

Displayed: Gambeson, Cockroach Coat, , , , ,
Deck: 6 Discard: 4 Buried: 1
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: Psychic Detective, Lookout, Clockwork Spy[/b]

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.
[X] When you acquire a boon you may examine the top card of your location deck.

Grand Lodge

Google Sheets Info

Storm: 1d6 ⇒ 4
Cornerning the Villain, Oloch waits for the crew to get ready and block off his escape route.


Deck handler

Aric - out of turn
Discard Marianix Karn to structural damage.
Discard Rapier
Besmara's Tricorne:
Blessing of Bastet
Surgeon
to temp close Raker Shoals

Blessing of abadar available for support.


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

Can discard 3 cards total for Storm + Shoals closing, leaves me with two blessings (Spellbound) + Tome.

I think Oloch + Grazzle cover the Storm damage.
Can Aric + Alase cover 4 struc for Shoals?

Liberty's Edge

Alase - Out of turn update
Discard Ruby of Charisma to Storm structural damage.
Temp close Mancatcher Cove. Sea Devil = Combat 13.
Tonbarse Melee 1d10+6; Eloquence +3; Blessing of Pharasma +2d10

Combat 13: 1d10 + 6 + 3 + 2d10 ⇒ (10) + 6 + 3 + (3, 9) = 31 - Success! Mancatcher Cove temp closed.

Display Rain of Frogs Floating Shipyard. +1d6 to all combats.
Also Blessing of Abadar, Blessing of the Asmodeus available for support

Grand Lodge

Google Sheets Info

Cornered, Oloch grabs his weapons and advances with intent to kill....

-Reveal and discard Greatsword
Combat 16: 2d10 + 2d6 + 1d4 + 4 ⇒ (10, 9) + (2, 5) + (1) + 4 = 31

-Reveal and discard Acidic Greatsword+1
Combat 18: 2d10 + 2d6 + 1d4 + 5 ⇒ (3, 6) + (5, 3) + (4) + 5 = 26

COMBAT OVER, WE WON!

Silver Crusade RPG Superstar 2014 Top 16

Well done!!

Development:
Aye, the matriarch’s been reunited with her young’uns now.
It brings a tear to me eye, it does. And those dastardly eggstealin’,
leg-breakin’, skulking sea devils are no more! I’ve seen
some loathsome down-and-dirty pirates in my time, but no one
sinks lower than sea devils! ’Tis good to know yer course is on
an even keel.

Acquired:

Giffer Tibbs (Ally B)
Surgeon (Ally B)
Besmaran Priest (Ally B)
Merrill Pegsworthy (Ally 2)
Leather Armor (Armor B)
Potion of Fortitude (Item B)
Token of Remembrance (Item B)
Powder Horn (Item B)
Inflict (Spell B)
Instant Armor (Spell B)
Arcane Armor (Spell B)
Aqueous Orb (Spell 2)
Frostbite (Spell B)
Frostbite (Spell B)
Fireblade (Spell B)
Animated Weapon (Spell 2)
Dehydrating Touch (Spell 2)
Holy Stone (Spell 1)
Illuminate (Spell 1)

Scenario Reward:
Each character chooses item or armor and draws a card of that type from the box.

Silver Crusade RPG Superstar 2014 Top 16

There's one more scenario left in the adventure, so we'll play through that one and then be calling it quits. You guys have been such an awesome table though!

Grand Lodge

Google Sheets Info

Heavy Wooden Shield
Iron Shield
Heavy Iron Shield
Four-Mirror Armor
Kabuto Helmet
Tooled Crocodile Skin
Chain Mail
Bone Spikes
Spiked Helm
Tussah Silk Coat
Spiked Breasplate
Black Dragonhide Breastplate
Spiked Plate

RNG: 1d13 ⇒ 13

Taking a SPELL 2 (Weapon of Awe), NOT taking armor.


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

I'm taking a spell 2 (Aqueous Orb), though the Ally 2 is tempting.

No items/armors that I need. Not until level 3, anyway.


Deck handler

Aric
- Ally 2 - Cleric of Nethys in, Psychic Detective out
No scenario reward

Liberty's Edge

Alase
- Spell 2 - Haste in - Rain of Frogs out

No scenario reward

Grand Lodge

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

0-2D: Who Rules Hell's Harbor?
The Pirate’s Council has almost thirty councilors, and they’ve
been hearing tales of your exploits. You’ve already earned
the patronage of a wealthy dowager: the lovely Lady Smithee,
recently betrothed to a handsome scoundrel named Heartbreak
Hinsin. Impressing some pirate lords next would be a savvy idea,
especially if you’ve got designs on becoming one of them. There’s
plenty o’ ways to do that, but there’s one that everyone knows best:
winning the Free Captains’ Regatta. The sailor who wins it is the
next lucky soul to join the council.
Some pirates seek plunder or infamy, but there’s no shortage
of ambitious souls who train all year for that one race. Know
this: The cronies of the Pirate’s Council love to sponsor races.
And wealthy aristocrats who’ve just been wed love to host lavish
festivals and parties. It just so happens that Lady Smithee and
her husband, Hinsin, are doing both: they’re hosting a regatta to
celebrate their nuptials. The winner stands to gain some plunder:
a pile o’ doubloons and a swift ship.
Most of the competition is the usual riffraff, but you do have
one formidable competitor. His name is Gortus Svard. The few
who’ve sailed against him and lived say he’ll do anything to win.
If he can’t take the prize, he’ll surely take your lives. Now here’s
your chance to show the council what a true crew of pirates can do.
Gortus Svard’s loss could be your gain. Let the race begin!

Grand Lodge

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

During This Adventure:

During This Scenario: At the start of the scenario, display the Devil’s Pallor next to this scenario card; each character randomly chooses a ship of Class 3 or lower and stashes a plunder card under that ship; then return the Devil’s Pallor to the fleet stack. The ship you randomly choose is your ship. On your turn, you are commanding your own ship. You are only on your ship, and you cannot move with another character when she moves during her move step. When
your ship is dealt Structural damage, only you can discard cards to reduce damage to your ship. When you would encounter a non-villain monster, banish it and roll 1d8 on the table below; summon and encounter that ship (listed on the next page) instead.

1. a random ship from the fleet stack
2. Burnt Saffron
3. Cetaceal
4. Hu-Hazhong
5. Impervious
6. Kraken’s Spite
7. Mark of Yunnarius
8. Ravishing Ruby

When you earn a deck upgrade from this scenario, you may choose from either your own plunder or the party’s acquired cards.
Additional Rules: The Adventure Deck number is 2.

Plunder Table (roll 1d6):

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

Ship:
THE PARTY HAS NO SHIP

Villain: GORTUS SVARD

Henchman: SHIPWRECK

Also needed:
Turn: 1, Oloch/TColMaster

Random Cards:

Monsters
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:
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_

Spoiler:
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_

Spoiler:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11
If the check to defeat has the Cold trait, add 1d6 to it_
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one_
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Spoiler:
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_

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

Spoiler:
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:
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:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7
If undefeated, display this barrier next to your character card_ At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your 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_

Weapons
Spoiler:
Falcata +1
Weapon 1
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
If any d4 rolled on this check is a 4, count it as a 5_

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

Spoiler:
Seeking Harpoon +1
Weapon 2
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Magic
Elite To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1_ Add another 1d8 if the bane has the Aquatic trait_
If you are proficient with weapons, and you fail a combat check when playing this weapon against a non-villain monster, you may put the monster on the top or bottom of the location deck, if it came from one_

Spoiler:
Tidewater Cutlass +1
Weapon 1
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee check + 1d6+1; you may additionally discard this card to add 1d8_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck_

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

Spoiler:
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:
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:
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_

Armors
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:
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:
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:
Buckler
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1_ If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check_

Spoiler:
Magic 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:
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_

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

Spoiler:
Liquid Ice
Item 2
Traits:
Liquid
Attack
Cold
Ranged
Alchemical
Elite To Acquire:
Intelligence
Craft 9
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it_

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

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

Spoiler:
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_

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


Spoiler:
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_

Blessings
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 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 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 Cayden Cailean:
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_

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to close a location_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of 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 3
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 4
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check that has the Swashbuckling trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 6
Blessing of 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 7
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check that has the Swashbuckling trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 8
Blessing of 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 Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 10
Blessing of 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_
Spoiler:
Blessings Deck Card 13
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 14
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 15
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a villain or henchman_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 16
Blessing of 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 17
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 18
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 19
Blessing of Milani
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 20
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 21
Blessing of 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 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 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 24
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 25
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 26
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 27
Blessing of 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 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 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_

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

Floating Shipyard Card 1:
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_

Floating Shipyard Card 2:
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_

Floating Shipyard Card 3:
Pirate Entertainments
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7
The difficulty 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.

Floating Shipyard 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_

Floating Shipyard Card 5:
Shipwreck
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If undefeated, you may banish this barrier_
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from_

Floating Shipyard Card 6:
Magic Wooden Armor
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_

Floating Shipyard Card 7:
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_

Floating Shipyard Card 8:
Crab Swarm
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8
Each character at your location must summon and encounter the Crab Swarm_ If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result_ The Crab Swarm is defeated or undefeated based solely on the result of your second die roll_

Floating Shipyard Card 9:
Parrot
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice_ You must take the second result_
Discard this card to explore your location_

Floating Shipyard Card 10:
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_

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Riptide Cove Card 1:
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_

Riptide Cove Card 2:
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_

Riptide Cove 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_

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

Riptide Cove Card 5:
Pirate Hunting
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship_ If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it_ Characters at this location encounter the summoned card as their first exploration each turn_
If the summoned card is defeated, banish it; this barrier is also defeated_

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

Riptide Cove Card 7:
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_

Riptide Cove Card 8:
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_

Riptide Cove Card 9:
Shipwreck
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If undefeated, you may banish this barrier_
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from_

Riptide Cove Card 10:
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_

Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Rocky Cliff Card 1:
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_

Rocky Cliff Card 2:
Dragon Pistol +1
Weapon 2
Traits:
Firearm
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 12
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 2d6_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck_
Recharge this card to add 1d6 and this card's traits to another character's combat check at this location_

Rocky Cliff Card 3:
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_

Rocky Cliff Card 4:
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_

Rocky Cliff Card 5:
Tiger Shark
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded_

Rocky Cliff Card 6:
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_

Rocky Cliff Card 7:
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_

Rocky Cliff Card 8:
Shipwreck
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If undefeated, you may banish this barrier_
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from_

Rocky Cliff Card 9:
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_

Rocky Cliff Card 10:
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_

Fog Bank
At This Location: After you play a card or use a power that examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Fog Bank Card 1:
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_

Fog Bank Card 2:
Shipwreck
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If undefeated, you may banish this barrier_
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from_

Fog Bank Card 3:
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_

Fog Bank Card 4:
Instant Armor
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it_

Fog Bank Card 5:
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.

Fog Bank Card 6:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Fog Bank Card 7:
Bull Shark
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13
The Bull Shark may not be evaded_
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you_

Fog Bank Card 8:
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_

Fog Bank 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_

Fog Bank Card 10:
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_
Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Shark Island Card 1:
Gortus Svard
Villain 2
Type: Monster
Traits:
Hobgoblin
Rogue
Captain
Pirate
To Defeat:
Combat 15
Before you act, recharge a card_ Then summon and encounter the ship Devil's Pallor_
If you are the only character at your location, the difficulty of the check to defeat the villain is increased by 1d6_
"Put your backs into it, you sons of dogs! There may be no honor among thieves, but they'll not take our prize from us today!"
-Free Captain Gortus Svard

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

Shark Island Card 3:
Stanching Buckler
Armor 2
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6
After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage_

Shark Island Card 4:
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_

Shark Island Card 5:
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_

Shark Island Card 6:
Zombie
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits_
Halve the damage dealt by the Zombie (rounding up)_
If undefeated, each other character at your location summons and encounters a Zombie_
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

Shark Island Card 7:
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_

Shark Island Card 8:
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_

Shark Island Card 9:
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_

Shark Island Card 10:
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_

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

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

Shipwreck Graveyard Card 2:
Zul
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.

Shipwreck Graveyard Card 3:
Spellmaster's Tricorne
Item 1
Traits:
Accessory
Magic
Swashbuckling
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell_
Bury this card to succeed at your check to acquire or recharge a spell_

Shipwreck Graveyard Card 4:
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_

Shipwreck Graveyard Card 5:
Bucket Brigade
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage_ The barrier is defeated or undefeated based solely on your check_
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn_ If you start your turn at this location, your ship is dealt 1 Structural damage_

Shipwreck Graveyard Card 6:
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_

Shipwreck Graveyard Card 7:
Pirate Hunting
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship_ If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it_ Characters at this location encounter the summoned card as their first exploration each turn_
If the summoned card is defeated, banish it; this barrier is also defeated_

Shipwreck Graveyard Card 8:
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_

Shipwreck Graveyard Card 9:
Shipwreck
Henchman B
Type: Barrier
Traits:
Cache
Aquatic
Veteran
To Defeat:
Constitution
Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If undefeated, you may banish this barrier_
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from_

Shipwreck Graveyard 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_


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

Start at Floating Shipyard. Hand:

Grazzle wrote:

Hand: Cure 1, B of Thoth, Clockwork Butterfly, Holy Light, Aqueous Orb, Life Drain,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
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 ([X] 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

Grand Lodge

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

Okay, so I'll be rolling 1d12 for each of you and then I'll let you know what your personal ship is for the scenario. You'll of course also need to choose your location.

Alase: 1d7 ⇒ 6 -> Truewind
Aric: 1d7 ⇒ 5 -> Shackles Pirate Ship
Grazzle: 1d7 ⇒ 4 -> Sea Chanty
Oloch: 1d7 ⇒ 3 -> Merchantman

Total of 7 ships.

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.

Sea Chanty:

Ship B
Traits: Class 3
To Defeat: Wisdom/Survival 6
OR
Charisma/Diplomacy 8
When Encountering: You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding: You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.

BACK:
To Repair: Craft 5
When Commanding: The difficulty of your check to acquire a boon is increased by 1.

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.

Devil’s Pallor:

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.

Grand Lodge

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

I'll be adding all the special ships to the header in a few minutes here.

Grand Lodge

Google Sheets Info

STARTING LOCATION - SHARK ISLAND

Oloch wrote:

Hand: Blessing of The Samurai, Dwarven Longhammer +1, Greatsword, 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. [X] 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
Starting location = Floating Shipyard

Alase wrote:

Hand: Charm Monster, Black Spot, Ruby of Charisma, Spyglass, Blessing of Abadar, Blessing of the Asmodeus,

Displayed: Tonbarse, , , , , ,
Deck: 10 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +0
- Perception: Wisdom +2
- Survival: Wisdom +2
Charisma d10 +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 ([X] or shuffle it into your deck) instead of discarding it.

Liberty's Edge Boon: * 2
[X][ ][ ][ ] 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.


Deck handler

Aric
Starting location = Floating Shipyard

Aric wrote:

Hand: Stalking Armor, Sword Cane, Blessing of Bastet, Blessing of the Ancients, Cockroach Coat, Gambeson,

Displayed: , , , , , ,
Deck: 10 Discard: 0 Buried: 0
Notes:
Kit: Haki Stick, Rapier, Kami Medium

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.
[X] When you acquire a boon you may examine the top card of your location deck.

Grand Lodge

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

You can check out the stats on the ships here: Special ships from 0-2D

Liberty's Edge

Box Runner Nalshene wrote:
You can check out the stats on the ships here: Special ships from 0-2D

Thanks! Some of these are REALLY tough! Looks like we should double up at locations

Grand Lodge

Google Sheets Info

Oloch takes his ship and sails over to Shark Island, a small speck of land. Circling the island, Oloch thinks he spies the VILLAIN, but a ships comes out of nowhere and fires a broadside....

-Recharge Dwarven Longhammer +1

HOLD for Temp Closes, Need Stats for Devil's Pallor to fight!


Deck handler

Aric Out of Turn
Start of Olochs turn - Display Cockroach Coat, Gambeson
Temp Close Floating Shipyard = Intelligence 8. Alases Blessing of the Asmodeus
Intelligence 8: 1d8 + 1 + 1d8 ⇒ (2) + 1 + (7) = 10 - Success. Floating Shipyard Temp closed

Grand Lodge

Google Sheets Info

TURN CONTINUED
-Use Blessing of Ancients from Aric.
WIS 7: 2d8 ⇒ (8, 8) = 16

Swinging his ship around he quickly fires a volley against the oncoming ship, dropping it. Quickly bailing from the ship and swimming to shore, Oloch grabs his Greatsword and advances.

-Discard Blessing of Gorum (from Ship fight)
-Gain a Weapon (Plunder)

-Recharge Blessing of Samurai for STR boost.
RNG Increase: 1d6 ⇒ 1
Combat 16: 2d10 + 2d6 ⇒ (5, 10) + (6, 6) = 27

Oloch wrote:

Hand: Earthbreaker, Blessing of the Gods 2, Greatsword, Cure,

Displayed:
Deck: 11 Discard: 1 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. [X] 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>


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

Shipyards was temp closed for villain fight, so didn't get any extra cards. So I will be Ok exploring there.

A circular is passed around describing a mad warpriest's combat against Gortus Svard (hand-to-hand) and his ship (cannon-to-cannon). Our rum-addled crew has made the news!

Explore Shipyard. Encounter monster (Marine), which is banished per scenario rules and replaced with random ship: Ship #: 1d8 ⇒ 7 = Mark of Yunnarius, which gives a random character at Shipyards a Pirate Shade Haunt. :( 1 = me; 2 = Alase; 3 = Aric. 1d3 ⇒ 2 So Alase gets the haunt. Per Tonbarse, I recharge a card (Life Drain) before ship check.

Divine 8 check to defeat ship: 1d8 + 5 ⇒ (3) + 5 = 8

Plunder roll: 1d6 ⇒ 1 = Weapon (now 2 cards under my personal ship)

The ship was susceptible to divine intervention, so it veered away under Grazzle's squinty (but holy) gaze.

Recharge CW butterfly to examine location. Next card at Shipyard is a Black Spot. Hand reset:

Grazzle wrote:

Hand: Cure 1, B of Thoth, Binder's Tome, Holy Light, Aqueous Orb, Repelling Pike,

Displayed: Sea Chanty ship (Craft 5 to repair),
Deck: 10 Discard: 0 Buried: 0
Notes:
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 ([X] 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

Liberty's Edge

Alase - Out of turn
Didn't realise that the Villain was a monster. Play Black spot to attempt recharge check
Recharge Arcane 6: 1d10 + 2 + 2 ⇒ (1) + 2 + 2 = 5 - Failed. Discarded

Alase - Blessing = 2 Blessing of Gorum

Tonbarse Examine = 2: Black Spot. Shuffle Display Tonbarse
Discard Spyglass Examine & rearrange
Card 1 is 2-10: 1d9 + 1 ⇒ (8) + 1 = 9 - 9: Parrot
Card 2 is 2-8, 10: 1d8 + 1 ⇒ (1) + 1 = 2 - 2: Black Spot
Free Explore - 9: Parrot
Survival 8(7+1): 1d8 + 2 ⇒ (8) + 2 = 10 - Success. Acquired Parrot

end of turn. Examine - Top card is 2: Black Spot. SHUFFLE
Discard Charm Monster. Draw up Blessing of Pharasma, Blessing of the Spy, Eloquence

Start of Aric turn - Display Tonbarse

Alase wrote:

Hand: Ruby of Charisma, Blessing of Abadar, Parrot, Blessing of Pharasma, Blessing of the Spy, Eloquence,

Displayed: Tonbarse, Pirate Haunt -1, , , , ,
Deck: 7 Discard: 4 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d6 +0
Intelligence d6 +0
Wisdom d8 +0
- Perception: Wisdom +2
- Survival: Wisdom +2
Charisma d10 +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 ([X] or shuffle it into your deck) instead of discarding it.

Liberty's Edge Boon: * 2
[X][ ][ ][ ] 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.

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