[ACG][CaG][Season of the Shackles: Adv. 1: Lost at Sea](Table 2) (Inactive)

Game Master cartmanbeck

Turn Order:
Lini/Elinnea
Celeste/Elcoderdude
Valendron/EmpTyger
Mavaro/Calthaer


101 to 150 of 346 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Scarab Sages

Mavaro's Spreadsheet

You are correct - no pistol for me. Revised hand, "OUT OF TURN HAND UPDATE":

Mavaro wrote:

Hand: Stalking Armor, Rochin, The Missing Eye, Mind Thrust, Pheromones, Blessing of the Quartermaster 1,

Displayed: On Top:Blessing of the Gods
Deck: 7 Discard: 2 Buried: 0 On top:1
Notes: Pheremones can banish to add a die to an Animal card. Please ask before using; I think I'd prefer to use it to evade my own encounter with a Hammerhead. But if it looks grim...
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2

Favored Card: Your Choice (Weapon)
Hand Size 6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
Play the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your check)
You may discard ([ ] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.

Which means I have a 1-die blessing available for Lini to use. I, too, would like to close a Shark Island and get this whole scenario done and over with. I'm not going to vote on someone else banishing a card, though...but some are more equal than others, I suppose, so if I must I would say let's send the horse to the glue factory.


Female Lunar Naga Tier 1 Sorcerer

I'm not finding the creativity to write a thematic description of how eliminating an ally is good for the party.

Celeste banishes Acadamae Student to temp-close Lonely Island.

<OUT OF TURN HAND UPDATE>

Celeste wrote:

Hand: Blessing of the Ancients, Force Missile, Thieves Tools, Alaeron, Bestiary of Garund

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Blessing available (recharges on Basic timer blessing).

Skills and Powers:
SKILLS

Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [ ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2

Favored Card: Spell
Hand Size: 6 [ ] 7
Proficient With:

POWERS:
You may discard a card to add 1d8 ([ ] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([ ]You may shuffle it into your deck instead)
At the end ([ ] or start) of your turn, you may recharge a card to examine the top card of another location deck.


Deck:
Known Top: Middle {Order is not Known}: Recharged:
Discard Pile:

Buried Pile:


Deck handler

To make sure the sacrifice of the student is not in vain, I'll ask Celeste to discard the Blessing of the Ancients. We haven't yet defeated any sharks, so the difficulty is not ramped up.

Lini thinks quickly, and summons a frigid blast of cold air at the adaro.

Divine combat 15: 3d10 + 3 + 2d4 ⇒ (7, 8, 9) + 3 + (1, 4) = 32
Recharge divine 8: 1d10 + 3 ⇒ (6) + 3 = 9

It nearly freezes into a solid block of ice, but manages to break out at the last moment and flees to one of the other islands of the sharks.

That was a pretty intense roll; maybe I didn't need the extra blessing after all, but at least shark island 1 is closed!

Lini wrote:

Hand: Feather of Maat, Frilled Lizard, Frog, Blessing of the Gods 1, Fireblade

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: Blessing is available.

Skills and Powers:
SKILLS
Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d6 [ ]+1 [ ]+2 [ ]+3
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +2
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d8 [ ]+1

Favored Card: Ally
Hand Size: 5 [ ]6
Proficient with: [ ] Light Armors, [ ] Weapons
Powers:
When you play an ally that has the Animal trait, if you would recharge, discard, or bury it for its power, you may instead shuffle it into your deck ([ ] or put it on top of your deck).
You may discard a card to use a d12 for your Strength or Dexterity die; if the check is against a card that has the Animal or Aquatic trait, recharge the card instead.


Female Lunar Naga Tier 1 Sorcerer

Nice job. I don't begrudge the blessing -- I see a 19 average w/out the extra blessing, and that's a bit tight for a villain fight (especially with 3 open locations).
I'm occupied till about 7 or so, then will post.

Grand Lodge

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

A FANTASTIC start, all!

During This Adventure:

During This Scenario: 0-1B: THE LONE SHARK

Put the Shark Island location card in the center of the table. Using the deck list from Shark Island, make a number of Shark Island stacks equal to the number of characters. Treat each of these stacks as a unique Shark Island location deck. Do not flip the location card until all these stacks are closed.

When you defeat the henchman Hammerhead Shark from a location deck, display it next to this scenario. For each such henchman displayed, the difficulty to defeat the villain Adaro Barbarian is increased by 2.

Hammerhead Sharks defeated: 0
Additional Rules: The Adventure Deck number is 1.

Plunder Table (roll 1d6):

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

Party's Ship:

Merchantman:

Class 0
To Defeat: Wisdom 5 OR Perception 7
When Encountered: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

Villain:

Adaro Barbarian:

Villain B
Type: Monster
Traits: Merfolk Barbarian Aquatic
To Defeat: Combat 15
The Adaro Barbarian may not be evaded_ All damage from the Adaro Barbarian is Poison Damage_
"Oh, they're worse than sea devils_ Those fishskins just ride sharks_ Adaros, though, those things are sharks_ Get enough of 'em together, and they'll turn the whole ocean into a feeding frenzy like you wish you'd never seen!" --Sammi One-Toe, former pear

Henchmen:

Hammerhead Shark:

Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded_ The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_ If defeated, you may immediately attempt to close the location this henchman came from_

Turn: 4, Celeste/elcoderdude

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: 26

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 3
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 4
Blessing of 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 Zogmugot
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5
Discard this card to add 1 die to any check_
Bury this card to choose a card from another character's discard pile and add it to your hand_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 8
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 9
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 10
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 11
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 12
Blessing of 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 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 14
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 15
Blessing of 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 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 the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 18
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 19
Blessing of 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 20
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 21
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 22
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a villain or henchman_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 23
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 24
Blessing of 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 25
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 26
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_

Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Celeste/elcoderdude, None

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

Lonely Island Card 2:
Potion of Glibness
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check_

Lonely Island Card 3:
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_

Lonely Island Card 4:
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_

Lonely Island Card 5:
Hammerhead Shark
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 9
The Hammerhead Shark may not be evaded_
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If defeated, you may immediately attempt to close the location this henchman came from_

Lonely Island Card 6:
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_

Lonely Island 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_

Lonely Island Card 8:
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_

Lonely Island Card 9:
Cutlass
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_

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

Shark Island 1
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lini/Elinnea, Valendron/EmpTyger, Mavaro/Calthaer, None

Shark Island 2
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 ?: 2
Located/Displayed Here: None

Shark Island Card 1:
Devilfish
Monster 1
Traits:
Aberration
Aquatic
Basic
To Defeat:
Combat 10
If any die rolled in your check to defeat is a 2, count it as a 1_ If undefeated, after you act, the Devilfish deals 1 Poison damage to you_

Shark Island Card 2:
Bloodbug
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
If undefeated, display this card next to your deck_ While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card_ At the end of each of your turns, bury the top card of your deck_ Banish this card at the end of the scenario_

Shark Island Card 3:
Zombie
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits_
Halve the damage dealt by the Zombie (rounding up)_
If undefeated, each other character at your location summons and encounters a Zombie_
This walking corpse stumbles forward, arms outstreatched_ Apparently, it has an insaitable desire to consure your flesh_

Shark Island Card 4:
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_

Shark Island Card 5:
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_

Shark Island Card 6:
Hammerhead Shark
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 9
The Hammerhead Shark may not be evaded_
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If defeated, you may immediately attempt to close the location this henchman came from_

Shark Island Card 7:
Adaro Barbarian
Villain B
Type: Monster
Traits:
Merfolk
Barbarian
Aquatic
To Defeat:
Combat 15
The Adaro Barbarian may not be evaded_
All damage from the Adaro Barbarian is Poison Damage_
"Oh, they're worse than sea devils_ Those fishskins just ride sharks_ Adaros, though, those things are sharks_ Get enough of 'em together, and they'll turn the whole ocean into a feeding frenzy like you wish you'd never seen!" --Sammi One-Toe, former pear

Shark Island Card 8:
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_

Shark Island Card 9:
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_

Shark Island Card 10:
Bloodbug
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
If undefeated, display this card next to your deck_ While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card_ At the end of each of your turns, bury the top card of your deck_ Banish this card at the end of the scenario_

Shark Island Card 11:
Chain Shirt
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_

Shark Island 3
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: 2 ?: 1
Located/Displayed Here: None

Shark Island Card 1:
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_

Shark Island Card 2:
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_

Shark Island Card 3:
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_

Shark Island 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_

Shark Island Card 5:
Hammerhead Shark
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 9
The Hammerhead Shark may not be evaded_
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If defeated, you may immediately attempt to close the location this henchman came from_

Shark Island Card 6:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Shark Island Card 7:
Smuggler
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9
Before you act, display a random card from your hand_ If undefeated, discard it; if undefeated, bury it_

Shark Island Card 8:
Blood Moon Pirate
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3_
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck_

Shark Island Card 9:
Rapier
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_

Shark Island Card 10:
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_

Shark Island Card 11:
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_

Shark Island 4
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: 2 ?: 1
Located/Displayed Here: None

Shark Island Card 1:
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_

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

Shark Island Card 3:
Leather Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_

Shark Island 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_

Shark Island Card 5:
Cecaelia
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2_
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck_

Shark Island Card 6:
Hammerhead Shark
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 9
The Hammerhead Shark may not be evaded_
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If defeated, you may immediately attempt to close the location this henchman came from_

Shark Island Card 7:
Owlbeartross
Monster P
Traits:
Aberration
To Defeat:
Combat 13
THEN Combat 15
Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow_ If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4_
If the Owlbeartross is undefeated, shuffle it into a random open location_ If defeated, examine your location until you find a non-villain monster; then banish it_

Shark Island Card 8:
Blunderbuss
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck_

Shark Island Card 9:
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_

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_

Shark Island Card 11:
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_


Female Lunar Naga Tier 1 Sorcerer

I expired 30 minutes ago (I was up at 4). I'll be brief.

Celeste at Lonely Island.
Moves to Shark Island #2.
Explores.
Devilfish, Monster 1.
Play Force Missile.
Combat 10: 1d10 + 2d4 + 2 ⇒ (1) + (3, 3) + 2 = 9
NOT defeated.

That's cruel. There's the Charisma skill feat I didn't take because I thought when I had a spell in hand I was just fine.
Also I didn't use the book or ally as a boost because I'm holding them back in case I need to fight a shark without a spell.
(Why didn't I pitch the Tools for my Poison bite? Honestly, I was rushing and it did not occur to me.)
So, losing something anyway.

Discard Thieves Tools as 1 Combat damage. Discard Bestiary as 1 Poison damage due to Devilfish. (Celeste takes this as a personal insult.)

Shark Island #2 shuffles.

Celeste wrote:

Hand: Blessing of the Elements, Blessing of the Gods 1, Blessing of the Gods 2, Alaeron, Steal Book, Fiery Glare

Displayed:
Deck: 5 Discard: 3 Buried: 0
Notes: If blessing recharges, use it. If fighting V/H/closing, take a blessing. Else I'm watching my health.

Skills and Powers:
SKILLS

Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [ ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2

Favored Card: Spell
Hand Size: 6 [ ] 7
Proficient With:

POWERS:
You may discard a card to add 1d8 ([ ] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([ ]You may shuffle it into your deck instead)
At the end ([ ] or start) of your turn, you may recharge a card to examine the top card of another location deck.


Deck:
Known Top: Middle {Order is not Known}: Recharged: Force Missile
Discard Pile:
Blessing of the Ancients, Thieves Tools, Bestiary of Garund
Buried Pile:


Male Elf Sorcerer/Lightning Reaver Deck Handler

Moving to Shark Island 2
Shuffled Shark Island 2: 1d10 ⇒ 5 EDIT: Oops, wrong number of cards. I checked the correct number at the bottom of this post, and fortunately the mistake didn't affect anything.
Exploring Shark Island 2 5: Chain Shirt

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_

Constitution 4: 1d4 ⇒ 1
Chain Shirt is banished
Seeing the party had followed him to the first island, Valendron changed course for the next farthest island. The Merchantman caught up to him, and he reboarded. One of the crew offered him a chain shirt, but the elf laughed. "Can't swim fast in *that*."

Ending turn. Recharging Force Missile to sail with Celeste to the Lonely Island. Resetting hand.
Valendron summoned a brisk wind to take the Merchantman back to the Lonely Island, picking up a wounded Celeste along the way.

Valendron wrote:

Hand: Illuminate, Frostbite, Bracers of Protection, Sling, Benevolent Buckler,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Ask before using: Illuminate (add 1d8 to any Ranged combat)
Can use without asking: Benevolent Buckler (recharge to prevent 2 Ranged Combat damage dealt to someone at my location)

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [] +1 [] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 5 [] 6
Proficient with: [] Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) and add the Attack, Electricity, and Magic traits. This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2).

EDIT: Just realized that Shark Island 2 has 11 cards, not 10. Since there was a 1/11 chance to have gotten that card:
1-10, no change to my turn; 11=Valendron would have encountered Card 11: 1d11 ⇒ 6
Cool. Play stands!

Scarab Sages

Mavaro's Spreadsheet

OK, back to 2, and to roll for a random card other than the 5th one...

Which Card?: 1d10 ⇒ 9

..so I will be hitting Card #10. A bloodbug...using The Missing Eye, not going to discard to up my STR, but am recharging the weapon to add 1d6+1 and cold...

Mavaro heads back out into the waters and a wild Bloodbug appears. He uses The Missing Eye to slash at it..

Combat 9: 2d6 + 1d8 + 2 ⇒ (3, 4) + (5) + 2 = 14

It's super effective! Mavaro rests. Reset hand end turn.

Mavaro wrote:

Hand: Stalking Armor, Rochin, Blessing of the Gods, Mind Thrust, Pheromones, Blessing of the Quartermaster 1,

Displayed:  On Top:Planchette
Deck: 7 Discard: 2 Buried: 0 On top:1
Notes: I have some blessings; please ask to use, but feel free to recharge Quartermaster for a noncombat check, 1 die.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ] +1 [ ] +2  [ ] +3
Intelligence d8 [x] +1 [ ] +2  [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2

Favored Card: Your Choice (Item)
Hand Size 6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
Play the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your check)
You may discard ([ ] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.

Grand Lodge

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

During This Adventure:

During This Scenario: 0-1B: THE LONE SHARK

Put the Shark Island location card in the center of the table. Using the deck list from Shark Island, make a number of Shark Island stacks equal to the number of characters. Treat each of these stacks as a unique Shark Island location deck. Do not flip the location card until all these stacks are closed.

When you defeat the henchman Hammerhead Shark from a location deck, display it next to this scenario. For each such henchman displayed, the difficulty to defeat the villain Adaro Barbarian is increased by 2.

Hammerhead Sharks defeated: 0
Additional Rules: The Adventure Deck number is 1.

Plunder Table (roll 1d6):

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

Party's Ship:

Merchantman:

Class 0
To Defeat: Wisdom 5 OR Perception 7
When Encountered: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

Villain:

Adaro Barbarian:

Villain B
Type: Monster
Traits: Merfolk Barbarian Aquatic
To Defeat: Combat 15
The Adaro Barbarian may not be evaded_ All damage from the Adaro Barbarian is Poison Damage_
"Oh, they're worse than sea devils_ Those fishskins just ride sharks_ Adaros, though, those things are sharks_ Get enough of 'em together, and they'll turn the whole ocean into a feeding frenzy like you wish you'd never seen!" --Sammi One-Toe, former pear

Henchmen:

Hammerhead Shark:

Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded_ The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_ If defeated, you may immediately attempt to close the location this henchman came from_

Turn: 7, Lini/Elinnea

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: 23

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of Zogmugot
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5
Discard this card to add 1 die to any check_
Bury this card to choose a card from another character's discard pile and add it to your hand_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 3
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 4
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 5
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 7
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 8
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 9
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 10
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 11
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 12
Blessing of 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 13
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 14
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 15
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 16
Blessing of 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 17
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 18
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 19
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 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 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 22
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 23
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a villain or henchman_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

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

Lonely Island Card 2:
Potion of Glibness
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check_

Lonely Island Card 3:
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_

Lonely Island Card 4:
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_

Lonely Island Card 5:
Hammerhead Shark
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 9
The Hammerhead Shark may not be evaded_
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If defeated, you may immediately attempt to close the location this henchman came from_

Lonely Island Card 6:
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_

Lonely Island 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_

Lonely Island Card 8:
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_

Lonely Island Card 9:
Cutlass
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_

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

Shark Island
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lini/Elinnea, None

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: 4 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Celeste/elcoderdude, Valendron/EmpTyger, Mavaro/Calthaer, None

Shark Island Card 1:
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_

Shark Island Card 2:
Hammerhead Shark
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 9
The Hammerhead Shark may not be evaded_
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If defeated, you may immediately attempt to close the location this henchman came from_

Shark Island Card 3:
Zombie
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits_
Halve the damage dealt by the Zombie (rounding up)_
If undefeated, each other character at your location summons and encounters a Zombie_
This walking corpse stumbles forward, arms outstreatched_ Apparently, it has an insaitable desire to consure your flesh_

Shark Island 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_

Shark Island Card 5:
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_

Shark Island Card 6:
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_

Shark Island Card 7:
Adaro Barbarian
Villain B
Type: Monster
Traits:
Merfolk
Barbarian
Aquatic
To Defeat:
Combat 15
The Adaro Barbarian may not be evaded_
All damage from the Adaro Barbarian is Poison Damage_
"Oh, they're worse than sea devils_ Those fishskins just ride sharks_ Adaros, though, those things are sharks_ Get enough of 'em together, and they'll turn the whole ocean into a feeding frenzy like you wish you'd never seen!" --Sammi One-Toe, former pear

Shark Island Card 8:
Devilfish
Monster 1
Traits:
Aberration
Aquatic
Basic
To Defeat:
Combat 10
If any die rolled in your check to defeat is a 2, count it as a 1_ If undefeated, after you act, the Devilfish deals 1 Poison damage to you_

Shark Island Card 9:
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_

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: 2 ?: 1
Located/Displayed Here: None

Shark Island Card 1:
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_

Shark Island Card 2:
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_

Shark Island Card 3:
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_

Shark Island 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_

Shark Island Card 5:
Hammerhead Shark
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 9
The Hammerhead Shark may not be evaded_
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If defeated, you may immediately attempt to close the location this henchman came from_

Shark Island Card 6:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Shark Island Card 7:
Smuggler
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9
Before you act, display a random card from your hand_ If undefeated, discard it; if undefeated, bury it_

Shark Island Card 8:
Blood Moon Pirate
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3_
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck_

Shark Island Card 9:
Rapier
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_

Shark Island Card 10:
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_

Shark Island Card 11:
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_
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: 2 ?: 1
Located/Displayed Here: None

Shark Island Card 1:
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_

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

Shark Island Card 3:
Leather Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_

Shark Island 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_

Shark Island Card 5:
Cecaelia
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2_
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck_

Shark Island Card 6:
Hammerhead Shark
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 9
The Hammerhead Shark may not be evaded_
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If defeated, you may immediately attempt to close the location this henchman came from_

Shark Island Card 7:
Owlbeartross
Monster P
Traits:
Aberration
To Defeat:
Combat 13
THEN Combat 15
Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow_ If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4_
If the Owlbeartross is undefeated, shuffle it into a random open location_ If defeated, examine your location until you find a non-villain monster; then banish it_

Shark Island Card 8:
Blunderbuss
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck_

Shark Island Card 9:
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_

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_

Shark Island Card 11:
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_


1 person marked this as a favorite.
Deck handler

Valendron and Celeste moved to the Lonely Island at the end of EmpTyger's turn.

Lini follows the current to reach the next isle where sharks are known to gather. Explore Shark Island 2

Blessing of Milani:

Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Divine 5: 1d10 + 3 ⇒ (9) + 3 = 12

Feeling particularly blessed by the goddess Milani, Lini goes hop-skipping forward to see what's up ahead. Shuffle frog into my deck to explore.

Hammerhead Shark:

Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 9
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.

She is immediately set upon by a marauding shark! She whips out a blade of magical fire that will not be extinguished by the sea-water, and lets the shark have it. Discarding Fireblade to attack

Combat 10: 1d10 + 3 + 2d4 ⇒ (10) + 3 + (3, 3) = 19
Recharge divine 8: 1d10 + 3 ⇒ (6) + 3 = 9

The Fireblade cuts right through the shark. Lini looks up in triumph but sees another one approaching quickly, drawn to the blood in the water. This time Lini changes her body into that of a shark's, and draws the enemy close to the shore so a friendly lizard can provide a distraction for her.

I'm summoning a second shark for the location close. I will recharge my Feather of Maat to use d12 for Strength, discard my blessing of the gods for an extra die, and shuffle the Frilled Lizard into my deck for an extra 2d4.

Combat 10: 2d12 + 2d4 ⇒ (12, 12) + (2, 3) = 29

The second shark falls limp even before Lini has time to finish biting through its body. I just rolled a 10 on my d10, and two 12s on my d12s. This might be the pinnacle of my card game career.

Lini looks around, thinking that this isle is now safe. But no! She catches sight of the Adaro villain lurking just behind a sunken rock, watching the battle take place. He hasn't yet noticed that she noticed him, so they should be able to sail away in the ship to come back later.

Guys I found the villain again! Do you think he likes me because I turn into a shark?

Lini wrote:

Hand: Charm Animal, Frigid Blast, Blessing of the Gods 4, Fireblade, Blessing of Milani

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes: Blessings are available. Milani adds 2 dice to non-combat Dex/Wis checks.

Skills and Powers:
SKILLS
Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d6 [ ]+1 [ ]+2 [ ]+3
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +2
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d8 [ ]+1

Favored Card: Ally
Hand Size: 5 [ ]6
Proficient with: [ ] Light Armors, [ ] Weapons
Powers:
When you play an ally that has the Animal trait, if you would recharge, discard, or bury it for its power, you may instead shuffle it into your deck ([ ] or put it on top of your deck).
You may discard a card to use a d12 for your Strength or Dexterity die; if the check is against a card that has the Animal or Aquatic trait, recharge the card instead.

Could I get an ally with the Animal trait for my Charm Animal?


Female Lunar Naga Tier 1 Sorcerer

Celeste (with Valendron) at Lonely Island.

Explore. Cayden Cailen is my blessing.
Blessing of Abadar.
Given the location, that'd be so useful, I'll try to swap a Gods for it.
Discard Blessing of the Gods.

Dexterity 6: 2d8 ⇒ (4, 3) = 7
Acquired

No reason to hurry, so I'll just stop.
Recharge Steal Book to examine Shark Island #3:
Shackles Pirate, Monster B.

Celeste wrote:

Hand: Blessing of the Elements, Blessing of Abadar, Blessing of the Gods 2, Alaeron, Amadi, Fiery Glare

Displayed:
Deck: 5 Discard: 4 Buried: 0
Notes: Use Abadar on barrier. Use blessings if they recharge or for the big finish. Ally Alaeron discards for d6 +Fire or Poison on your combat at my location

Skills and Powers:
SKILLS

Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [ ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2

Favored Card: Spell
Hand Size: 6 [ ] 7
Proficient With:

POWERS:
You may discard a card to add 1d8 ([ ] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([ ]You may shuffle it into your deck instead)
At the end ([ ] or start) of your turn, you may recharge a card to examine the top card of another location deck.


Deck:
Known Top: Middle {Order is not Known}: Recharged: Force Missile, Steal Book
Discard Pile:
Blessing of the Ancients, Thieves Tools, Bestiary of Garund, Blessing of the Gods 1
Buried Pile:

Grand Lodge

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

During This Adventure:

During This Scenario: 0-1B: THE LONE SHARK

Put the Shark Island location card in the center of the table. Using the deck list from Shark Island, make a number of Shark Island stacks equal to the number of characters. Treat each of these stacks as a unique Shark Island location deck. Do not flip the location card until all these stacks are closed.

When you defeat the henchman Hammerhead Shark from a location deck, display it next to this scenario. For each such henchman displayed, the difficulty to defeat the villain Adaro Barbarian is increased by 2.

Hammerhead Sharks defeated: 2
Additional Rules: The Adventure Deck number is 1.

Plunder Table (roll 1d6):

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

Party's Ship:

Merchantman:

Class 0
To Defeat: Wisdom 5 OR Perception 7
When Encountered: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

Villain:

Adaro Barbarian:

Villain B
Type: Monster
Traits: Merfolk Barbarian Aquatic
To Defeat: Combat 15
The Adaro Barbarian may not be evaded_ All damage from the Adaro Barbarian is Poison Damage_
"Oh, they're worse than sea devils_ Those fishskins just ride sharks_ Adaros, though, those things are sharks_ Get enough of 'em together, and they'll turn the whole ocean into a feeding frenzy like you wish you'd never seen!" --Sammi One-Toe, former pear

Henchmen:

Hammerhead Shark:

Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded_ The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_ If defeated, you may immediately attempt to close the location this henchman came from_

Turn: 9, Valendron/EmpTyger

Top of Blessing Discard Pile:

Blessing of Zogmugot:
Blessing of Zogmugot
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5
Discard this card to add 1 die to any check_
Bury this card to choose a card from another character's discard pile and add it to your hand_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it_

Blessings Remaining: 21

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 3
Blessing of 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 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 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 Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Dexterity check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 9
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 10
Blessing of 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 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 Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check that has the Swashbuckling trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 15
Blessing of 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 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 Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a villain or henchman_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 18
Blessing of 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 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 20
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 21
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_

Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude, Valendron/EmpTyger, None

Lonely Island Card 1:
Potion of Glibness
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check_

Lonely Island Card 2:
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_

Lonely Island Card 3:
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_

Lonely Island Card 4:
Hammerhead Shark
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 9
The Hammerhead Shark may not be evaded_
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If defeated, you may immediately attempt to close the location this henchman came from_

Lonely Island Card 5:
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_

Lonely Island Card 6:
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_

Lonely Island Card 7:
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_

Lonely Island Card 8:
Cutlass
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_

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

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

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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Lini/Elinnea, Mavaro/Calthaer, None

Shark Island Card 1 (Adaro Barbarian):
Adaro Barbarian
Villain B
Type: Monster
Traits:
Merfolk
Barbarian
Aquatic
To Defeat:
Combat 15
The Adaro Barbarian may not be evaded_
All damage from the Adaro Barbarian is Poison Damage_
"Oh, they're worse than sea devils_ Those fishskins just ride sharks_ Adaros, though, those things are sharks_ Get enough of 'em together, and they'll turn the whole ocean into a feeding frenzy like you wish you'd never seen!" --Sammi One-Toe, former pear

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: 2 ?: 1
Located/Displayed Here: None

Shark Island Card 1:
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_

Shark Island Card 2:
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_

Shark Island Card 3:
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_

Shark Island 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_

Shark Island Card 5:
Hammerhead Shark
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 9
The Hammerhead Shark may not be evaded_
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If defeated, you may immediately attempt to close the location this henchman came from_

Shark Island Card 6:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Shark Island Card 7:
Smuggler
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9
Before you act, display a random card from your hand_ If undefeated, discard it; if undefeated, bury it_

Shark Island Card 8:
Blood Moon Pirate
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3_
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck_

Shark Island Card 9:
Rapier
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_

Shark Island Card 10:
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_

Shark Island Card 11:
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_

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: 2 ?: 1
Located/Displayed Here: None

Shark Island Card 1:
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_

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

Shark Island Card 3:
Leather Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_

Shark Island 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_

Shark Island Card 5:
Cecaelia
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2_
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck_

Shark Island Card 6:
Hammerhead Shark
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 9
The Hammerhead Shark may not be evaded_
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If defeated, you may immediately attempt to close the location this henchman came from_

Shark Island Card 7:
Owlbeartross
Monster P
Traits:
Aberration
To Defeat:
Combat 13
THEN Combat 15
Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow_ If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4_
If the Owlbeartross is undefeated, shuffle it into a random open location_ If defeated, examine your location until you find a non-villain monster; then banish it_

Shark Island Card 8:
Blunderbuss
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck_

Shark Island Card 9:
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_

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_

Shark Island Card 11:
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_


Male Elf Sorcerer/Lightning Reaver Deck Handler

Exploring Lonely Island 1: Potion of Glibness

Potion of Glibness:

Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check_

Intelligence 4: 1d6 ⇒ 2
Potion of Glibness is banished
Valendron looked for any last bits of treasure before finishing off the surrounded sharklord, but he only found a potion of glibness. "How unnecessary." The sorcerer poured out the potion, lest someone try another mutiny.

Ending turn. Discarding Bracers of Protection. Resetting hand
With his improvised shield, Valendron decided he didn't need his bracers any more. The elf slipped them off to have better range of mobility.

Valendron wrote:

Hand: Illuminate, Frostbite, Blessing of the Gods 2, Sling, Benevolent Buckler,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Looking for Ally or Weapon upgrade
Ask before using: Illuminate (add 1d8 to any Ranged combat); Blessing of the Gods
Can use without asking: Blessing of the Gods if to acquire an Ally or Weapon; Benevolent Buckler (recharge to prevent 2 Ranged Combat damage dealt to someone at my location)

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [] +1 [] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 5 [] 6
Proficient with: [] Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) and add the Attack, Electricity, and Magic traits. This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2).

Scarab Sages

Mavaro's Spreadsheet

Alright...then a Hammerhead Shark for me at the start of my turn.

Mavaro emerges from the ship's cabin and sees a Hammerhead Shark threatening the crew! He pulls out his vial of Pheromones and throws it at the shark to distract it, and then moves to stab it with his Rochin, all while praying to the gods...

Might as well use the Pheromones for something...it adds 1 die to a check that invokes the animal trait, if I banish it. I think I'm going to need a blessing, too, so I discard BotG...

Combat 10: 4d6 ⇒ (4, 1, 5, 4) = 14

Having dispatched the shark, the ship moves to the Lonely Island, and safer waters. Assuming here that Lini is coming with me to avoid a start-of-turn sharkfight? Mavaro then searches about...Exploring.

...and finds another shield. Oh joy. The buckler isn't too interesting, so he tries to grab it, but not too hard...

Constitution 3: 1d8 ⇒ 8

...and manages to securely grab it from the sand. Not feeling much more adventurous - especially as he has no friends at this Lonely Island - he rests.

Have no ally to banish to close this place, so...don't want to explore too much. But at least I have the Planchette, which should allow me to try to get a boon without doing so. Resetting hand and ending turn.

Mavaro wrote:

Hand: Buckler, Stalking Armor, Rochin, Blessing of the Quartermaster 1, Mind Thrust, Planchette,

Displayed: On Top:Cure
Deck: 6 Discard: 3 Buried: 0 On top:1
Notes: Feel free to use the Quartermaster blessing for looting (recharge for 1 die on non-combat check)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2

Favored Card: Your Choice (Item)
Hand Size 6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
Play the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your check)
You may discard ([ ] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.

Grand Lodge

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

During This Adventure:

During This Scenario: 0-1B: THE LONE SHARK

Put the Shark Island location card in the center of the table. Using the deck list from Shark Island, make a number of Shark Island stacks equal to the number of characters. Treat each of these stacks as a unique Shark Island location deck. Do not flip the location card until all these stacks are closed.

When you defeat the henchman Hammerhead Shark from a location deck, display it next to this scenario. For each such henchman displayed, the difficulty to defeat the villain Adaro Barbarian is increased by 2.
Additional Rules: Hammerhead Sharks defeated: 2

The Adventure Deck number is 1.

Plunder Table (roll 1d6):

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

Party's Ship:

Merchantman:

Class 0
To Defeat: Wisdom 5 OR Perception 7
When Encountered: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

Villain:

Adaro Barbarian:

Villain B
Type: Monster
Traits: Merfolk Barbarian Aquatic
To Defeat: Combat 15
The Adaro Barbarian may not be evaded_ All damage from the Adaro Barbarian is Poison Damage_
"Oh, they're worse than sea devils_ Those fishskins just ride sharks_ Adaros, though, those things are sharks_ Get enough of 'em together, and they'll turn the whole ocean into a feeding frenzy like you wish you'd never seen!" --Sammi One-Toe, former pear

Henchmen:

Hammerhead Shark:

Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded_ The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_ If defeated, you may immediately attempt to close the location this henchman came from_

Turn: 11, Lini/Elinnea

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: 19

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 3
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 4
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 5
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 6
Blessing of 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 Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 9
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 10
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 11
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 12
Blessing of 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 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 14
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 15
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a villain or henchman_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 16
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 17
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a villain or henchman_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 18
Blessing of 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 19
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_

Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Lini/Elinnea, Celeste/elcoderdude, Valendron/EmpTyger, Mavaro/Calthaer, None

Lonely Island Card 1:
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_

Lonely Island Card 2:
Hammerhead Shark
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 9
The Hammerhead Shark may not be evaded_
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If defeated, you may immediately attempt to close the location this henchman came from_

Lonely Island Card 3:
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_

Lonely Island Card 4:
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_

Lonely Island Card 5:
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_

Lonely Island Card 6:
Cutlass
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_

Lonely Island Card 7:
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_

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

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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Shark Island Card 1 (Adaro Barbarian):
Adaro Barbarian
Villain B
Type: Monster
Traits:
Merfolk
Barbarian
Aquatic
To Defeat:
Combat 15
The Adaro Barbarian may not be evaded_
All damage from the Adaro Barbarian is Poison Damage_
"Oh, they're worse than sea devils_ Those fishskins just ride sharks_ Adaros, though, those things are sharks_ Get enough of 'em together, and they'll turn the whole ocean into a feeding frenzy like you wish you'd never seen!" --Sammi One-Toe, former pear

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: 2 ?: 1
Located/Displayed Here: None

Shark Island Card 1:
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_

Shark Island Card 2:
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_

Shark Island Card 3:
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_

Shark Island 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_

Shark Island Card 5:
Hammerhead Shark
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 9
The Hammerhead Shark may not be evaded_
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If defeated, you may immediately attempt to close the location this henchman came from_

Shark Island Card 6:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Shark Island Card 7:
Smuggler
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9
Before you act, display a random card from your hand_ If undefeated, discard it; if undefeated, bury it_

Shark Island Card 8:
Blood Moon Pirate
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3_
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck_

Shark Island Card 9:
Rapier
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_

Shark Island Card 10:
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_

Shark Island Card 11:
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_
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: 2 ?: 1
Located/Displayed Here: None

Shark Island Card 1:
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_

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

Shark Island Card 3:
Leather Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_

Shark Island 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_

Shark Island Card 5:
Cecaelia
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2_
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck_

Shark Island Card 6:
Hammerhead Shark
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 9
The Hammerhead Shark may not be evaded_
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If defeated, you may immediately attempt to close the location this henchman came from_

Shark Island Card 7:
Owlbeartross
Monster P
Traits:
Aberration
To Defeat:
Combat 13
THEN Combat 15
Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow_ If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4_
If the Owlbeartross is undefeated, shuffle it into a random open location_ If defeated, examine your location until you find a non-villain monster; then banish it_

Shark Island Card 8:
Blunderbuss
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck_

Shark Island Card 9:
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_

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_

Shark Island Card 11:
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_

Grand Lodge

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

Random Animal Ally:

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_


Deck handler

Lini casually turns back into her usual gnomish self and boards the ship to sail back to Lonely Island with Mavaro. We'll be back, she promises herself.

Once she gets there, she notices a stray parrot flying around. "You might not be a water bird, so the sharks shouldn't be a problem, but still, this is no place to be wandering. Stay close to me." Bury Charm animal to get a Parrot.

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

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.

She catches sight of an abandoned firearm, resting high up on a cliff near the shore. Her eyes widen when she notices that it has a magical aura. She quickly takes the shape of an agile sea-hawk that can fly up there to retrieve it. Since we have so few boons, I might as well go all out to get it. It would also help for fighting a henchman or villain. I'll discard my Fireblade to use a d12 Dexterity, then the blessing of Milani for two extra dice.

Dexterity 8: 3d12 ⇒ (4, 11, 3) = 18

Quite satisfied with her plunder, Lini sits down to polish the gun for a little while.

Lini wrote:

Hand: Parrot, Frigid Blast, Blessing of the Gods 4, Pistol +1, Blessing of the Gods 2

Displayed:
Deck: 8 Discard: 4 Buried: 1
Notes: Blessings are available.

Skills and Powers:
SKILLS
Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d6 [ ]+1 [ ]+2 [ ]+3
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +2
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d8 [ ]+1

Favored Card: Ally
Hand Size: 5 [ ]6
Proficient with: [ ] Light Armors, [ ] Weapons
Powers:
When you play an ally that has the Animal trait, if you would recharge, discard, or bury it for its power, you may instead shuffle it into your deck ([ ] or put it on top of your deck).
You may discard a card to use a d12 for your Strength or Dexterity die; if the check is against a card that has the Animal or Aquatic trait, recharge the card instead.

Grand Lodge

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

During This Adventure:

During This Scenario: 0-1B: THE LONE SHARK

Put the Shark Island location card in the center of the table. Using the deck list from Shark Island, make a number of Shark Island stacks equal to the number of characters. Treat each of these stacks as a unique Shark Island location deck. Do not flip the location card until all these stacks are closed.

When you defeat the henchman Hammerhead Shark from a location deck, display it next to this scenario. For each such henchman displayed, the difficulty to defeat the villain Adaro Barbarian is increased by 2.
Additional Rules: Hammerhead Sharks defeated: 2

The Adventure Deck number is 1.

Plunder Table (roll 1d6):

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

Party's Ship:

Merchantman:

Class 0
To Defeat: Wisdom 5 OR Perception 7
When Encountered: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

Villain:

Adaro Barbarian:

Villain B
Type: Monster
Traits: Merfolk Barbarian Aquatic
To Defeat: Combat 15
The Adaro Barbarian may not be evaded_ All damage from the Adaro Barbarian is Poison Damage_
"Oh, they're worse than sea devils_ Those fishskins just ride sharks_ Adaros, though, those things are sharks_ Get enough of 'em together, and they'll turn the whole ocean into a feeding frenzy like you wish you'd never seen!" --Sammi One-Toe, former pear

Henchmen:

Hammerhead Shark:

Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded_ The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_ If defeated, you may immediately attempt to close the location this henchman came from_

Turn: 12, Celeste/elcoderdude

Top of Blessing Discard Pile:

Blessing of Pharasma:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Blessings Remaining: 18

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 2
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 3
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 4
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 5
Blessing of 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 6
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 7
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 8
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 9
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 10
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 11
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check that has the Swashbuckling trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 12
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to close a location_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 13
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 14
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a villain or henchman_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 15
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 16
Blessing of 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 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 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_

Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Lini/Elinnea, Celeste/elcoderdude, Valendron/EmpTyger, Mavaro/Calthaer, None

Lonely Island Card 1:
Hammerhead Shark
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 9
The Hammerhead Shark may not be evaded_
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If defeated, you may immediately attempt to close the location this henchman came from_

Lonely Island Card 2:
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_

Lonely Island Card 3:
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_

Lonely Island Card 4:
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_

Lonely Island Card 5:
Cutlass
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_

Lonely Island Card 6:
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_

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

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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Shark Island Card 1 (Adaro Barbarian):
Adaro Barbarian
Villain B
Type: Monster
Traits:
Merfolk
Barbarian
Aquatic
To Defeat:
Combat 15
The Adaro Barbarian may not be evaded_
All damage from the Adaro Barbarian is Poison Damage_
"Oh, they're worse than sea devils_ Those fishskins just ride sharks_ Adaros, though, those things are sharks_ Get enough of 'em together, and they'll turn the whole ocean into a feeding frenzy like you wish you'd never seen!" --Sammi One-Toe, former pear

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: 2 ?: 1
Located/Displayed Here: None

Shark Island Card 1:
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_

Shark Island Card 2:
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_

Shark Island Card 3:
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_

Shark Island 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_

Shark Island Card 5:
Hammerhead Shark
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 9
The Hammerhead Shark may not be evaded_
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If defeated, you may immediately attempt to close the location this henchman came from_

Shark Island Card 6:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Shark Island Card 7:
Smuggler
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9
Before you act, display a random card from your hand_ If undefeated, discard it; if undefeated, bury it_

Shark Island Card 8:
Blood Moon Pirate
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3_
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck_

Shark Island Card 9:
Rapier
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_

Shark Island Card 10:
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_

Shark Island Card 11:
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_
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: 2 ?: 1
Located/Displayed Here: None

Shark Island Card 1:
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_

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

Shark Island Card 3:
Leather Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_

Shark Island 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_

Shark Island Card 5:
Cecaelia
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2_
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck_

Shark Island Card 6:
Hammerhead Shark
Henchman B
Type: Monster
Traits:
Animal
Aquatic
Veteran
To Defeat:
Combat 9
The Hammerhead Shark may not be evaded_
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_
If defeated, you may immediately attempt to close the location this henchman came from_

Shark Island Card 7:
Owlbeartross
Monster P
Traits:
Aberration
To Defeat:
Combat 13
THEN Combat 15
Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow_ If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4_
If the Owlbeartross is undefeated, shuffle it into a random open location_ If defeated, examine your location until you find a non-villain monster; then banish it_

Shark Island Card 8:
Blunderbuss
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck_

Shark Island Card 9:
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_

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_

Shark Island Card 11:
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_


Female Lunar Naga Tier 1 Sorcerer

Celeste & friends at Lonely Island.

I know I'm letting y'all down in regard to the roleplaying, but I don't have a brain cell to spare today (or lately).

Explore.
Hammerhead Shark.
There's no kill like overkill, and I blew a C10 CTD already, so:
Play Fiery Glare. Recharge BoE. Discard Alaeron for a poison bite.

Combat 10: 2d10 + 2d4 + 1d8 + 2 ⇒ (10, 6) + (4, 2) + (8) + 2 = 32
Defeated.
(Sure -- *now* I max three dice. Oy vey.)

There's 3 barriers in this deck and a mess of us here. I don't recall how many S&S barriers damage multiple characters, but I bet there's a few, and my health isn't the best.

I plan to banish an ally to close. We all ok with that?


Female Lunar Naga Tier 1 Sorcerer

Minutes after the witching minute, so I cannot edit my first post...

Banish ally Amiri to close Lonely Island.
Lonely Island closed.

CMB, I need a random ally from the close.
Location has me recharge that ally. Draw up:

Celeste wrote:

Hand: Scorching Ray, Blessing of Abadar, Blessing of the Gods 2, Acid Jet, Sage's Journal, Force Missile

Displayed:
Deck: 4 Discard: 5 Buried: 0
Notes: Use blessings for the big finish. I can take a combat if desired.

Warning! Same Name Card(s) exist in Cards!

Skills and Powers:
SKILLS

Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [ ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2

Favored Card: Spell
Hand Size: 6 [ ] 7
Proficient With:

POWERS:
You may discard a card to add 1d8 ([ ] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([ ]You may shuffle it into your deck instead)
At the end ([ ] or start) of your turn, you may recharge a card to examine the top card of another location deck.


Deck:
Known Top: Middle {Order is not Known}: Recharged: Force Missile, Steal Book, Blessing of the Elements, Fiery Glare, New ally
Discard Pile:
Blessing of the Ancients, Thieves Tools, Bestiary of Garund, Blessing of the Gods 1, Alaeron
Buried Pile:


Male Elf Sorcerer/Lightning Reaver Deck Handler

Moving to Shark Island 4, with Celeste
The two sorcerers sailed to the far side of the the barbarian's island.

Exploring Shark Island 4: Ghost

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_

Displaying Frostbite
Combat 12: 1d10 + 3 + 1d6 ⇒ (6) + 3 + (4) = 13
Ghost is banished
Arcane 7: 1d10 + 3 ⇒ (5) + 3 = 8
Frostbite is recharged
The elf spotted a spirit of some victim of the sharks. Valendron made a gust of cold wind to make the ghost dissipate.

Ending turn. Recharging Illuminate to move to Shark Island 3. Resetting hand
Leaving Celeste at one island, Valendron rode that gust to cut off the last island. The Adaro barbarian was now trapped. Valendron smelled blood in the water, and his school was circling their bloodied prey.

Valendron wrote:

Hand: Dagger, Sage, Blessing of the Gods 2, Sling, Benevolent Buckler,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes:
Ask before using:
Can use without asking: Blessing of the Gods for villain

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [] +1 [] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 5 [] 6
Proficient with: [] Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) and add the Attack, Electricity, and Magic traits. This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2).

Scarab Sages

Mavaro's Spreadsheet

Mavaro goes to the location where the Adaro is. He explores and finds it...This is the part where everyone can temp close...


Female Lunar Naga Tier 1 Sorcerer

Celeste at Shark Island 3.

Temp close.
Play Fiery Glare. Reveal Sage's Journal. Discard Acid Jet for Poison bite. Discard Blessing of Abadar.

Combat 10: 2d10 + 2d6 + 1d4 + 1d8 + 2 ⇒ (4, 5) + (6, 3) + (2) + (3) + 2 = 25
Defeated.
Shark Island 3 temp-closed.

<OUT OF TURN HAND UPDATE>

Celeste wrote:

Hand: Blessing of the Gods 2, Sage's Journal, Force Missile

Displayed:
Deck: 5 Discard: 7 Buried: 0
Notes: Use blessing for the big finish

Skills and Powers:
SKILLS

Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [ ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2

Favored Card: Spell
Hand Size: 6 [ ] 7
Proficient With:

POWERS:
You may discard a card to add 1d8 ([ ] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([ ]You may shuffle it into your deck instead)
At the end ([ ] or start) of your turn, you may recharge a card to examine the top card of another location deck.


Deck:
Known Top: Middle {Order is not Known}: Recharged: Steal Book, Blessing of the Elements, Fiery Glare, New ally, Scorching Ray
Discard Pile:
Blessing of the Ancients, Thieves Tools, Bestiary of Garund, Blessing of the Gods 1, Alaeron, Blessing of Abadar, Acid Jet
Buried Pile:


Male Elf Sorcerer/Lightning Reaver Deck Handler

(During Mavaro's turn)
Tempclosing Shark Island 4: Summoning Hammerhead Shark

Hammerhead Shark:
Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded_ The difficulty to defeat is increased by the adventure deck number of the current scenario, if any_ If defeated, you may immediately attempt to close the location this henchman came from_

Revealing and discarding Sling, discarding Dagger, using Lini's Blessing of the Gods
Combat 9+1=10: 2d8 + 1d6 + 1d4 + 1d4 ⇒ (7, 2) + (1) + (4) + (1) = 15
Hammerhead Shark is banished. Shark Island 3 is tempclosed
A shark tried to break through to save its master. Valendron slung 2 stones to wound the fish, then slew it with a thrown dagger.

Valendron wrote:

Hand: Sage, Blessing of the Gods 2, Benevolent Buckler,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes:
Ask before using:
Can use without asking: Blessing of the Gods for villain

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [] +1 [] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 5 [] 6
Proficient with: [] Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) and add the Attack, Electricity, and Magic traits. This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2).

Scarab Sages

Mavaro's Spreadsheet

...and with nowhere else for the Adaro barbarian to go, Mavaro puts everything he has into driving his sole weapon into the creature's heart, praying to the gods (as he knows his allies are as well) that his aim is true...

As discussed:


  • Bury Rochin to use Strength + 2d6 possibility that I can succeed at a Dexterity check to recharge rather than bury, which I won't be able to make anyways
  • Discard Mind Thrust to get The Missing Eye on top of my deck, giving me Strength / Melee / Divine equal to Knowledge, 1d8 + 2
  • Discard Blessing of the Quartermaster for 1 die, 1d8
  • Use one blessing each from the other three players for three additional dice, each 1d8

Combat 19: 2d6 + 1d8 + 2 + 1d8 + 3d8 ⇒ (5, 4) + (2) + 2 + (7) + (1, 1, 1) = 23

Wow, what a terrible roll! But still a win!

...and it is. With the Rochin buried deep in the Adaro barbarian's heart, the crew sails off into the sunset and begins to divide their spoils.

Grand Lodge

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

Celeste's Random Ally from closing earlier:

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

Acquired
Mogmurch (Ally P)
Buckler (Armor B)
Wooden Shield (Armor B)
Benevolent Buckler (Armor 1)
Blessing of Abadar (Blessing B)
Blessing of Milani (Blessing B)
Pistol +1 (Weapon B)

Development
You were almost a feast for sharks, but working with the
pirate crew, you’ve fought off the adaro barbarian who
commanded them. Some of your shipmates are impressed by
the way you handle yourself in a fight… and others are wary of
keeping such dangerous passengers aboard. Their new captain,
Jemma Redclaw, has said you can disembark at the next port
with the coin in your pockets, but pirates have been known to
go back on their word. You might want to consider jumping
ship for somewhere safer the first chance you get.

Reward
Each character draws a blessing from the box.

So this is one of those rewards where you choose a random blessing from your class deck(s).

You also get a power feat each!


Male Elf Sorcerer/Lightning Reaver Deck Handler

Gaining Power Feat: Hand Size 6
Upgrading Weapon B Sling into Weapon B Allying Dart +1
Upgrading Blessing B of the Gods into Blessing B of Iomedae

A cleric of Iomedae was impressed with Valendron's skill, and she offered him a magical dart that would help him protect his allies. "Defender" was a strange role for the sorcerer, but like the storm, Valendron knew his path would vary.
The elf exchanged his sling for the new dart; without the need to carry ammunition, Valendron was less encumbered.

Grand Lodge

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

0-1C: Brine Dragon Hunt

For days, you’ve been traveling as the “guests” of a pirate crew.
Captain Redclaw has set a course for the Shackles, a dangerous
journey across a sea that’s dark and deep and full of terrors. One of
those unfathomable horrors is stalking your ship right now, lurking
several fathoms below your ship. Nervous crewmen have caught
glimpses of a leviathan prowling through these waters. The beastie
has only raised its monstrous head for a moment, long enough for
the ship’s oldest salt to identify it as a brine dragon. A scavenging
school of onwu azu swims in its wake, anticipating a feast. The sea
monster just needs the right moment to strike.
As you stand on the deck of the ship, Captain Redclaw smirks at
you, her mechanical hand held firmly in a fist at her side. “Our oldest
sailor has told me this beast has a name,” she says. “They call him
Kelizar! He’s ancient and greedy, and he demands tribute from any
who pass through his realm. He wants our plunder. He wants our
gold! But he’s not going to get it! I wonder. Should we offer him a few
poor souls instead?” She glares at you and smiles cruelly. “Best get
your swords and spells ready, heroes. One or two of ya would fit real
nice in his belly.” As the captain bellows a hearty laugh at her own jest,
the ship lurches, and with a massive thump, the brine dragon rams
its head against the side of the merchantman vessel. Any moment
now, Kelizar might attack…

Grand Lodge

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

During This Adventure:

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

Plunder Table (roll 1d6):

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

Party's Ship:

Merchantman:

Class 0
To Defeat: Wisdom 5 OR Perception 7
When Encountered: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

Villain:

Kelizar the Brine Dragon:

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

Henchmen:

Onwu Azu:

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

Turn: 1, Mavaro/Calthaer

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: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 2
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 3
Blessing of 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 4
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 5
Blessing of Zogmugot
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5
Discard this card to add 1 die to any check_
Bury this card to choose a card from another character's discard pile and add it to your hand_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of 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 7
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 8
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 9
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 10
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 11
Blessing of 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 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 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 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 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 17
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 18
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 19
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 20
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 21
Blessing of 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 22
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 23
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 24
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 25
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 26
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 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 the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 29
Blessing of 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_

Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Lini/Elinnea, Celeste/elcoderdude, Valendron/EmpTyger, Mavaro/Calthaer, None

Harbor 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_

Harbor Card 2:
Giant Rock Crab
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
If the Giant Rock Crab would be defeated, reroll the dice_ The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll_
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you_

Harbor Card 3:
Cutlass
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_

Harbor Card 4:
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_

Harbor Card 5:
Animalbane Dagger +1
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4_ Add another 1d8 if the bane has the Animal trait_
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait_

Harbor 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_

Harbor Card 7:
Potion of Fortitude
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check_

Harbor Card 8:
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_

Harbor Card 9:
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_

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

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:
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_

Fog Bank Card 2:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_

Fog Bank 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_

Fog Bank Card 4:
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_

Fog Bank Card 5:
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If undefeated, display this barrier next to your location deck_ You may not move or be moved to or from this location while this barrier is next to it_ At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage_

Fog Bank Card 6:
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_

Fog Bank Card 7:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Fog Bank Card 8:
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_

Fog Bank 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_

Fog Bank Card 10:
Force Missile
Spell B
Traits:
Magic
Arcane
Attack
Force
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_

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

Sea Fort Card 1:
Giant Rock Crab
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
If the Giant Rock Crab would be defeated, reroll the dice_ The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll_
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you_

Sea Fort Card 2:
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_

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

Sea Fort Card 4:
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_

Sea Fort Card 5:
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_

Sea Fort Card 6:
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_

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

Sea Fort Card 8:
Dragon Pistol
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally bury this card to add another 2d6_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck_
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location_

Sea Fort Card 9:
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_

Sea Fort Card 10:
Cecaelia
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2_
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck_

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

Holy Isle Card 1:
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_

Holy Isle Card 2:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_

Holy Isle Card 3:
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_

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

Holy Isle 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_

Holy Isle 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_

Holy Isle Card 7:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Holy Isle Card 8:
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_

Holy Isle Card 9:
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to close a location_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

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

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

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

Coastline Card 3:
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_

Coastline Card 4:
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_

Coastline Card 5:
Mace
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4_

Coastline Card 6:
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_

Coastline Card 7:
Magic Chain Shirt
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_

Coastline Card 8:
Archer's Bracers
Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check_

Coastline 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_

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

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

Ghol-Gan Ruins Card 1:
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_

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

Ghol-Gan Ruins Card 3:
Surgeon
Ally B
Traits:
Human
Surgeon
Elite To Acquire:
Charisma
Diplomacy 6
Reveal this card and choose a character at your location_ Shuffle a random card from her discard pile into her deck_ Then recharge this card_
Discard this card to explore your location_

Ghol-Gan Ruins 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_

Ghol-Gan Ruins Card 5:
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_

Ghol-Gan Ruins Card 6:
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_

Ghol-Gan Ruins Card 7:
Blood Moon Pirate
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3_
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck_

Ghol-Gan Ruins Card 8:
Pirate Hunting
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship_ If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it_ Characters at this location encounter the summoned card as their first exploration each turn_
If the summoned card is defeated, banish it; this barrier is also defeated_

Ghol-Gan Ruins Card 9:
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_

Ghol-Gan Ruins Card 10:
Bilge Spider Swarm
Monster B
Traits:
Animal
Swarm
Basic
To Defeat:
Combat 6
All damage dealt by the Bilge Spider Swarm is Poison damage_
If you are on a ship, the difficulty of the check to defeat is increased by 4_
If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the bilge Spider Swarm still counts as defeated_

Grand Lodge

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

Initial plunder: 1d6 ⇒ 1 Weapon

Please choose your starting locations and draw your starting hands. I have Mavaro up first at the moment.


Male Elf Sorcerer/Lightning Reaver Deck Handler

Starting at Coastline
Valendron headed to the coastline, looking for wreckage as it washed ashore. The storm could deliver treasures; but anything salvageable could be of use against a dragon.

Valendron wrote:

Hand: Frostbite, Mirror Image, Blessing of the Gods 3, Illuminate, Force Missile, Blessing of the Gods 2,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Ask before using: 2 Blessings of the Gods; Illuminate (+1d8 to Ranged combat)
Can use without asking: Blessing if it would recharge

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [] +1 [] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 5 [X] 6
Proficient with: [] Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) and add the Attack, Electricity, and Magic traits. This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2).


Female Lunar Naga Tier 1 Sorcerer

Starting at Fog Bank.
I don't like most any of these locations -- Harbor and Holy Isle are non-threatening, but Celeste wouldn't be very good at acquiring its boons.
(I ask Lini to go to Holy Isle and scoop up blessings.)
I'm at Fog Bank because I can't scout it. I may leave if my hand isn't a fighting hand.

Celeste had mixed feelings about killing a sea dragon. Although Kelizar was in no fashion her kin, still it didn't feel right. But she knew where her loyalties lay. She took up a concealed post to use her divination for her friends' benefit.

Celeste wrote:

Hand: Roshad, Force Missile, Blessing of the Gods, Amadi, Alaeron, Acid Jet

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Blessing available

Skills and Powers:
SKILLS

Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [ ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2

Favored Card: Spell
Hand Size: 6 [ ] 7
Proficient With:

POWERS:
You may discard a card to add 1d8 ([ ] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([x ]You may shuffle it into your deck instead)
At the end ([ ] or start) of your turn, you may recharge a card to examine the top card of another location deck.


Deck:
Known Top: Middle {Order is not Known}: Recharged:
Discard Pile:

Buried Pile:

Scarab Sages

Mavaro's Spreadsheet

Might as well start at the Holy Isle. I'm realizing now that just about any closing skill we need...I could have! At least, have a 1d8+2 for. But if Lini wants to start here, I'll move elsewhere. I'll wait for Lini to choose a starting location before I post my first turn.

Mavaro gets up from his hammock and espies the island known as "holy" off the ship's prow. He rubs his bearded chin as he considers the island...

Mavaro wrote:

Hand: Compass 1, Possession, Blessing of the Quartermaster 1, Staff of Minor Healing, Rochin, Mind Thrust,

Displayed: On Top:The Missing Eye
Deck: 8 Discard: 0 Buried: 0 On top:1
Notes: Locked and loaded.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2

Favored Card: Your Choice (Item)
Hand Size 6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
Play the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your check)
You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.

Realized my starting hand didn't have an Item...now it does.


Female Lunar Naga Tier 1 Sorcerer

Calthaer, your deck count puzzled me at first.
Is this it: the "Deck" count is 1 less than the actual count, because it does not include the "face up on top of deck" card?


1 person marked this as a favorite.
Deck handler

Actually I was thinking of starting at the Sea Fort. It would be nice to get that when-closed benefit early. I might switch to the Holy Isle, depending on how things go.

Lini sidles away from their Captain, not sure how to take this strange person and her unusual jokes. But for now, they have a brine dragon to face. She sets her sights on the fort that is already set up to defend the coast. Maybe she will be able to pick up some tips there.

Lini wrote:

Hand: Blessing of the Gods 3, Blessing of Milani, Frigid Blast, Blessing of the Gods 2, Crow

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Milani adds 2 dice to non-combat Dex/Wis

Skills and Powers:
SKILLS
Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d6 [ ]+1 [ ]+2 [ ]+3
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +2
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d8 [ ]+1

Favored Card: Ally
Hand Size: 5 [ ]6
Proficient with: [ ] Light Armors, [X] Weapons
Powers:
When you play an ally that has the Animal trait, if you would recharge, discard, or bury it for its power, you may instead shuffle it into your deck ([ ] or put it on top of your deck).
You may discard a card to use a d12 for your Strength or Dexterity die; if the check is against a card that has the Animal or Aquatic trait, recharge the card instead.

Scarab Sages

Mavaro's Spreadsheet

Correct - that deck count doesn't count the one card on top, which is listed on the right as "on top". Just the way this thing works. Exploring...

Mavaro explores the Holy Isle and senses Pharasma's presence...

Blessing of Pharasma. Have divine b/c Missing Eye on top.

Divine 5: 1d8 + 2 ⇒ (8) + 2 = 10

...and he receives her favor. Gain Pharasma; discard Quartermaster to explore again.

Blessing of the Gods - auto acquire. Discard it to explore again.

Vomit Twin, spell P. Not going to try hard to acquire.

Con 6: 1d8 ⇒ 7

Got it. I am going to sit tight for now and see how things develop. Recharging Staff of minor healing to heal 1 card...it is Gods. Hand, ending turn...sorry for lack of flavor but on phone is painful.

Mavaro wrote:

Hand: Compass 1, Possession, Blessing of Pharasma, Vomit Twin, Rochin, Mind Thrust,

Displayed: On Top:The Missing Eye
Deck: 9 Discard: 1 Buried: 0 On top:1
Notes: Please ask before using Pharasma.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2

Favored Card: Your Choice (Item)
Hand Size 6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
Play the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your check)
You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


Deck handler

New top blessing: Blessing of the Gods

Lini knocks politely on the door to the fort. "Excuse me, is anyone there?"

Giant Rock Crab:

Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

But before anyone has a chance to reply, she is attacked by another giant crab! What is it with this place? she wonders, but turns to fight, undaunted.

This guy is tough. I'm going to cast Frigid Blast, and use one of my blessings for an extra die.

Combat 13: 2d10 + 3 + 2d4 ⇒ (6, 2) + 3 + (3, 2) = 16
Combat reroll 13: 2d10 + 3 + 2d4 ⇒ (8, 4) + 3 + (3, 2) = 20

Recharge divine 8: 1d10 + 3 ⇒ (3) + 3 = 6

Her sharp blast of chilled air freezes the crab before it has a chance to attack. She leaves it there for the birds or other wild creatures to eat, and hurries to hide behind a rock and look out for more attacking creatures. Using the free explore

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.

There's some kind of magical shield abandoned there. Could it belong to someone at the fort? I'm going to need at least one armor if I have to close, so I'll shuffle the Crow into my deck to acquire this one.

Fortitude 5: 1d8 + 2 + 1d6 ⇒ (5) + 2 + (6) = 13

She plops herself down to examine it carefully, looking for any names inscribed on the back. Reset my hand and end the turn

Lini wrote:

Hand: Blessing of the Gods 3, Blessing of Milani, Benevolent Buckler, Fireblade, Frilled Lizard

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes: Blessings available if needed. Milani adds 2 dice to non-combat Wis/Dex checks.

Skills and Powers:
SKILLS
Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d6 [ ]+1 [ ]+2 [ ]+3
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +2
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d8 [ ]+1

Favored Card: Ally
Hand Size: 5 [ ]6
Proficient with: [ ] Light Armors, [X] Weapons
Powers:
When you play an ally that has the Animal trait, if you would recharge, discard, or bury it for its power, you may instead shuffle it into your deck ([ ] or put it on top of your deck).
You may discard a card to use a d12 for your Strength or Dexterity die; if the check is against a card that has the Animal or Aquatic trait, recharge the card instead.

Grand Lodge

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

During This Adventure:

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

Plunder Table (roll 1d6):

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

Party's Ship:

Merchantman:

Class 0
To Defeat: Wisdom 5 OR Perception 7
When Encountered: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

Villain:

Kelizar the Brine Dragon:

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

Henchmen:

Onwu Azu:

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

Turn: 3, Celeste/elcoderdude

Top of Blessing Discard Pile:

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

Blessings Remaining: 27

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of Milani
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 3
Blessing of Zogmugot
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5
Discard this card to add 1 die to any check_
Bury this card to choose a card from another character's discard pile and add it to your hand_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 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 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 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 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 the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 11
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 12
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 13
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a villain or henchman_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 14
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check that has the Swashbuckling trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 15
Blessing of 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 16
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 17
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 18
Blessing of 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 19
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 20
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 21
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 22
Blessing of 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 23
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 24
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 25
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 26
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 27
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_

Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Harbor 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_

Harbor Card 2:
Giant Rock Crab
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
If the Giant Rock Crab would be defeated, reroll the dice_ The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll_
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you_

Harbor Card 3:
Cutlass
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_

Harbor Card 4:
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_

Harbor Card 5:
Animalbane Dagger +1
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4_ Add another 1d8 if the bane has the Animal trait_
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait_

Harbor 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_

Harbor Card 7:
Potion of Fortitude
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check_

Harbor Card 8:
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_

Harbor Card 9:
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_

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

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: Celeste/elcoderdude, None

Fog Bank Card 1:
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_

Fog Bank Card 2:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_

Fog Bank 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_

Fog Bank Card 4:
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_

Fog Bank Card 5:
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If undefeated, display this barrier next to your location deck_ You may not move or be moved to or from this location while this barrier is next to it_ At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage_

Fog Bank Card 6:
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_

Fog Bank Card 7:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Fog Bank Card 8:
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_

Fog Bank 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_

Fog Bank Card 10:
Force Missile
Spell B
Traits:
Magic
Arcane
Attack
Force
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_

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

Sea Fort Card 1:
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_

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

Sea Fort Card 3:
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_

Sea Fort Card 4:
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_

Sea Fort Card 5:
Kelizar the Brine Dragon
Villain B
Type: Monster
Traits:
Dragon
Aquatic
To Defeat:
Combat 16
Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check_ Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage_
"There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

Sea Fort Card 6:
Dragon Pistol
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally bury this card to add another 2d6_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck_
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location_

Sea Fort Card 7:
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_

Sea Fort Card 8:
Cecaelia
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2_
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck_

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

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

Holy Isle Card 2:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_

Holy Isle Card 3:
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_

Holy Isle Card 4:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Holy Isle Card 5:
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_

Holy Isle Card 6:
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to close a location_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Holy Isle Card 7:
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_

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

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

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

Coastline Card 3:
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_

Coastline Card 4:
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_

Coastline Card 5:
Mace
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4_

Coastline Card 6:
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_

Coastline Card 7:
Magic Chain Shirt
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_

Coastline Card 8:
Archer's Bracers
Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check_

Coastline 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_

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

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

Ghol-Gan Ruins Card 1:
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_

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

Ghol-Gan Ruins Card 3:
Surgeon
Ally B
Traits:
Human
Surgeon
Elite To Acquire:
Charisma
Diplomacy 6
Reveal this card and choose a character at your location_ Shuffle a random card from her discard pile into her deck_ Then recharge this card_
Discard this card to explore your location_

Ghol-Gan Ruins 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_

Ghol-Gan Ruins Card 5:
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_

Ghol-Gan Ruins Card 6:
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_

Ghol-Gan Ruins Card 7:
Blood Moon Pirate
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3_
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck_

Ghol-Gan Ruins Card 8:
Pirate Hunting
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship_ If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it_ Characters at this location encounter the summoned card as their first exploration each turn_
If the summoned card is defeated, banish it; this barrier is also defeated_

Ghol-Gan Ruins Card 9:
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_

Ghol-Gan Ruins Card 10:
Bilge Spider Swarm
Monster B
Traits:
Animal
Swarm
Basic
To Defeat:
Combat 6
All damage dealt by the Bilge Spider Swarm is Poison damage_
If you are on a ship, the difficulty of the check to defeat is increased by 4_
If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the bilge Spider Swarm still counts as defeated_


Female Lunar Naga Tier 1 Sorcerer

Celeste at Fog Bank.

Being expedient.
Explore.

Ghost.
Force Missile. Can't add bite, so I'll pitch Alaeron for d6+Fire.
Combat 12: 1d10 + 2d4 + 1d6 + 2 ⇒ (10) + (3, 1) + (4) + 2 = 20
Defeated

Sigh. It's feast or famine. Losing to the poison fish last scenario is making me cautious.

Discard BoG to explore.
Find: BoG.
Auto-acquire.

I think 2 explores is a decent pace.
Reveal Amadi to look at my own deck and possibly bottom-deck the card. It's Blessing of Pharasma. I'll keep that.

It's a shame but I am going to recharge the Blessing of the Gods I acquired to examine the Coastline. (I wasn't sure if I should do that or Gol-Ghan ruins. I choose to look at decks we are about to explore in case the Villain is there.)
Coastline card 1:
Besmaran Priest, ally B.

Celeste wrote:

Hand: Roshad, Blessing of Pharasma, Fiery Glare, Amadi, Sage's Journal, Acid Jet

Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: Trying to save Pharasma for my combat, but use it if it gets you out of a pinch

Skills and Powers:
SKILLS

Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [ ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2

Favored Card: Spell
Hand Size: 6 [ ] 7
Proficient With:

POWERS:
You may discard a card to add 1d8 ([ ] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([x ]You may shuffle it into your deck instead)
At the end ([ ] or start) of your turn, you may recharge a card to examine the top card of another location deck.


Deck:
Known Top: Middle {Order is not Known}: Recharged: Force Missile
Discard Pile:
Alaeron, Blessing of the Gods
Buried Pile:


Male Elf Sorcerer/Lightning Reaver Deck Handler

Exploring Coastline 1: Besmaran Priest

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

Charisma 6: 1d10 + 1 ⇒ (7) + 1 = 8
Besmaran Priest is acquired
Valendron found a survivor among the washed up wreckage. "Praise by Besmara, I'm alive!"

From acquiring a Pirate, exploring Coastline 2: Tiger Shark

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

Using Force Missile
Combat 11: 1d10 + 3 + 2d4 ⇒ (1) + 3 + (1, 1) = 6
Arcane 6: 1d10 + 3 ⇒ (2) + 3 = 5
Force Missile is discarded
Using Mirror Image
Mirror Image: 1d4 ⇒ 1
Discarding hand for 5 damage. Tiger Shark is shuffled back into Coastline.
Ending turn
Arcane 8: 1d10 + 3 ⇒ (2) + 3 = 5
Mirror Image is discarded. Resetting hand
The priest got a panicked look on his face. "Where's that monster that attacked my boat?" Valendron was confused. "What monster? There's no monster here."
...and that's when the shark attacked.
The sorcerer tried to cast a magic missile, but the fish was too fast. Realizing he was outmatched, Valendron tried to cover his escape with mirror image, but the shark had tasted blood, and sunk its teeth into the real elf. All Valendron could do was scream.

Valendron wrote:

Hand: Dagger, Bracers of Protection, Blast Stone, Blessing of the Gods 1, Allying Dart +1, Crow,

Displayed:
Deck: 3 Discard: 7 Buried: 0
Notes:
Ask before using: Blessings of the Gods; Allying Dart +1 (+1d4+1 to combat at my location)
Can use without asking:

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [] +1 [] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 5 [X] 6
Proficient with: [] Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) and add the Attack, Electricity, and Magic traits. This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2).

Grand Lodge

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

OUCH! That's one mean shark... and one mean dice roller. :(

During This Adventure:

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

Plunder Table (roll 1d6):

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

Party's Ship:

Merchantman:

Class 0
To Defeat: Wisdom 5 OR Perception 7
When Encountered: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

Villain:

Kelizar the Brine Dragon:

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

Henchmen:

Onwu Azu:

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

Turn: 5, Mavaro/Calthaer

Top of Blessing Discard Pile:

Blessing of Milani:
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_

Blessings Remaining: 25

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Zogmugot
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5
Discard this card to add 1 die to any check_
Bury this card to choose a card from another character's discard pile and add it to your hand_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 3
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 4
Blessing of 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 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 Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to close a location_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 8
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 9
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 10
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
When a spell is played during any check, discard this card to add 2 dice to that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 11
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a villain or henchman_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 12
Blessing of 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 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 14
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 15
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 16
Blessing of 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 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 18
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 19
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 20
Blessing of 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 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 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 23
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 24
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 25
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_

Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Harbor 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_

Harbor Card 2:
Giant Rock Crab
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
If the Giant Rock Crab would be defeated, reroll the dice_ The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll_
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you_

Harbor Card 3:
Cutlass
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_

Harbor Card 4:
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_

Harbor Card 5:
Animalbane Dagger +1
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4_ Add another 1d8 if the bane has the Animal trait_
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait_

Harbor 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_

Harbor Card 7:
Potion of Fortitude
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check_

Harbor Card 8:
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_

Harbor Card 9:
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_

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

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: 2 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude, None

Fog Bank Card 1:
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_

Fog Bank Card 2:
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_

Fog Bank Card 3:
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If undefeated, display this barrier next to your location deck_ You may not move or be moved to or from this location while this barrier is next to it_ At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage_

Fog Bank Card 4:
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_

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

Fog Bank Card 6:
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_

Fog Bank Card 7:
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 8:
Force Missile
Spell B
Traits:
Magic
Arcane
Attack
Force
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_

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

Sea Fort Card 1:
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_

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

Sea Fort Card 3:
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_

Sea Fort Card 4:
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_

Sea Fort Card 5:
Kelizar the Brine Dragon
Villain B
Type: Monster
Traits:
Dragon
Aquatic
To Defeat:
Combat 16
Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check_ Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage_
"There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

Sea Fort Card 6:
Dragon Pistol
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally bury this card to add another 2d6_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck_
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location_

Sea Fort Card 7:
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_

Sea Fort Card 8:
Cecaelia
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2_
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck_

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

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

Holy Isle Card 2:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_

Holy Isle Card 3:
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_

Holy Isle Card 4:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Holy Isle Card 5:
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_

Holy Isle Card 6:
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to close a location_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Holy Isle Card 7:
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_

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

Coastline Card 1:
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_

Coastline Card 2:
Mace
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4_

Coastline Card 3:
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_

Coastline Card 4:
Archer's Bracers
Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check_

Coastline Card 5:
Leather Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_

Coastline Card 6:
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_

Coastline Card 7:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Coastline Card 8:
Magic Chain Shirt
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_

Coastline Card 9:
Tiger Shark
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded_

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

Ghol-Gan Ruins Card 1:
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_

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

Ghol-Gan Ruins Card 3:
Surgeon
Ally B
Traits:
Human
Surgeon
Elite To Acquire:
Charisma
Diplomacy 6
Reveal this card and choose a character at your location_ Shuffle a random card from her discard pile into her deck_ Then recharge this card_
Discard this card to explore your location_

Ghol-Gan Ruins 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_

Ghol-Gan Ruins Card 5:
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_

Ghol-Gan Ruins Card 6:
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_

Ghol-Gan Ruins Card 7:
Blood Moon Pirate
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3_
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck_

Ghol-Gan Ruins Card 8:
Pirate Hunting
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship_ If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it_ Characters at this location encounter the summoned card as their first exploration each turn_
If the summoned card is defeated, banish it; this barrier is also defeated_

Ghol-Gan Ruins Card 9:
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_

Ghol-Gan Ruins Card 10:
Bilge Spider Swarm
Monster B
Traits:
Animal
Swarm
Basic
To Defeat:
Combat 6
All damage dealt by the Bilge Spider Swarm is Poison damage_
If you are on a ship, the difficulty of the check to defeat is increased by 4_
If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the bilge Spider Swarm still counts as defeated_

Scarab Sages

Mavaro's Spreadsheet

Mavaro is going to keep going at the Holy Isle for now, then will use Compass to move over to Coastline and prep a Cure spell.

Mavaro looks about him at the Holy Isle...Exploring

...and meets a Captain. He tries to persuade him...

Going to try to cycle my deck and get some other cards in here. Will try the Con / Fort by itself, then maybe get a Diplomacy card up top.

Con 4: 1d8 ⇒ 5

Recharge Vomit Twin to get my Elemental Ascetic up top...actually should have done that first, as it has Fortitude, too. Oh well. Now I have Diplomacy = Knowledge.

Diplomacy 6: 1d8 + 2 ⇒ (3) + 2 = 5

...and the Captain remains unconvinced that Mavaro is worth aligning with. Banish Captain; didn't acquire.

Not going to explore more - going to use these cards to get over to Valendron and set myself up to heal.

Mavaro decides to leave this holy island and consults his compass...

Recharge Compass to move to Coastline, then examine top card...it is a Shackles Pirate.

...and navigates to the Coastline, spotting a Shackles Pirate from the bird's nest as the ship comes in. He debarks, seeing his bloodied ally Valendron there, and rummages about in his bag to see if he has something to help...

Recharge Mind Thrust to get Cure to the top of the deck.

...and the sun sets while he is still rummaging.

End turn, reset hand, drawing Cure in the process. Planchette is on top...

Mavaro wrote:

Hand: Cure, Possession, Blessing of Pharasma, Elemental Ascetic, Rochin, Blessing of Horus,

Displayed: On Top:Planchette
Deck: 10 Discard: 1 Buried: 0 On top:1
Notes: Please ask before using Pharasma.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2

Favored Card: Your Choice (Item)
Hand Size 6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
Play the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your check)
You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.

...so I will recharge Elemental Ascetic to get...let's say...Staff of Minor Healing up top, which has Divine to acquire. This is technically the beginning of the next turn, so I am encroaching upon my peers. Now my hand is...

Mavaro wrote:

Hand: Cure, Possession, Blessing of Pharasma, Rochin, Blessing of Horus,

Displayed: On Top:Staff of Minor Healing
Deck: 12 Discard: 1 Buried: 0 On top:1
Notes: Please ask before using blessings; but I won't hold back for allies in need.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2

Favored Card: Your Choice (Item)
Hand Size 6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
Play the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your check)
You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.

For boxmaster: Explored top card of Holy Isle, used Compass to move to Coastline and examine top card of the deck, then shuffled around a bunch of cards to get a Cure on top before I reset my hand to draw it, then a Staff of Minor Healing up top afterwards - technically at the beginning of the next turn.

Grand Lodge

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

During This Adventure:

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

Plunder Table (roll 1d6):

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

Party's Ship:

Merchantman:

Class 0
To Defeat: Wisdom 5 OR Perception 7
When Encountered: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

Villain:

Kelizar the Brine Dragon:

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

Henchmen:

Onwu Azu:

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

Turn: 6, Lini/Elinnea

Top of Blessing Discard Pile:

Blessing of Zogmugot:
Blessing of Zogmugot
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5
Discard this card to add 1 die to any check_
Bury this card to choose a card from another character's discard pile and add it to your hand_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it_

Blessings Remaining: 24

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 3
Blessing of 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 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 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 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 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 10
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a villain or henchman_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 11
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check that has the Swashbuckling trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 12
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to close a location_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 13
Blessing of 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 14
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 15
Blessing of 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 16
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 17
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 18
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 19
Blessing of 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 20
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 21
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 22
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 23
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 24
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_

Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Harbor 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_

Harbor Card 2:
Giant Rock Crab
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
If the Giant Rock Crab would be defeated, reroll the dice_ The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll_
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you_

Harbor Card 3:
Cutlass
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_

Harbor Card 4:
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_

Harbor Card 5:
Animalbane Dagger +1
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4_ Add another 1d8 if the bane has the Animal trait_
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait_

Harbor 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_

Harbor Card 7:
Potion of Fortitude
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check_

Harbor Card 8:
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_

Harbor Card 9:
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_

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

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: 2 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude, None

Fog Bank Card 1:
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_

Fog Bank Card 2:
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_

Fog Bank Card 3:
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If undefeated, display this barrier next to your location deck_ You may not move or be moved to or from this location while this barrier is next to it_ At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage_

Fog Bank Card 4:
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_

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

Fog Bank Card 6:
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_

Fog Bank Card 7:
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 8:
Force Missile
Spell B
Traits:
Magic
Arcane
Attack
Force
Basic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it_

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

Sea Fort Card 1:
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_

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

Sea Fort Card 3:
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_

Sea Fort Card 4:
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_

Sea Fort Card 5:
Kelizar the Brine Dragon
Villain B
Type: Monster
Traits:
Dragon
Aquatic
To Defeat:
Combat 16
Before you act, each character at your location must attempt a Dexterity or Acrobatics 7 check_ Characters who succeed are dealt 1 Acid damage; characters who fail are dealt 1d4 Acid damage_
"There's loot sailing every which way_ There's scalawags puttin' it in and digging it up from the ground_ The whole ocean bottom's carpeted with coin_ If you were smart enough to try and find a fortune here, you can bet a dragon had the idea first_" --Les

Sea Fort Card 6:
Dragon Pistol
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally bury this card to add another 2d6_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck_
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location_

Sea Fort Card 7:
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_

Sea Fort Card 8:
Cecaelia
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2_
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck_

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

Holy Isle 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_

Holy Isle Card 2:
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_

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

Holy Isle Card 4:
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_

Holy Isle Card 5:
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to close a location_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Holy Isle Card 6:
Cure
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

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

Coastline Card 1 (Shackles Pirate):
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_

Coastline Card 2:
Mace
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4_

Coastline Card 3:
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_

Coastline Card 4:
Archer's Bracers
Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check_

Coastline Card 5:
Leather Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_

Coastline Card 6:
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_

Coastline Card 7:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Coastline Card 8:
Magic Chain Shirt
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_

Coastline Card 9:
Tiger Shark
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded_

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

Ghol-Gan Ruins Card 1:
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_

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

Ghol-Gan Ruins Card 3:
Surgeon
Ally B
Traits:
Human
Surgeon
Elite To Acquire:
Charisma
Diplomacy 6
Reveal this card and choose a character at your location_ Shuffle a random card from her discard pile into her deck_ Then recharge this card_
Discard this card to explore your location_

Ghol-Gan Ruins 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_

Ghol-Gan Ruins Card 5:
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_

Ghol-Gan Ruins Card 6:
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_

Ghol-Gan Ruins Card 7:
Blood Moon Pirate
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3_
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck_

Ghol-Gan Ruins Card 8:
Pirate Hunting
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship_ If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it_ Characters at this location encounter the summoned card as their first exploration each turn_
If the summoned card is defeated, banish it; this barrier is also defeated_

Ghol-Gan Ruins Card 9:
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_

Ghol-Gan Ruins Card 10:
Bilge Spider Swarm
Monster B
Traits:
Animal
Swarm
Basic
To Defeat:
Combat 6
All damage dealt by the Bilge Spider Swarm is Poison damage_
If you are on a ship, the difficulty of the check to defeat is increased by 4_
If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the bilge Spider Swarm still counts as defeated_

Scarab Sages

Mavaro's Spreadsheet

Forgot to take Staff of Minor Healing out of the "recharged" column. Correcting this:

"OUT OF TURN HAND UPDATE" (technically very start of next turn).

Mavaro wrote:

Hand: Cure, Possession, Blessing of Pharasma, Rochin, Blessing of Horus,

Displayed: On Top:Staff of Minor Healing
Deck: 11 Discard: 1 Buried: 0 On top:1
Notes: Please ask before using blessings; but I won't hold back for allies in need.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2

Favored Card: Your Choice (Item)
Hand Size 6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
Play the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your check)
You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.

Scarab Sages

Mavaro's Spreadsheet

No one has chimed in, and it is late...and tomorrow is a busy day for me - won't be able to touch base much. So...here at the start of Lini's turn, going to proceed with the Cure...discarding the card, rolling...

In the pre-dawn light, Mavaro finally manages to find a Cure spell, and begins to cast it...

Cure # cards: 1d4 + 1 ⇒ (4) + 1 = 5

..and, while Valendron looks substantially better, Mavaro feels the spell slipping from his mind...he tries to recover it, praying to Pharasma as he does so...Recharging check...discarding Blessing of Pharasma to add 1 die, and using the Divine = Knowledge skill that I have from Staff of Minor Healing being on top. Valendron - you heal 5 of your 7 discarded cards.

Cure Divine Recharge 8: 2d8 + 2 ⇒ (7, 2) + 2 = 11

Pharasma answers his prayer, and he still knows the Cure spell. It recharges. New hand:

OUT OF TURN HAND UPDATE - IT'S THE START OF LINI'S TURN, BEFORE SHE EXPLORES:

Mavaro wrote:

Hand: Possession, Rochin, Blessing of Horus,

Displayed: On Top:Staff of Minor Healing
Deck: 12 Discard: 2 Buried: 0 On top:1
Notes: Please ask before using blessings; but I won't hold back for allies in need.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ] +1 [ ] +2

Favored Card: Your Choice (Item)
Hand Size 6
Proficient with: Light Armors, [ ] Heavy Armors, Weapons
Powers:
Play the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your check)
You may discard ([x] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


Male Elf Sorcerer/Lightning Reaver Deck Handler

(During Lini's turn)
Curing Blessing of the Gods 2, Frostbite, Besmaran Priest, Blessing of the Gods 3, Mirror Image
Valendron regained conscious to the occultist tending his wounds. The human knew his stuff all right. "Thanks," said Valendron, heartfelt.

Valendron wrote:

Hand: Dagger, Bracers of Protection, Blast Stone, Blessing of the Gods 1, Allying Dart +1, Crow,

Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes:
Ask before using: Blessings of the Gods; Blast Stone (+1d4 to combat at my location)
Can use without asking: Blessing if it would recharge; Blessing if Mavaro; Allying Dart (+1d4+1 to combat at my location)

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [] +1 [] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 5 [X] 6
Proficient with: [] Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) and add the Attack, Electricity, and Magic traits. This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2).


Deck handler

Lini finally decides that the shield is truly abandoned and the rule "finders keepers" is the one that should apply here. So she stands up to try again to get inside the fort.

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.

Someone finally answers the door and lets her into the room where they do their training. She's offered a dagger to use, if she can prove her own raw agility.

Dexterity 3: 1d6 ⇒ 4

She makes a few practice stabs, and apparently it's impressive enough because nobody takes it away from her. She notices a lizard slinking out through the door and she follows to find out what caught the creature's interest. Shuffle in frilled lizard to explore

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.

It's a wild parrot, squawking and hopping around! Lini tries to attract the bird's interest by making some squawking noises of her own.

Survival 7: 1d10 + 3 ⇒ (10) + 3 = 13

The parrot takes an instant liking to the little gnome and hops up onto her shoulder. She lets it ride there for now. Discard blessing of the gods to explore

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.

Another shield! Lini is harboring thoughts of creating a whole collection of them, so she picks up this one too.

Fortitude 3: 1d8 + 2 ⇒ (6) + 2 = 8

I keep picking up stuff so I'm over my hand size. A nice problem to have... Shuffle the parrot into my deck to explore again.

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.

The parrot suddenly takes off and Lini follows curiously after. And it's yet another buckler! She claps with delight and praises the intelligent bird. "You knew I was collecting these didn't you!"

Fortitude 3: 1d8 + 2 ⇒ (4) + 2 = 6

Ok seriously though... three bucklers in my hand at once. And here Lini doesn't even have light armor proficiency, hah! I'll discard the fancy one and one of the boring ones, and pick this up again next turn.

Lini wrote:

Hand: Feather of Maat, Blessing of Milani, Fireblade, Buckler 2, Dagger

Displayed:
Deck: 10 Discard: 5 Buried: 0
Notes: Blessing is available; adds 2 dice to non-combat Wis/Dex checks.

Skills and Powers:
SKILLS
Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d6 [ ]+1 [ ]+2 [ ]+3
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +2
Intelligence d6 [ ]+1
Wisdom d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d8 [ ]+1

Favored Card: Ally
Hand Size: 5 [ ]6
Proficient with: [ ] Light Armors, [X] Weapons
Powers:
When you play an ally that has the Animal trait, if you would recharge, discard, or bury it for its power, you may instead shuffle it into your deck ([ ] or put it on top of your deck).
You may discard a card to use a d12 for your Strength or Dexterity die; if the check is against a card that has the Animal or Aquatic trait, recharge the card instead.


Female Lunar Naga Tier 1 Sorcerer

Exploring the Fog Bank in the pre-dawn hours, Celeste is surprised by a figure in the mist.

A pirate swaggers into her path. "What manner of creature are you?", he bellows. "You'll be my slave!"

"No," Celeste responds, "I'll be your end."

Explore.
Shackles Pirate.
Cast Acid Jet. Discard Amadi for bite.
Combat 10: 1d10 + 1d6 + 1d8 + 2 ⇒ (8) + (2) + (7) + 2 = 19
Defeated.
Feast or famine. Dang. I'm sure when I start being less conservative, I'll lose a combat.
Auto-recharge: shuffle Acid Jet into deck.

Savoring once again the silence of the early hours, Celeste peers once more into the future. She glimpses something near the druid at the fort.
Lini's uber-turn has her on the verge of hitting the H/V. Recharge Sage's Journal to examine Sea Fort.
Sea Fort next card:
Kelizar the Brine Dragon

Something huge. Yes. It is their quarry. Celeste can't help but admire the sea dragon. Its impending demise almost bothers her. Almost.

Celeste wrote:

Hand: Roshad, Blessing of Pharasma, Fiery Glare, Acid Jet, Blessing of the Elements, Thieves Tools

Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes: Go ahead and use BoE preferentially if it recharges; use BoP for oomph in a spell combat if you need it.

Skills and Powers:
SKILLS

Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [ ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2

Favored Card: Spell
Hand Size: 6 [ ] 7
Proficient With:

POWERS:
You may discard a card to add 1d8 ([ ] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([x ]You may shuffle it into your deck instead)
At the end ([ ] or start) of your turn, you may recharge a card to examine the top card of another location deck.


Deck:
Known Top: Middle {Order is not Known}: Recharged: Sage's Journal
Discard Pile:
Alaeron, Blessing of the Gods, Amadi
Buried Pile:

Turn summary:
Fog Bank: Defeated Shackles Pirate
Examined next card at Sea Fort: Kelizar

Grand Lodge

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

During This Adventure:

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

Plunder Table (roll 1d6):

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

Party's Ship:

Merchantman:

Class 0
To Defeat: Wisdom 5 OR Perception 7
When Encountered: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

Villain:

Kelizar the Brine Dragon:

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

Henchmen:

Onwu Azu:

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

Turn: 8, Valendron/EmpTyger

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: 22

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 3
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 4
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to close a location_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of 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 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 8
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a villain or henchman_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 9
Blessing of 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 10
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 11
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 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 Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 14
Blessing of 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 15
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 16
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 17
Blessing of 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 18
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to close a location_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 19
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Strength or Constitution check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 20
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 21
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_
Spoiler:
Blessings Deck Card 22
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0
When you encounter this card, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile_

Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Harbor 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_

Harbor Card 2:
Giant Rock Crab
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
If the Giant Rock Crab would be defeated, reroll the dice_ The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll_
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you_

Harbor Card 3:
Cutlass
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8_ If you aren't proficient with weapons, the difficulty of this check is increased by 4_

Harbor Card 4:
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_

Harbor Card 5:
Animalbane Dagger +1
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4_ Add another 1d8 if the bane has the Animal trait_
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait_

Harbor 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_

Harbor Card 7:
Potion of Fortitude
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check_

Harbor Card 8:
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_

Harbor Card 9:
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_

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

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: 1 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude, None

Fog Bank Card 1:
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_

Fog Bank Card 2:
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier_
If undefeated, display this barrier next to your location deck_ You may not move or be moved to or from this location while this barrier is next to it_ At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage_

Fog Bank Card 3:
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_

Fog Bank Card 4:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Fog Bank 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_

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

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

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

Sea Fort Card 2:
Dragon Pistol
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged
Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally bury this card to add another 2d6_ If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck_
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location_

Sea Fort Card 3:
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_

Sea Fort Card 4:
Cecaelia
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2_
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck_

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

Holy Isle 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_

Holy Isle Card 2:
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_

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

Holy Isle Card 4:
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_

Holy Isle Card 5:
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to close a location_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Holy Isle Card 6:
Cure
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

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

Coastline Card 1 (Shackles Pirate):
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_

Coastline Card 2:
Mace
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4_

Coastline Card 3:
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_

Coastline Card 4:
Archer's Bracers
Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Dexterity
Ranged 7
Reveal this card to add 2 to your Ranged combat check_

Coastline Card 5:
Leather Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_

Coastline Card 6:
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_

Coastline Card 7:
Onwu Azu
Henchman 1
Type: Monster
Traits:
Animal
Aquatic
To Defeat:
Combat 10
The Onwu Azu may not be evaded.~If defeated, you may discard the top card of your deck to immediately attempt to close the location this henchman came from.

Coastline Card 8:
Magic Chain Shirt
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead_
If you are proficient with light armors, you may recharge this card when you reset your hand_

Coastline Card 9:
Tiger Shark
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11
The Tiger Shark may not be evaded_

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

Ghol-Gan Ruins Card 1:
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_

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

Ghol-Gan Ruins Card 3:
Surgeon
Ally B
Traits:
Human
Surgeon
Elite To Acquire:
Charisma
Diplomacy 6
Reveal this card and choose a character at your location_ Shuffle a random card from her discard pile into her deck_ Then recharge this card_
Discard this card to explore your location_

Ghol-Gan Ruins 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_

Ghol-Gan Ruins Card 5:
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_

Ghol-Gan Ruins Card 6:
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_

Ghol-Gan Ruins Card 7:
Blood Moon Pirate
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3_
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck_

Ghol-Gan Ruins Card 8:
Pirate Hunting
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship_ If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it_ Characters at this location encounter the summoned card as their first exploration each turn_
If the summoned card is defeated, banish it; this barrier is also defeated_

Ghol-Gan Ruins Card 9:
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_

Ghol-Gan Ruins Card 10:
Bilge Spider Swarm
Monster B
Traits:
Animal
Swarm
Basic
To Defeat:
Combat 6
All damage dealt by the Bilge Spider Swarm is Poison damage_
If you are on a ship, the difficulty of the check to defeat is increased by 4_
If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the bilge Spider Swarm still counts as defeated_


Male Elf Sorcerer/Lightning Reaver Deck Handler

Moving to Harbor
Exploring Harbor 1: Ambush

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_

Valendron cannot make a DEX/Acrobatics/WIS/Perception 10 check. Examining Harbor 2: Giant Rock Crab
Giant Rock Crab:
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13
If the Giant Rock Crab would be defeated, reroll the dice_ The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll_
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you_

Encountering Giant Rock Crab. Discarding Bracers of Protection as an Electricity attack spell, and banishing Blast Stone. Using Celeste's Blessing of Pharasma, which is discarded.
Combat 13: 3d10 + 3 + 1d4 - 4 ⇒ (1, 10, 5) + 3 + (4) - 4 = 19
Combat 13: 3d10 + 3 + 1d4 - 4 ⇒ (6, 10, 2) + 3 + (2) - 4 = 19
Oops, that's not right.
Combat 13: 3d10 + 3 + 1d6 + 1d4 - 5 ⇒ (9, 1, 2) + 3 + (5) + (2) - 5 = 17
Combat 13: 3d10 + 3 + 1d6 + 1d4 - 5 ⇒ (9, 5, 3) + 3 + (3) + (3) - 5 = 21 Still beat it anyway.
Ambush and Giant Rock Crab are banished
Valendron decided to head in to port to recuperate. But on his way into the harbor, he suddenly heard a clicking sound behind him, and an Aquan whisper: "Adaro sends his regards."
The elf whirled around to see a giant crab emerge from the water and swipe a huge claw at him! The sorcerer rolled under the claw and unleashed a blast of lightning. But the crab quickly pivoted and charged back at him. Valendron dodged and shocked the monster again with extra oomph, and threw a blast stone to explode it into chunks of seafood.
The elf paused to catch his breath. Seems he'd been making a few enemies already.

Ending turn. Resetting hand

Valendron wrote:

Hand: Dagger, Blessing of Iomedae, Jinx Eater, Blessing of the Gods 1, Allying Dart +1, Crow,

Displayed:
Deck: 6 Discard: 3 Buried: 0
Notes:
Ask before using: Blessing of the Gods; Blessing of Iomedae (+1 die to any check/+2 dice if non-combat CHA)
Can use without asking: Blessing if it would recharge; Blessing if Mavaro or Celeste; Allying Dart (+1d4+1 to combat at my location)

Skills and Powers:

Skills:
Strength d6 [] +1 [] +2
Dexterity d8 [] +1 [] +2 [] +3
-- Stealth: Dexterity +2
Constitution d4 [] +1
Intelligence d6 [] +1 [] +2
Wisdom d8 [] +1 [] +2 [] +3
Charisma d10 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2

Powers:
Favored Card: Spell
Hand Size 5 [X] 6
Proficient with: [] Light Armors
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([] +1) and add the Attack, Electricity, and Magic traits. This counts as playing a spell.
You may recharge a spell to move at the end of your turn ([] or to reduce Combat damage dealt to you by 2).

101 to 150 of 346 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [ACG][CaG][Season of the Shackles: Adv. 1: Lost at Sea](Table 2) All Messageboards

Want to post a reply? Sign in.