[ACG] Season of the Shackles by MorkXII (Inactive)

Game Master MorkXII


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SEASON OF THE SHACKLES

Some pirates choose to become scurvy scum, but some are merely heroes who’ve strayed a bit off course. You could have chosen to live among honest, reputable folk, but through misadventure, you’ve drifted into the Shackles, a chain of islands off the western coast of Garund, just south of an eternal hurricane called the Eye of Abendego. Power and privilege increase your chances of survival here, so you’ll want to gain a ship of your own, recruit a crew you can trust, and seize enough ships to form a fleet. If you’re gonna stay here, there’s no better path to power than claiming a seat on the Pirate Council. Through courage, conquest, exploration, and a little bit of skullduggery, you’ll prove to the council you’re dangerous enough to rule beside them… because if they don’t, your armada is going to blast their ships to the briny deep. Survive the Shackles, and one day, you could be worthy of setting sail with the Hurricane King himself.


ADVENTURE 1: LOST AT SEA

Your ocean voyage has taken a turn for the worse. Yesterday, you were serenely sailing to a port in Rahadoum, but in the middle of the night, your ship’s crew successfully mutinied against their captain. The merchantman vessel you hired has headed south, and the mutineers have made plans that are significantly different from yours. The ship’s new captain, Jemma Redclaw, is willing to let you disembark at the next port with most of your coin. Unfortunately, they’ve set sail for profit and plunder in the seas of the Shackles.

Redclaw watched as dockhands loaded precious cargo. She waited as conspirators recruited former pirates. And she never expected the captain to take on passengers, but every plan has a few complications. Jemma Redclaw was hired for her skills as a navigator, but in the middle of the night, she reclaimed a job she walked away from years ago: the captain of a pirate vessel.

Now that the old captain’s body has been tossed overboard, the crew has revealed their true colors. Captain Redclaw poisoned her conspirators’ minds with promises. If you’re careful, you could share in their good fortune... or turn on the traitors who claimed this ship.

First, you’ll need to survive the voyage. The seas ahead are fraught with danger, from supernatural spirits and sea monsters to rival crews of buccaneers. You can wait for an opportunity to rebel against the mutinous scoundrels who live on this leaky tub, but if you can’t survive in the Shackles, you’ll never get a chance to regain your freedom. There’s rough seas ahead, lads and lasses, so you’d best keep a weather eye on the horizon.


0-1A: GHOSTS OF THE DEEP
Many have traveled to the Shackles to live the life of a pirate... and some have died. Ill-fated travelers have been eaten by sharks (or worse), killed by their compatriots, or drowned in turbulent waters, consigned to a watery grave. Superstitious sailors claim that the souls of these victims are still sleeping in the watery deeps, a murky realm where Besmara watches over the spirits of the damned.

The mutineers of your merchantman vessel tossed the body of their former captain into the briny deep days ago. They’ve got blood on their hands, even if their deeds don’t weigh heavily on their consciences. If the local ghost stories have any basis in fact, the souls of those other lost sailors may notice the captain’s untimely demise. They might even want to take revenge against your treacherous crew. Perhaps you should sleep lightly, because if you’re not careful, your soul might get spirited away...

VILLAIN:
ARRON IVY
HENCHMEN:
PIRATE SHADE HAUNT
LOCATIONS:
1 FOG BANK
1 RAKER SHOALS
1 SCAR BAY
2 ROCKY CLIFF
3 RIPTIDE COVE
4 SEA CAVES
5 MANGROVE SWAMP
6 FRINGES OF THE EYE

DURING THIS SCENARIO:

  • Use the Merchantman as your ship.
  • When you encounter the henchman Pirate Shade Haunt, display it next to a random character at y our location.


During This Adventure:

During This Scenario:

  • When  you  encounter  the  henchman  Pirate  Shade  Haunt, display it next to a random character at your location.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

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 ?:

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:4 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:

Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:3 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:2 ?:

Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:


Tarlin deck | Shirt Reroll 0-6E Used: N

Tarlin will start at Scar Bay.

Tarlin wrote:

Hand: Longsword 1, Blessing of Iomedae, Cure 1, Longsword 2,

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

Skills and Powers:
SKILLS

Strength d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Melee: STR +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: CON +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Divine: WIS +1
Charisma d6 [ ] +1 [ ] +2

Favored Card: Weapon
Hand Size 4
Proficient with: Lt Armor Hv Armor Weapons
Powers:
Instead of your first exploration on a turn, you may reveal a weapon that has the 2-handed trait or a blessing to choose a character at your location. Shuffle 1d4+1 random cards from her discard pile into her deck, then discard the card you revealed.


Character Deck Upgrade Prefs: Blessing 3/2 > Weapon 3 > Item 3 > Armor 3 > Ally 3/2

Aric will start at Rocky Cliff.

Aric/The Red Raven wrote:

Hand: Blessing of the Spy, Metamorph, Mask of the Red Raven, Clockwork Spy, Gambeson, Signal Whistle,

Displayed:
Deck: 8 Discard: 0 Buried: 0
Notes: Use Blessings for henchman/villain checks, to close locations or to avoid hairy situations as needed.
Sideboard cards:

Skills and Powers:
SKILLS

Aric
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Knowledge: Intelligence +2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Diplomacy: Charisma +3

Favored Card: None
Hand Size: 5 [X]6
Powers:
At start of turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

The Red Raven
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d4 [ ]+1

Favored Card: None
Hand Size: 4 [ ]6
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([ ] or turn) you may examine the top card of your location deck. ([ ] If its a monster, you may encounter it).


Add 4 to any combat check by a character at your location against a card that has the Aquatic trait (X or any check by that character against a ship). Linis deckhandler One Die bump. Reroll available

Lini will start at the mangrove swamp

Lini wrote:

Hand: BotSpelbound, BotGods, Walking stick, Frilled Lizard,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Blessings available for villains henchman and ship encounters

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d6 [ ]+1 [ ]+2 [ ]+3
Constitution d8 [ ]+1 [ ]+2 [ ] +3
Fortitude +2 d8+2
Intelligence d6 [ ]+1
Wisdom d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Divine +2 d10+2
Survival +2 d10+2
Charisma d8 [ ]+1

Hand Size 5 [ ] 6
Light Armors [ ] Weapons [ ]
Powers:
When you play an ally that has the animal trait, if you would discard recharge or bury it 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 you may recharge it instead


Amaryllis' Deck

Amaryllis will start at the Sea Caves.

Amaryllis wrote:

Hand: Confusion, Magical Child, Blessing of the Spellbound 2, Codex, Jinx Eater, Blessing of the Spellbound 1,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Feel free to use blessings, especially if they recharge (Arcane or Divine check)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Consitution +2
Intelligence d4 [ ] +1 [ ] +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ ] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.


Add 4 to any combat check by a character at your location against a card that has the Aquatic trait (X or any check by that character against a ship). Linis deckhandler One Die bump. Reroll available

Please be careful and dont cur and paste cells stick to cell contents or you can quickly end ip with errors in your deck handler

Such as not reading crow from your hand when posting hand summary

Lini wrote:

[b]Hand: BotSpelbound, BotGods, Walking stick, Frilled Lizard,, Crow,

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

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d6 [ ]+1 [ ]+2 [ ]+3
Constitution d8 [ ]+1 [ ]+2 [ ] +3
Fortitude +2 d8+2
Intelligence d6 [ ]+1
Wisdom d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Divine +2 d10+2
Survival +2 d10+2
Charisma d8 [ ]+1

Hand Size 5 [ ] 6
Light Armors [ ] Weapons [ ]
Powers:
When you play an ally that has the animal trait, if you would discard recharge or bury it 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 you may recharge it instead


During This Adventure:

During This Scenario:

  • Use the Merchantman as your ship.
  • When  you  encounter  the  henchman  Pirate  Shade  Haunt, display it next to a random character at your location.
  • Stashed Plunder: 1 Weapon
Merchantman:

Merchantman
Ship Class 0

Check To Defeat:
Wisdom
5
OR
Perception
7

Check To Repair:
Craft
6

When Encountering:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

When Commanding:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

When Commanding (Wrecked):
If you fail to defeat a bane that has the Pirate trait, bury a card.


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Shackles Pirate
Monster C

Traits
Human
Pirate
Veteran

Check
Combat
9

Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

Monster 2
Spoiler:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Monster 3
Spoiler:
Water Elemental
Monster C

Traits
Elemental
Aquatic
Basic

Check
Combat
12

Powers
The Water Elemental is immune to the Mental and Poison traits.
If undefeated, move to a random other location.

Monster 4
Spoiler:
Marine
Monster B

Traits
Human
Warrior
Veteran

Check
Combat
8

Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

Monster 5
Spoiler:
Blood Moon Pirate
Monster B

Traits
Lycanthrope
Pirate
Elite

Check
Combat
13

Powers
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.

Random Barriers:
Barrier 1
Spoiler:
Drowning Spikes Trap
Barrier 1

Traits
Trap
Aquatic

Check
Dexterity
Disable
7

Powers
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

Barrier 2
Spoiler:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Barrier 3
Spoiler:
Ambush
Barrier C

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately 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.

Barrier 4
Spoiler:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

Powers
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.

Barrier 5
Spoiler:
Large Chest
Barrier B

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

Powers
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.

Random Weapons:
Weapon 1
Spoiler:
Longsword
Weapon C

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Weapon 2
Spoiler:
Boarding Axe
Weapon C

Traits
Axe
Melee
Slashing
Swashbuckling
Basic

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Weapon 3
Spoiler:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Weapon 4
Spoiler:
Main-Gauche
Weapon B

Traits
Knife
Melee
Piercing
Finesse
Offhand
Swashbuckling
Elite

Check
Strength
Melee
5

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2.

Weapon 5
Spoiler:
Shock Musket +1
Weapon 1

Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
Craft
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Random Spells:
Spell 1
Spoiler:
Frostbite
Spell B

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Spell 2
Spoiler:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Fear
Spell B

Traits
Magic
Arcane
Divine
Attack
Mental
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Hydraulic Push
Spell 1

Traits
Magic
Arcane
Divine
Attack
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Strength
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Benevolent Buckler
Armor 1

Traits
Shield
Magic

Check
Constitution
Fortitude
5

Powers
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.

Armor 2
Spoiler:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 3
Spoiler:
Cloth Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Armor 4
Spoiler:
Wooden Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

Powers
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.

Armor 5
Spoiler:
Buckler Gun
Armor B

Traits
Shield
FIrearm
Basic

Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5

Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Random Items:
Item 1
Spoiler:
Spyglass
Item B

Traits
Object

Check
Wisdom
Perception
4

Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Item 2
Spoiler:
Spyglass
Item B

Traits
Object

Check
Wisdom
Perception
4

Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Item 3
Spoiler:
Conch Shell
Item B

Traits
Object
Aquatic
Basic

Check
Wisdom
Perception
5

Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.

Item 4
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Item 5
Spoiler:
Topaz of Strength
Item B

Traits
Object
Magic

Check
Strength
7

Powers
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.

Random Allies:
Ally 1
Spoiler:
Swab
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 2
Spoiler:
Carver
Ally C

Traits
Elf
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 3
Spoiler:
Chanty Singer
Ally B

Traits
Half-Elf
Bard
Elite

Check
Charisma
Diplomacy
6

Powers
Reveal this card to avoid being moved to a location.
Discard this card to explore your location.

Ally 4
Spoiler:
Boatswain
Ally B

Traits
Dwarf
Pirate
Basic

Check
Charisma
Diplomacy
9

Powers
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 5
Spoiler:
Coral Capuchin
Ally 1

Traits
Animal
Aquatic

Check
Wisdom
Survival
6

Powers
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

Random Blessings:
Blessing 1
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 2
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 3
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 4
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 1 Hayato/Chthonicthul

Top of Blessing Discard Pile: Blessing of Besmara

Top Blessing:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.


Blessings Remaining: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 2 Amaryllis)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 2 (Turn 3 Tarlin)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 4 Aric)
Spoiler:
Blessing of Cayden Cailean
Blessing C

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 4 (Turn 5 Mavero)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 5 (Turn 6 Hayato)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
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 Deck Card 6 (Turn 7 Amaryllis)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 7 (Turn 8 Tarlin)
Spoiler:
Blessing of Sivanah
Blessing B

Traits
Divine
Sivanah

Check
Intelligence
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 8 (Turn 9 Aric)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 9 (Turn 10 Mavero)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 10 (Turn 11 Hayato)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 11 (Turn 12 Amaryllis)
Spoiler:
Blessing of Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 12 (Turn 13 Tarlin)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 13 (Turn 14 Aric)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 15 Mavero)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 15 (Turn 16 Hayato)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 16 (Turn 17 Amaryllis)
Spoiler:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Blessings Deck Card 17 (Turn 18 Tarlin)
Spoiler:
Blessing of Achaekek
Blessing C

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 18 (Turn 19 Aric)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 19 (Turn 20 Mavero)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 20 (Turn 21 Hayato)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 21 (Turn 22 Amaryllis)
Spoiler:
Blessing of Milani
Blessing C

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 22 (Turn 23 Tarlin)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 23 (Turn 24 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 24 (Turn 25 Mavero)
Spoiler:
Blessing of Erastil
Blessing C

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 25 (Turn 26 Hayato)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 26 (Turn 27 Amaryllis)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 27 (Turn 28 Tarlin)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 28 (Turn 29 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 29 (Turn 30 Mavero)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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.

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

Fog Bank Card 1:
Man Overboard
Barrier C

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Fog Bank Card 2:
Arron Ivy
Villain Monster 1

Traits
Undead
Ghast

Check
Combat
11
THEN
Combat
13

Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Fog Bank Card 3:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
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.

Fog Bank Card 4:
Merfolk
Monster C

Traits
Merfolk
Aquatic
Basic

Check
Combat
8

Powers
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

Fog Bank Card 5:
Buoyancy
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
3

Powers
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

Fog Bank Card 6:
Kuru
Monster C

Traits
Human
Cannibal
Basic

Check
Combat
10

Powers
If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.

Fog Bank Card 7:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Fog Bank Card 8:
Lookout Duty
Barrier B

Traits
Task
Veteran

Check
Wisdom
Perception
6

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Fog Bank Card 9:
Giant Rock Crab
Monster 1

Traits
Animal
Aquatic

Check
Combat
13

Powers
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.

Fog Bank Card 10:
Fireblade
Spell B

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1

Raker Shoals Card 1:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Raker Shoals Card 2:
Man Overboard
Barrier B

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Raker Shoals Card 3:
Phantasmal Minion
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Raker Shoals Card 4:
Falcata +1
Weapon 1

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Raker Shoals Card 5:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Raker Shoals Card 6:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

Powers
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.

Raker Shoals Card 7:
Chain Mail
Armor C

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Raker Shoals Card 8:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Raker Shoals Card 9:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Raker Shoals Card 10:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:4 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Tarlin

Scar Bay Card 1:
Bloodbug
Monster 1

Traits
Animal
Basic

Check
Combat
9

Powers
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.

Scar Bay Card 2:
Devilfish
Monster 1

Traits
Aberration
Aquatic
Basic

Check
Combat
10

Powers
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.

Scar Bay Card 3:
Bucket Brigade
Barrier C

Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Scar Bay Card 4:
Potion of Fortitude
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Fortitude check.

Scar Bay Card 5:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.

Scar Bay Card 6:
Besmaran Priest
Ally C

Traits
Human
Cleric
Pirate

Check
Divine
Charisma
Diplomacy
6

Powers
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.

Scar Bay Card 7:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 8:
Powder Horn
Item C

Traits
Tool
Alchemical
Basic

Check
Ranged
Intelligence
Craft
6

Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

Scar Bay Card 9:
Zombie
Monster B

Traits
Undead
Zombie
Basic

Check
Combat
9

Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.

Scar Bay Card 10:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Aric

Rocky Cliff Card 1:
Noxious Bomb
Item C

Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Rocky Cliff Card 2:
Tiger Shark
Monster 1

Traits
Animal
Aquatic
Elite

Check
Combat
11

Powers
The Tiger Shark may not be evaded.

Rocky Cliff Card 3:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Rocky Cliff Card 4:
Harpoon Trap
Barrier 1

Traits
Trap
Basic

Check
Dexterity
Acrobatics
9
OR
Disable
6

Powers
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Rocky Cliff Card 5:
Comozant Wyrd
Monster C

Traits
Outsider
Elemental
Incorporeal
Elite

Check
Combat
10

Powers
The Comozant Wyrd is immune to the Cold, Electricity, and Poison traits. All damage dealt by it is electricity damage.
If the check to defeat does not have the Magic trait, the Comozant Wyrd is undefeated.

Rocky Cliff Card 6:
Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Swashbuckling
Basic

Check
Dexterity
Ranged
Craft
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Rocky Cliff Card 7:
Dead Man's Chest
Barrier C

Traits
Cache
Lock
Pirate

Check
Dexterity
Disable
11
OR
Strength
Melee
13

Powers
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.

Rocky Cliff Card 8:
Chain Shirt
Armor B

Traits
Light Armor
Swashbuckling
Basic

Check
Constitution
Fortitude
4

Powers
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.

Rocky Cliff Card 9:
Holy Stone
Spell 1

Traits
Magic
Divine
Attack
Ranged
Elite

Check
Wisdom
Divine
6

Powers
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.

Rocky Cliff Card 10:
Lookout Duty
Barrier B

Traits
Task
Veteran

Check
Wisdom
Perception
6

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:3 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1

Riptide Cove Card 1:
Shackles Pirate
Monster B

Traits
Human
Pirate
Veteran

Check
Combat
9

Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

Riptide Cove Card 2:
Master-at-Arms
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Riptide Cove Card 3:
Bilge Spider Swarm
Monster B

Traits
Animal
Swarm
Basic

Check
Combat
6

Powers
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.

Riptide Cove Card 4:
Large Chest
Barrier B

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

Powers
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.

Riptide Cove Card 5:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Riptide Cove Card 6:
Dolphin
Ally C

Traits
Animal
Aquatic
Elite

Check
Wisdom
Survival
8

Powers
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Riptide Cove Card 7:
Magic Buckler
Armor B

Traits
Shield
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Riptide Cove Card 8:
Dragon Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Elite

Check
Dexterity
Ranged
Craft
9

Powers
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.

Riptide Cove Card 9:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Riptide Cove Card 10:
Alchemist's Fire
Item C

Traits
Liquid
Attack
Fire
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:2 ?:1
Located here: Amaryllis

Sea Caves Card 1:
Vine Choker
Monster 1

Traits
Aberration
Plant
Elite

Check
Combat
10

Powers
The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.

Sea Caves Card 2:
Smuggler
Monster B

Traits
Human
Smuggler
Basic

Check
Combat
9

Powers
Before you act, display a random card from your hand. If undefeated, discard it; if undefeated, bury it.

Sea Caves Card 3:
Dolphin
Ally B

Traits
Animal
Aquatic
Elite

Check
Wisdom
Survival
8

Powers
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Sea Caves Card 4:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Sea Caves Card 5:
Aid
Spell B

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Sea Caves Card 6:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Sea Caves Card 7:
Icy Boarding Pike +1
Weapon B

Traits
Polearm
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Sea Caves Card 8:
Blessing of Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Sea Caves Card 9:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Sea Caves Card 10:
Barroom Brawl
Barrier B

Traits
Skirmish
Veteran

Check
Strength
Melee
Dexterity
5

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Lini

Mangrove Swamp Card 1:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately 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.

Mangrove Swamp Card 2:
Musket
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
Craft
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Mangrove Swamp Card 3:
Saltwater Ogre
Monster C

Traits
Giant
Ogre
Aquatic

Check
Combat
14

Powers
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Mangrove Swamp Card 4:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

Powers
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.

Mangrove Swamp Card 5:
Master Gunner
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Mangrove Swamp Card 6:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Mangrove Swamp Card 7:
Cutlass +1
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 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.

Mangrove Swamp Card 8:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Mangrove Swamp Card 9:
Alchemical Glue
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

Powers
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Mangrove Swamp Card 10:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.


Sorry, I had mistakenly been refreshing the 'discussion' tab all weekend, not the gameplay one, and never saw that we'd posted starting locations. Hayato will start at Riptide Cove. Also, let me know if I am misunderstanding the RP element of the ship, here; if I am understanding correctly, I am sailing on the merchantman alone if no one else is at my location.

I should not be here, Hayato muses somewhat grimly. The high seas are no place for a ronin, true, but more than that - they are a terrible place to bring a horse. Jinfu whinnies almost as if he can read the samurai's thoughts. The noble steed was brave and resourceful, but the endless blue in every direction deeply unsettled the mount. Bits of spray punctuate Hayato's thoughts, seeping through his ceremonial armor and causing the poor man to itch constantly.

Explore Riptide Cove card #1: Shackles Pirate

It is almost with relief that the pair sees a foul pirate trying to climb surreptitiously over the side of the ship. Grateful for something to take his mind off the condition of his kikko armor, Hayato brandishes his pike and move to engage the man.

Combat 9 to defeat Shackles Pirate, revealing Boarding Pike: 1d10 + 2 + 1d8 + 1d4 ⇒ (5) + 2 + (7) + (4) = 18

Hayato skewers the foul little man with distaste, and uses the pike to shovel his now lifeless body overboard. He looks to the sky for portents and sees a falcon overhead. He guides the ship in the direction of the bird, hoping for some luck in exploring these dangerous waters.

Discard Falcon to explore Riptide Cove card #2: Master-at-Arms

From behind him, the samurai hears the master-at-arms come to the deck. Although unused to much banter, Hayato bows to the man, hopeful of gaining allies in this watery place.

Diplomacy 8 to Acquire Master-at-Arms, discarding Blessing of the Samurai 1: 2d6 + 1 ⇒ (1, 1) + 1 = 3

Apparently, however, the man is not familiar with the gesture, and he breaks out in guffaws at sees the ronin bow. Hayato straightens up, turns back to the sea, and pays no more attention to the man.

Reset hand and end turn

Hayato wrote:

Hand: Wakizashi, Boarding Pike, Heavy Wooden Shield, Blessing of the Samurai 3,

Displayed: Jinfu,
Deck: 9 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 4
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
On your first combat check of your turn, add 1d6 ([ ] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Amaryllis' Deck

Note: I'm adjusting my starting location to Fog Bank in order to avoid the start-of-turn check at Sea Caves (Thanks, Mork)

Flip top card of Blessings deck: BotGods

As the Merchantman arrives at Sea Caves from Fog Bank, Amaryllis wonders if the oppressive blanket of fog wasn't more welcoming than the swelling water enveloping the aptly named caves.

Explore Sea Caves Card 1: Vine Choker

Before she could finish that thought, a Vine Choker threatens to envelop her!

Acrobatics 8: 1d8 + 2 ⇒ (8) + 2 = 10

Amaryllis deftly leaps from the grasp of the Choker; however, by the look of it it appears a readied Confusion spell will have no effect. She flails wildly in desparation at the monster.

Discard Amaryllis' BotSpellbound and Tarlin's BoIomedae for 2 extra dice on combat check
Combat 10: 3d6 ⇒ (2, 4, 2) = 8
Undefeated bury cards check: 1d4 ⇒ 4

Her blow misses entirely and the Vine Choker retreats to the depths of the cave, taking a fair amount of goods and equipment with it. Amaryllis' ponders what she's gotten herself into as she regroups.

Ouch! how's that for a first online turn ever? Reset hand and end turn

Amaryllis wrote:

Hand: Confusion, Magical Child, Blessing of the Spellbound 2, Codex, Jinx Eater, Bracers of Protection,

Displayed:
Deck: 4 Discard: 1 Buried: 4
Notes: Blessings available if needed
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Consitution +2
Intelligence d4 [ ] +1 [ ] +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ ] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.


During This Adventure:

During This Scenario:

  • Use the Merchantman as your ship.
  • When  you  encounter  the  henchman  Pirate  Shade  Haunt, display it next to a random character at your location.
  • Stashed Plunder: 1 Weapon
Merchantman:

Merchantman
Ship Class 0

Check To Defeat:
Wisdom
5
OR
Perception
7

Check To Repair:
Craft
6

When Encountering:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

When Commanding:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

When Commanding (Wrecked):
If you fail to defeat a bane that has the Pirate trait, bury a card.


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Crab Swarm
Monster B

Traits
Animal
Aquatic
Swarm
Basic

Check
Combat
8

Powers
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Monster 2
Spoiler:
Marine
Monster B

Traits
Human
Warrior
Veteran

Check
Combat
8

Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

Monster 3
Spoiler:
Shackled Sorcerer
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.

Monster 4
Spoiler:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.

Monster 5
Spoiler:
Shackles Pirate
Monster B

Traits
Human
Pirate
Veteran

Check
Combat
9

Powers
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.

Random Barriers:
Barrier 1
Spoiler:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

Powers
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.

Barrier 2
Spoiler:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Barrier 3
Spoiler:
Treasure Hunt
Barrier B

Traits
Cache
Task
Veteran

Check
Intelligence
Knowledge
7

Powers
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. Then banish this barrier.

Barrier 4
Spoiler:
Drowning Spikes Trap
Barrier 1

Traits
Trap
Aquatic

Check
Dexterity
Disable
7

Powers
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

Barrier 5
Spoiler:
Treasure Hunt
Barrier C

Traits
Cache
Task
Veteran

Check
Intelligence
Knowledge
7

Powers
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. Then banish this barrier.

Random Weapons:
Weapon 1
Spoiler:
Falcata
Weapon B

Traits
Sword
Melee
Slashing
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Weapon 2
Spoiler:
Boarding Axe
Weapon B

Traits
Axe
Melee
Slashing
Swashbuckling
Basic

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Weapon 3
Spoiler:
Longbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Weapon 4
Spoiler:
Animalbane Dagger +1
Weapon 1

Traits
Knife
Ranged
Piercing
Magic

Check
Dexterity
Ranged
7

Powers
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.

Weapon 5
Spoiler:
Cat-o'-Nine-Tails
Weapon B

Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Elite

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Random Spells:
Spell 1
Spoiler:
Illuminate
Spell 1

Traits
Magic
Arcane
Divine
Attack
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
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.

Spell 2
Spoiler:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Arcane Armor
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
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.

Spell 5
Spoiler:
Call Weapon
Spell B

Traits
Magic
Arcane
Divine
Elite

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
Bury this card to search the deck of a character at your location for a weapon and give it to any character.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Cloth Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Armor 2
Spoiler:
Wooden Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

Powers
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.

Armor 3
Spoiler:
Leather Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
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 proficient with light armors, bury it instead.

Armor 4
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
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 proficient with light armors, bury it instead.

Armor 5
Spoiler:
Magic Chain Shirt
Armor B

Traits
Light Armor
Magic
Swashbuckling
Elite

Check
Constitution
Fortitude
5

Powers
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.

Random Items:
Item 1
Spoiler:
Potion of Fortitude
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Fortitude check.

Item 2
Spoiler:
Potion of Heroism
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

Powers
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

Item 3
Spoiler:
Tot Flask
Item B

Traits
Object
Alchemical

Check
Intelligence
Craft
6

Powers
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

Item 4
Spoiler:
Onyx of Constitution
Item B

Traits
Object
Magic

Check
Constitution
7

Powers
Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.

Item 5
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Random Allies:
Ally 1
Spoiler:
Carver
Ally B

Traits
Elf
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 2
Spoiler:
Captain
Ally B

Traits
Human
Captain
Pirate
Basic

Check
Constitution
Fortitude
4
THEN
Charisma
Diplomacy
6

Powers
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 noncombat checks during this exploration.

Ally 3
Spoiler:
Surgeon
Ally B

Traits
Human
Surgeon
Elite

Check
Charisma
Diplomacy
6

Powers
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.

Ally 4
Spoiler:
Parrot
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
7

Powers
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.

Ally 5
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Sivanah
Blessing B

Traits
Divine
Sivanah

Check
Intelligence
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 2
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 3
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 4
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 3 Tarlin/Thunderspirit

Top of Blessing Discard Pile: Blessing of Erastil

Top Blessing:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Blessings Remaining: 27
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 4 Aric)
Spoiler:
Blessing of Cayden Cailean
Blessing C

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 2 (Turn 5 Mavero)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 3 (Turn 6 Hayato)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
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 Deck Card 4 (Turn 7 Amaryllis)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 5 (Turn 8 Tarlin)
Spoiler:
Blessing of Sivanah
Blessing B

Traits
Divine
Sivanah

Check
Intelligence
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 6 (Turn 9 Aric)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 7 (Turn 10 Mavero)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 8 (Turn 11 Hayato)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 9 (Turn 12 Amaryllis)
Spoiler:
Blessing of Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 10 (Turn 13 Tarlin)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 11 (Turn 14 Aric)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 12 (Turn 15 Mavero)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 13 (Turn 16 Hayato)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 14 (Turn 17 Amaryllis)
Spoiler:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Blessings Deck Card 15 (Turn 18 Tarlin)
Spoiler:
Blessing of Achaekek
Blessing C

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 16 (Turn 19 Aric)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 17 (Turn 20 Mavero)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 18 (Turn 21 Hayato)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 22 Amaryllis)
Spoiler:
Blessing of Milani
Blessing C

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 20 (Turn 23 Tarlin)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 21 (Turn 24 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 22 (Turn 25 Mavero)
Spoiler:
Blessing of Erastil
Blessing C

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 23 (Turn 26 Hayato)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 24 (Turn 27 Amaryllis)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 25 (Turn 28 Tarlin)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 26 (Turn 29 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 27 (Turn 30 Mavero)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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.

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

Fog Bank Card 1:
Man Overboard
Barrier C

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Fog Bank Card 2:
Arron Ivy
Villain Monster 1

Traits
Undead
Ghast

Check
Combat
11
THEN
Combat
13

Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Fog Bank Card 3:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
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.

Fog Bank Card 4:
Merfolk
Monster C

Traits
Merfolk
Aquatic
Basic

Check
Combat
8

Powers
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

Fog Bank Card 5:
Buoyancy
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
3

Powers
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

Fog Bank Card 6:
Kuru
Monster C

Traits
Human
Cannibal
Basic

Check
Combat
10

Powers
If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.

Fog Bank Card 7:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Fog Bank Card 8:
Lookout Duty
Barrier B

Traits
Task
Veteran

Check
Wisdom
Perception
6

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Fog Bank Card 9:
Giant Rock Crab
Monster 1

Traits
Animal
Aquatic

Check
Combat
13

Powers
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.

Fog Bank Card 10:
Fireblade
Spell B

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1

Raker Shoals Card 1:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Raker Shoals Card 2:
Man Overboard
Barrier B

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Raker Shoals Card 3:
Phantasmal Minion
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Raker Shoals Card 4:
Falcata +1
Weapon 1

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Raker Shoals Card 5:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Raker Shoals Card 6:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

Powers
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.

Raker Shoals Card 7:
Chain Mail
Armor C

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Raker Shoals Card 8:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Raker Shoals Card 9:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Raker Shoals Card 10:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:4 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Tarlin

Scar Bay Card 1:
Bloodbug
Monster 1

Traits
Animal
Basic

Check
Combat
9

Powers
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.

Scar Bay Card 2:
Devilfish
Monster 1

Traits
Aberration
Aquatic
Basic

Check
Combat
10

Powers
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.

Scar Bay Card 3:
Bucket Brigade
Barrier C

Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Scar Bay Card 4:
Potion of Fortitude
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Fortitude check.

Scar Bay Card 5:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.

Scar Bay Card 6:
Besmaran Priest
Ally C

Traits
Human
Cleric
Pirate

Check
Divine
Charisma
Diplomacy
6

Powers
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.

Scar Bay Card 7:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 8:
Powder Horn
Item C

Traits
Tool
Alchemical
Basic

Check
Ranged
Intelligence
Craft
6

Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

Scar Bay Card 9:
Zombie
Monster B

Traits
Undead
Zombie
Basic

Check
Combat
9

Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.

Scar Bay Card 10:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Aric

Rocky Cliff Card 1:
Noxious Bomb
Item C

Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Rocky Cliff Card 2:
Tiger Shark
Monster 1

Traits
Animal
Aquatic
Elite

Check
Combat
11

Powers
The Tiger Shark may not be evaded.

Rocky Cliff Card 3:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Rocky Cliff Card 4:
Harpoon Trap
Barrier 1

Traits
Trap
Basic

Check
Dexterity
Acrobatics
9
OR
Disable
6

Powers
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Rocky Cliff Card 5:
Comozant Wyrd
Monster C

Traits
Outsider
Elemental
Incorporeal
Elite

Check
Combat
10

Powers
The Comozant Wyrd is immune to the Cold, Electricity, and Poison traits. All damage dealt by it is electricity damage.
If the check to defeat does not have the Magic trait, the Comozant Wyrd is undefeated.

Rocky Cliff Card 6:
Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Swashbuckling
Basic

Check
Dexterity
Ranged
Craft
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Rocky Cliff Card 7:
Dead Man's Chest
Barrier C

Traits
Cache
Lock
Pirate

Check
Dexterity
Disable
11
OR
Strength
Melee
13

Powers
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.

Rocky Cliff Card 8:
Chain Shirt
Armor B

Traits
Light Armor
Swashbuckling
Basic

Check
Constitution
Fortitude
4

Powers
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.

Rocky Cliff Card 9:
Holy Stone
Spell 1

Traits
Magic
Divine
Attack
Ranged
Elite

Check
Wisdom
Divine
6

Powers
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.

Rocky Cliff Card 10:
Lookout Duty
Barrier B

Traits
Task
Veteran

Check
Wisdom
Perception
6

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Hayato

Riptide Cove Card 1:
Bilge Spider Swarm
Monster B

Traits
Animal
Swarm
Basic

Check
Combat
6

Powers
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.

Riptide Cove Card 2:
Large Chest
Barrier B

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

Powers
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.

Riptide Cove Card 3:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Riptide Cove Card 4:
Dolphin
Ally C

Traits
Animal
Aquatic
Elite

Check
Wisdom
Survival
8

Powers
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Riptide Cove Card 5:
Magic Buckler
Armor B

Traits
Shield
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Riptide Cove Card 6:
Dragon Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Elite

Check
Dexterity
Ranged
Craft
9

Powers
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.

Riptide Cove Card 7:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Riptide Cove Card 8:
Alchemist's Fire
Item C

Traits
Liquid
Attack
Fire
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:2 ?:1
Located here: Amaryllis
Notes: Vine Choker

Sea Caves Card 1:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Sea Caves Card 2:
Icy Boarding Pike +1
Weapon B

Traits
Polearm
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Sea Caves Card 3:
Dolphin
Ally B

Traits
Animal
Aquatic
Elite

Check
Wisdom
Survival
8

Powers
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Sea Caves Card 4:
Aid
Spell B

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Sea Caves Card 5:
Barroom Brawl
Barrier B

Traits
Skirmish
Veteran

Check
Strength
Melee
Dexterity
5

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Sea Caves Card 6:
Vine Choker
Monster 1

Traits
Aberration
Plant
Elite

Check
Combat
10

Powers
The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.

Sea Caves Card 7:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Sea Caves Card 8:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Sea Caves Card 9:
Smuggler
Monster B

Traits
Human
Smuggler
Basic

Check
Combat
9

Powers
Before you act, display a random card from your hand. If undefeated, discard it; if undefeated, bury it.

Sea Caves Card 10:
Blessing of Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Lini

Mangrove Swamp Card 1:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately 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.

Mangrove Swamp Card 2:
Musket
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
Craft
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Mangrove Swamp Card 3:
Saltwater Ogre
Monster C

Traits
Giant
Ogre
Aquatic

Check
Combat
14

Powers
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Mangrove Swamp Card 4:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

Powers
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.

Mangrove Swamp Card 5:
Master Gunner
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Mangrove Swamp Card 6:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Mangrove Swamp Card 7:
Cutlass +1
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 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.

Mangrove Swamp Card 8:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Mangrove Swamp Card 9:
Alchemical Glue
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

Powers
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Mangrove Swamp Card 10:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.


Tarlin deck | Shirt Reroll 0-6E Used: N

Ouch indeed. :-(

Tarlin shakes his head just thinking about it. Take a sea voyage, they said. See the world differently, they said. Salt air is good for the lungs, they said. Not so much for armor, though. Last time I sit through one of those sales pitches...

His time aboard the Merchantman hasn't been all bad, but the bugs have been just awful. Shortly he realizes that the buzzing he hears is now much louder than should be expected, as the largest mosquito Tarlin has ever seen emerges over the edge of the deck!

Reveal then discard Longsword 1. 95% chance is better than a 74% chance!

Combat 9: 1d10 + 2 + 1d8 + 1d6 ⇒ (1) + 2 + (8) + (5) = 16 success

Tarlin calmly squashes the oversized bug with his longsword, then drops in in disgust as the ichor erupts all over it, and all over him. Ugh.

Reset hand and end turn.

Tarlin wrote:

Hand: Blessing of the Gods 3, Cure 1, Longsword 2, Chain Mail,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes: Blessing available if needed.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Melee: STR +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: CON +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Divine: WIS +1
Charisma d6 [ ] +1 [ ] +2

Favored Card: Weapon
Hand Size 4
Proficient with: Lt Armor, Hv Armor, Weapons
Powers:
* Instead of your first exploration on a turn, you may reveal a weapon that has the 2-handed trait or a blessing to choose a character at your location. Shuffle 1d4+1 random cards from her discard pile into her deck, then discard the card you revealed.
* You may discard an armor to return a weapon from your discard pile to your hand.
<Power 3>
<Power 4>
<Power 5>


Character Deck Upgrade Prefs: Blessing 3/2 > Weapon 3 > Item 3 > Armor 3 > Ally 3/2

Fine predicament you've gotten yourself into now, my old man! Aric muses to himself as he stands at the rail of the ship looking up at the towering rocks of the cliff face ahead. All messed up with a band of mutinous pirates! That'd be right! Try and get away from all the violence and madness in Galt and end up lost at sea with the most bloodthirsty bunch of scoundrels you'd ever hope not to meet!

For a moment he half hopes the ship will drift just a bit closer to the rocks and put this all to an end but then he laughs into the wind. No, it's fitting really, the chaos of the city and politics and now the chaos of the wide open sea, it almost seems tame in comparison...and at least those other lot are alright, perhaps between us we can actually do some good out here, once we figure out how to deal with those blasted pirates!

Explore

Aric's hears something rolling across the deck at his feet. The sound of tinkling glass. "What's this then? Ha! Might actually come in useful!"

Noxious Bomb:

Item C

Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Intelligence DC5: 1d8 ⇒ 2

"Ha, too good to be true. I should have known!" the vial proves to be empty, no doubt discarded by one of the pirates.

"Go and have a look around and be prepared for anything!" Aric retrieves a small clockwork machine from his pocket and sends it on its way.

Dislay Clockwork Spy to examine the top card of the location deck.

Tiger Shark:

Monster 1

Traits
Animal
Aquatic
Elite

Check
Combat
11

Powers
The Tiger Shark may not be evaded.

The little automaton comes skittering back in a hurry and Aric turns to see what caused it to get so alarmed. A large shark bursts out of the water and crashes into the side of the ship. "Ok then! This could get nasty. Nothing the Red Raven can't handle, though!" Aric takes a moment to make sure no-one is looking as he ducks into a room to change into his other outfit.

No weapons in hand at moment, so won't take the free explore. I'll be ready for it next turn.
End Turn. Reset Hand.

Aric/The Red Raven wrote:

Hand: Blessing of the Spy, Metamorph, Mask of the Red Raven, Patrician's Armor, Gambeson, Signal Whistle,

Displayed: Clockwork Spy,
Deck: 7 Discard: 0 Buried: 0
Notes: Use Blessings for henchman/villain checks, to close locations or to avoid hairy situations as needed.
Sideboard cards:

Skills and Powers:
SKILLS

Aric
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Knowledge: Intelligence +2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Diplomacy: Charisma +3

Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

The Red Raven
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d4 [ ]+1

Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([ ] or turn) you may examine the top card of your location deck. ([ ] If its a monster, you may encounter it).


Add 4 to any combat check by a character at your location against a card that has the Aquatic trait (X or any check by that character against a ship). Linis deckhandler One Die bump. Reroll available

Lini flips blessing of the gods and steers the ship to the sea caves

"Mavarao said there was some problems with vines here" Lini says to Amaryllis as she poke around

"Well not a fan of heavy metal but this might be useful to someone"

She picks up some chain mail (fort 3 1d8+2)

Discards frilled lizard to explore and shuffles it into her deck instead of discarding

"OO now that is cool Bear and crow give me strength and prove me no fool

strength 10: 1d12 + 1d6 ⇒ (10) + (3) = 13

Discarding chain mail for d12 strength rechargeshuffling crow

Discards Blessing of the gods to explore again

Finds a dolphin

survival 8: 1d10 + 2 ⇒ (9) + 2 = 11

Dolphin acquired Turn done reset hand

Lini wrote:

Hand: BotSpelbound, Dolphin, Walking stick, icy longspear +1, Conch shell,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Blessings available
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d6 [ ]+1 [ ]+2 [ ]+3
Constitution d8 [ ]+1 [ ]+2 [ ] +3
Fortitude +2 d8+2
Intelligence d6 [ ]+1
Wisdom d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Divine +2 d10+2
Survival +2 d10+2
Charisma d8 [ ]+1

Hand Size 5 [ ] 6
Light Armors [ ] Weapons [ ]
Powers:
When you play an ally that has the animal trait, if you would discard recharge or bury it 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 you may recharge it instead


During This Adventure:

During This Scenario:

  • Use the Merchantman as your ship.
  • When  you  encounter  the  henchman  Pirate  Shade  Haunt, display it next to a random character at your location.
  • Stashed Plunder: 1 Weapon
Merchantman:

Merchantman
Ship Class 0

Check To Defeat:
Wisdom
5
OR
Perception
7

Check To Repair:
Craft
6

When Encountering:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

When Commanding:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

When Commanding (Wrecked):
If you fail to defeat a bane that has the Pirate trait, bury a card.


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Skeleton
Monster C

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Monster 2
Spoiler:
Giant Frog
Monster 1

Traits
Animal
Basic

Check
Combat
9

Powers
A random character at your location encounters the Giant Frog.
If the check to defeat has the Electricity trait, add 1d8 to it.

Monster 3
Spoiler:
Crab Swarm
Monster B

Traits
Animal
Aquatic
Swarm
Basic

Check
Combat
8

Powers
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Monster 4
Spoiler:
Giant Rock Crab
Monster 1

Traits
Animal
Aquatic

Check
Combat
13

Powers
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.

Monster 5
Spoiler:
Marine
Monster B

Traits
Human
Warrior
Veteran

Check
Combat
8

Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

Random Barriers:
Barrier 1
Spoiler:
Treasure Hunt
Barrier B

Traits
Cache
Task
Veteran

Check
Intelligence
Knowledge
7

Powers
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. Then banish this barrier.

Barrier 2
Spoiler:
Hull Damage
Barrier 1

Traits
Obstacle
Aquatic
Veteran

Check
Intelligence
Craft
6

Powers
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.

Barrier 3
Spoiler:
Goose in the Rigging
Barrier 1

Traits
Task
Elite

Check
Intelligence
Craft
7

Powers
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.

Barrier 4
Spoiler:
Drowning Spikes Trap
Barrier 1

Traits
Trap
Aquatic

Check
Dexterity
Disable
7

Powers
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

Barrier 5
Spoiler:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately 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.

Random Weapons:
Weapon 1
Spoiler:
Harpoon
Weapon C

Traits
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite

Check
Dexterity
Ranged
7

Powers
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.

Weapon 2
Spoiler:
Pistol +1
Weapon B

Traits
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite

Check
Dexterity
Ranged
Craft
8

Powers
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.

Weapon 3
Spoiler:
Sap
Weapon B

Traits
Club
Melee
Bludgeoning
Basic

Check
Strength
Melee
6

Powers
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

Weapon 4
Spoiler:
Cutlass +1
Weapon C

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 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.

Weapon 5
Spoiler:
Cutlass +1
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 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.

Random Spells:
Spell 1
Spoiler:
Magic Weapon
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
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.

Spell 2
Spoiler:
Fireblade
Spell C

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Strength
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Illuminate
Spell 1

Traits
Magic
Arcane
Divine
Attack
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
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.

Spell 5
Spoiler:
Instant Armor
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
3

Powers
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Magic Chain Shirt
Armor B

Traits
Light Armor
Magic
Swashbuckling
Elite

Check
Constitution
Fortitude
5

Powers
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.

Armor 2
Spoiler:
Fortified Leather Armor
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 3
Spoiler:
Wooden Armor
Armor C

Traits
Light Armor
Swashbuckling
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Armor 4
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
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 proficient with light armors, bury it instead.

Armor 5
Spoiler:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

Powers
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.

Random Items:
Item 1
Spoiler:
Ring of Wave Walking
Item 1

Traits
Accessory
Magic
Aquatic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

Item 2
Spoiler:
Rum Bottle
Item C

Traits
Object
Liquid
Basic

Check
Constitution
Fortitude
7
OR
Craft
5

Powers
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.

Item 3
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Item 4
Spoiler:
Tot Flask
Item B

Traits
Object
Alchemical

Check
Intelligence
Craft
6

Powers
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

Item 5
Spoiler:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Random Allies:
Ally 1
Spoiler:
Barefoot Samms Toppin
Ally B

Traits
Human
Rogue
Pirate

Check
Charisma
Diplomacy
8

Powers
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 2
Spoiler:
Quartermaster
Ally C

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 3
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 4
Spoiler:
Snow Leopard
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.

Ally 5
Spoiler:
Joseph "Jack" Scrimshaw
Ally C

Traits
Human
Pirate

Check
Charisma
Diplomacy
6

Powers
Reveal this card to add 1d10 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 2
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 3
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 4
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 6 Hayato/Chthonicthul

Top of Blessing Discard Pile: Blessing of Pharasma

Top Blessing:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
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: 24
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 7 Amaryllis)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 2 (Turn 8 Tarlin)
Spoiler:
Blessing of Sivanah
Blessing B

Traits
Divine
Sivanah

Check
Intelligence
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 9 Aric)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 4 (Turn 10 Lini)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 5 (Turn 11 Hayato)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 6 (Turn 12 Amaryllis)
Spoiler:
Blessing of Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 7 (Turn 13 Tarlin)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 8 (Turn 14 Aric)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 9 (Turn 15 Lini)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 10 (Turn 16 Hayato)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 11 (Turn 17 Amaryllis)
Spoiler:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Blessings Deck Card 12 (Turn 18 Tarlin)
Spoiler:
Blessing of Achaekek
Blessing C

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 13 (Turn 19 Aric)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 14 (Turn 20 Lini)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 15 (Turn 21 Hayato)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 16 (Turn 22 Amaryllis)
Spoiler:
Blessing of Milani
Blessing C

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 17 (Turn 23 Tarlin)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 18 (Turn 24 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 25 Lini)
Spoiler:
Blessing of Erastil
Blessing C

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 20 (Turn 26 Hayato)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 21 (Turn 27 Amaryllis)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 22 (Turn 28 Tarlin)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 23 (Turn 29 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 24 (Turn 30 Lini)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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.

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

Fog Bank Card 1:
Man Overboard
Barrier C

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Fog Bank Card 2:
Arron Ivy
Villain Monster 1

Traits
Undead
Ghast

Check
Combat
11
THEN
Combat
13

Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Fog Bank Card 3:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
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.

Fog Bank Card 4:
Merfolk
Monster C

Traits
Merfolk
Aquatic
Basic

Check
Combat
8

Powers
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

Fog Bank Card 5:
Buoyancy
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
3

Powers
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

Fog Bank Card 6:
Kuru
Monster C

Traits
Human
Cannibal
Basic

Check
Combat
10

Powers
If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.

Fog Bank Card 7:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Fog Bank Card 8:
Lookout Duty
Barrier B

Traits
Task
Veteran

Check
Wisdom
Perception
6

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Fog Bank Card 9:
Giant Rock Crab
Monster 1

Traits
Animal
Aquatic

Check
Combat
13

Powers
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.

Fog Bank Card 10:
Fireblade
Spell B

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1

Raker Shoals Card 1:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Raker Shoals Card 2:
Man Overboard
Barrier B

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Raker Shoals Card 3:
Phantasmal Minion
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Raker Shoals Card 4:
Falcata +1
Weapon 1

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Raker Shoals Card 5:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Raker Shoals Card 6:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

Powers
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.

Raker Shoals Card 7:
Chain Mail
Armor C

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Raker Shoals Card 8:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Raker Shoals Card 9:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Raker Shoals Card 10:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:3 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Tarlin

Scar Bay Card 1:
Devilfish
Monster 1

Traits
Aberration
Aquatic
Basic

Check
Combat
10

Powers
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.

Scar Bay Card 2:
Bucket Brigade
Barrier C

Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Scar Bay Card 3:
Potion of Fortitude
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Fortitude check.

Scar Bay Card 4:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.

Scar Bay Card 5:
Besmaran Priest
Ally C

Traits
Human
Cleric
Pirate

Check
Divine
Charisma
Diplomacy
6

Powers
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.

Scar Bay Card 6:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 7:
Powder Horn
Item C

Traits
Tool
Alchemical
Basic

Check
Ranged
Intelligence
Craft
6

Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

Scar Bay Card 8:
Zombie
Monster B

Traits
Undead
Zombie
Basic

Check
Combat
9

Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.

Scar Bay Card 9:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Aric

Rocky Cliff Card 1 - Tiger Shark:
Tiger Shark
Monster 1

Traits
Animal
Aquatic
Elite

Check
Combat
11

Powers
The Tiger Shark may not be evaded.

Rocky Cliff Card 2:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Rocky Cliff Card 3:
Harpoon Trap
Barrier 1

Traits
Trap
Basic

Check
Dexterity
Acrobatics
9
OR
Disable
6

Powers
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Rocky Cliff Card 4:
Comozant Wyrd
Monster C

Traits
Outsider
Elemental
Incorporeal
Elite

Check
Combat
10

Powers
The Comozant Wyrd is immune to the Cold, Electricity, and Poison traits. All damage dealt by it is electricity damage.
If the check to defeat does not have the Magic trait, the Comozant Wyrd is undefeated.

Rocky Cliff Card 5:
Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Swashbuckling
Basic

Check
Dexterity
Ranged
Craft
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Rocky Cliff Card 6:
Dead Man's Chest
Barrier C

Traits
Cache
Lock
Pirate

Check
Dexterity
Disable
11
OR
Strength
Melee
13

Powers
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.

Rocky Cliff Card 7:
Chain Shirt
Armor B

Traits
Light Armor
Swashbuckling
Basic

Check
Constitution
Fortitude
4

Powers
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.

Rocky Cliff Card 8:
Holy Stone
Spell 1

Traits
Magic
Divine
Attack
Ranged
Elite

Check
Wisdom
Divine
6

Powers
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.

Rocky Cliff Card 9:
Lookout Duty
Barrier B

Traits
Task
Veteran

Check
Wisdom
Perception
6

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Hayato

Riptide Cove Card 1:
Bilge Spider Swarm
Monster B

Traits
Animal
Swarm
Basic

Check
Combat
6

Powers
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.

Riptide Cove Card 2:
Large Chest
Barrier B

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

Powers
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.

Riptide Cove Card 3:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Riptide Cove Card 4:
Dolphin
Ally C

Traits
Animal
Aquatic
Elite

Check
Wisdom
Survival
8

Powers
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Riptide Cove Card 5:
Magic Buckler
Armor B

Traits
Shield
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Riptide Cove Card 6:
Dragon Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Elite

Check
Dexterity
Ranged
Craft
9

Powers
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.

Riptide Cove Card 7:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Riptide Cove Card 8:
Alchemist's Fire
Item C

Traits
Liquid
Attack
Fire
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:1
Located here: Amaryllis, Lini
Notes: Vine Choker

Sea Caves Card 1:
Aid
Spell B

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Sea Caves Card 2:
Barroom Brawl
Barrier B

Traits
Skirmish
Veteran

Check
Strength
Melee
Dexterity
5

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Sea Caves Card 3:
Vine Choker
Monster 1

Traits
Aberration
Plant
Elite

Check
Combat
10

Powers
The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.

Sea Caves Card 4:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Sea Caves Card 5:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Sea Caves Card 6:
Smuggler
Monster B

Traits
Human
Smuggler
Basic

Check
Combat
9

Powers
Before you act, display a random card from your hand. If undefeated, discard it; if undefeated, bury it.

Sea Caves Card 7:
Blessing of Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

Mangrove Swamp Card 1:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately 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.

Mangrove Swamp Card 2:
Musket
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
Craft
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Mangrove Swamp Card 3:
Saltwater Ogre
Monster C

Traits
Giant
Ogre
Aquatic

Check
Combat
14

Powers
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Mangrove Swamp Card 4:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

Powers
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.

Mangrove Swamp Card 5:
Master Gunner
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Mangrove Swamp Card 6:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Mangrove Swamp Card 7:
Cutlass +1
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 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.

Mangrove Swamp Card 8:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Mangrove Swamp Card 9:
Alchemical Glue
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

Powers
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Mangrove Swamp Card 10:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.


Explore Roptide Cove card #1: Bilge Spider Swarm

With a few free moments, the samurai goes to inspect the bilge. It it positively swarmed with tiny spiders! Hayato lays about with his polearm, trying to smash the foul things to oblivion.

Combat 10 to defeat Bilge Spider Swarm, revealing Boarding Pike: 1d10 + 2 + 1d8 + 1d4 ⇒ (2) + 2 + (3) + (2) = 9

Dang, there's some terrible rolling

There are just too many of them, though, and few scurry up the samurai's arm and sting the exposed flesh of his neck.

Discard Wakizashi for damage.
Discard Blessing of the Samurai 3 to explore random Riptide Cove card.
Random Riptide Cove card: 1d8 ⇒ 3
So, Skeleton

As Hayato is ministering to the tiny stings on his neck, a rattle behind him alerts him that he is not as alone as he thought. He turns to see an animated skeleton advancing! He quickly hefts his pike and tries to push the thing overboard.

Combat 11 to defeat Skeleton, revealing Boarding Pike: 1d10 + 2 + 1d8 + 1d4 ⇒ (8) + 2 + (2) + (2) = 14

The thing plunges into the brine without a sound. The samurai is left to wonder - how did it get aboard? And are there more?

Reset hand and end turn, discarding Heavy Wooden Shield as free discard.

Hayato wrote:

Hand: Wakizashi, Boarding Pike, Nine-Ring Sword, Emissary,

Displayed: Jinfu,
Deck: 7 Discard: 5 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 4
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
On your first combat check of your turn, add 1d6 ([ ] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Hayato missed his extra d6 from his character power on that first combat check. I'll just roll it quick, and then update the game state accordingly:
Bilge Spider Swarm Combat 10/14: 9 + 1d6 ⇒ 9 + (5) = 14 Defeated, and banished.

That means that Hayato still has his Wakizashi in hand as well.


During This Adventure:

During This Scenario:

  • Use the Merchantman as your ship.
  • When  you  encounter  the  henchman  Pirate  Shade  Haunt, display it next to a random character at your location.
  • Stashed Plunder: 1 Weapon
Merchantman:

Merchantman
Ship Class 0

Check To Defeat:
Wisdom
5
OR
Perception
7

Check To Repair:
Craft
6

When Encountering:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

When Commanding:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

When Commanding (Wrecked):
If you fail to defeat a bane that has the Pirate trait, bury a card.


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Siren Caller
Monster B

Traits
Siren
Aquatic
Veteran

Check
Wisdom
8

Powers
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.

Monster 2
Spoiler:
Dire Rat
Monster B

Traits
Animal
Basic

Check
Combat
8
OR
Dexterity
Stealth
6

Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.

Monster 3
Spoiler:
Marine
Monster B

Traits
Human
Warrior
Veteran

Check
Combat
8

Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

Monster 4
Spoiler:
Shackles Pirate
Monster C

Traits
Human
Pirate
Veteran

Check
Combat
9

Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

Monster 5
Spoiler:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Random Barriers:
Barrier 1
Spoiler:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

Powers
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.

Barrier 2
Spoiler:
Harpoon Trap
Barrier 1

Traits
Trap
Basic

Check
Dexterity
Acrobatics
9
OR
Disable
6

Powers
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Barrier 3
Spoiler:
Treasure Hunt
Barrier B

Traits
Cache
Task
Veteran

Check
Intelligence
Knowledge
7

Powers
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. Then banish this barrier.

Barrier 4
Spoiler:
Barroom Brawl
Barrier B

Traits
Skirmish
Veteran

Check
Strength
Melee
Dexterity
5

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Barrier 5
Spoiler:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Random Weapons:
Weapon 1
Spoiler:
Boarding Axe
Weapon B

Traits
Axe
Melee
Slashing
Swashbuckling
Basic

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Weapon 2
Spoiler:
Cutlass +1
Weapon C

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 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.

Weapon 3
Spoiler:
Longsword
Weapon B

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Weapon 4
Spoiler:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Weapon 5
Spoiler:
Shortbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Random Spells:
Spell 1
Spoiler:
Cure
Spell C

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
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.

Spell 2
Spoiler:
Call Weapon
Spell B

Traits
Magic
Arcane
Divine
Elite

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
Bury this card to search the deck of a character at your location for a weapon and give it to any character.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Force Missile
Spell B

Traits
Magic
Arcane
Attack
Force
Basic

Check
Intelligence
Arcane
4

Powers
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.

Spell 5
Spoiler:
Inflict
Spell B

Traits
Magic
Divine
Attack
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 2
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
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 proficient with light armors, bury it instead.

Armor 3
Spoiler:
Cloth Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Armor 4
Spoiler:
Magic Chain Shirt
Armor B

Traits
Light Armor
Magic
Swashbuckling
Elite

Check
Constitution
Fortitude
5

Powers
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.

Armor 5
Spoiler:
Chain Shirt
Armor B

Traits
Light Armor
Swashbuckling
Basic

Check
Constitution
Fortitude
4

Powers
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.

Random Items:
Item 1
Spoiler:
Potion of Glibness
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Diplomacy check.

Item 2
Spoiler:
Old Salt's Bandana
Item B

Traits
Accessory
Swashbuckling
Elite

Check
Wisdom
Survival
4

Powers
Reveal this card to add the Swashbuckling trait to your check.

Item 3
Spoiler:
Onyx of Constitution
Item B

Traits
Object
Magic

Check
Constitution
7

Powers
Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.

Item 4
Spoiler:
Eye Patch
Item B

Traits
Accessory
Swashbuckling
Basic

Check
Charisma
Dexterity
5

Powers
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

Item 5
Spoiler:
Masterwork Tools
Item B

Traits
Tool
Elite

Check
Dexterity
Disable
7

Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Random Allies:
Ally 1
Spoiler:
Dodo
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
5

Powers
Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

Ally 2
Spoiler:
Old Salt
Ally B

Traits
Human
Veteran

Check
Charisma
Diplomacy
7

Powers
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.

Ally 3
Spoiler:
Master-at-Arms
Ally C

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 4
Spoiler:
Swab
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 5
Spoiler:
Boatswain
Ally B

Traits
Dwarf
Pirate
Basic

Check
Charisma
Diplomacy
9

Powers
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Random Blessings:
Blessing 1
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 2
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 3
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 4
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 5
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
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.

Turn: 7 Amaryllis/WilderRedbeard

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current 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:
Blessings Deck Card 1 (Turn 8 Tarlin)
Spoiler:
Blessing of Sivanah
Blessing B

Traits
Divine
Sivanah

Check
Intelligence
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 2 (Turn 9 Aric)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 10 Lini)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 4 (Turn 11 Hayato)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 5 (Turn 12 Amaryllis)
Spoiler:
Blessing of Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 6 (Turn 13 Tarlin)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 7 (Turn 14 Aric)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 8 (Turn 15 Lini)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 9 (Turn 16 Hayato)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 10 (Turn 17 Amaryllis)
Spoiler:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Blessings Deck Card 11 (Turn 18 Tarlin)
Spoiler:
Blessing of Achaekek
Blessing C

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 12 (Turn 19 Aric)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 13 (Turn 20 Lini)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 21 Hayato)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 15 (Turn 22 Amaryllis)
Spoiler:
Blessing of Milani
Blessing C

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 16 (Turn 23 Tarlin)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 17 (Turn 24 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 18 (Turn 25 Lini)
Spoiler:
Blessing of Erastil
Blessing C

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 26 Hayato)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 20 (Turn 27 Amaryllis)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 21 (Turn 28 Tarlin)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 22 (Turn 29 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 23 (Turn 30 Lini)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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.

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

Fog Bank Card 1:
Man Overboard
Barrier C

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Fog Bank Card 2:
Arron Ivy
Villain Monster 1

Traits
Undead
Ghast

Check
Combat
11
THEN
Combat
13

Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Fog Bank Card 3:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
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.

Fog Bank Card 4:
Merfolk
Monster C

Traits
Merfolk
Aquatic
Basic

Check
Combat
8

Powers
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

Fog Bank Card 5:
Buoyancy
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
3

Powers
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

Fog Bank Card 6:
Kuru
Monster C

Traits
Human
Cannibal
Basic

Check
Combat
10

Powers
If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.

Fog Bank Card 7:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Fog Bank Card 8:
Lookout Duty
Barrier B

Traits
Task
Veteran

Check
Wisdom
Perception
6

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Fog Bank Card 9:
Giant Rock Crab
Monster 1

Traits
Animal
Aquatic

Check
Combat
13

Powers
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.

Fog Bank Card 10:
Fireblade
Spell B

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1

Raker Shoals Card 1:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Raker Shoals Card 2:
Man Overboard
Barrier B

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Raker Shoals Card 3:
Phantasmal Minion
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Raker Shoals Card 4:
Falcata +1
Weapon 1

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Raker Shoals Card 5:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Raker Shoals Card 6:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

Powers
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.

Raker Shoals Card 7:
Chain Mail
Armor C

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Raker Shoals Card 8:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Raker Shoals Card 9:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Raker Shoals Card 10:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:3 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Tarlin

Scar Bay Card 1:
Devilfish
Monster 1

Traits
Aberration
Aquatic
Basic

Check
Combat
10

Powers
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.

Scar Bay Card 2:
Bucket Brigade
Barrier C

Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Scar Bay Card 3:
Potion of Fortitude
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Fortitude check.

Scar Bay Card 4:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.

Scar Bay Card 5:
Besmaran Priest
Ally C

Traits
Human
Cleric
Pirate

Check
Divine
Charisma
Diplomacy
6

Powers
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.

Scar Bay Card 6:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 7:
Powder Horn
Item C

Traits
Tool
Alchemical
Basic

Check
Ranged
Intelligence
Craft
6

Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

Scar Bay Card 8:
Zombie
Monster B

Traits
Undead
Zombie
Basic

Check
Combat
9

Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.

Scar Bay Card 9:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Aric

Rocky Cliff Card 1 - Tiger Shark:
Tiger Shark
Monster 1

Traits
Animal
Aquatic
Elite

Check
Combat
11

Powers
The Tiger Shark may not be evaded.

Rocky Cliff Card 2:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Rocky Cliff Card 3:
Harpoon Trap
Barrier 1

Traits
Trap
Basic

Check
Dexterity
Acrobatics
9
OR
Disable
6

Powers
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Rocky Cliff Card 4:
Comozant Wyrd
Monster C

Traits
Outsider
Elemental
Incorporeal
Elite

Check
Combat
10

Powers
The Comozant Wyrd is immune to the Cold, Electricity, and Poison traits. All damage dealt by it is electricity damage.
If the check to defeat does not have the Magic trait, the Comozant Wyrd is undefeated.

Rocky Cliff Card 5:
Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Swashbuckling
Basic

Check
Dexterity
Ranged
Craft
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Rocky Cliff Card 6:
Dead Man's Chest
Barrier C

Traits
Cache
Lock
Pirate

Check
Dexterity
Disable
11
OR
Strength
Melee
13

Powers
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.

Rocky Cliff Card 7:
Chain Shirt
Armor B

Traits
Light Armor
Swashbuckling
Basic

Check
Constitution
Fortitude
4

Powers
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.

Rocky Cliff Card 8:
Holy Stone
Spell 1

Traits
Magic
Divine
Attack
Ranged
Elite

Check
Wisdom
Divine
6

Powers
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.

Rocky Cliff Card 9:
Lookout Duty
Barrier B

Traits
Task
Veteran

Check
Wisdom
Perception
6

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:0 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Hayato
Notes:

Riptide Cove Card 1:
Large Chest
Barrier B

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

Powers
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.

Riptide Cove Card 2:
Dolphin
Ally C

Traits
Animal
Aquatic
Elite

Check
Wisdom
Survival
8

Powers
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Riptide Cove Card 3:
Magic Buckler
Armor B

Traits
Shield
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Riptide Cove Card 4:
Dragon Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Elite

Check
Dexterity
Ranged
Craft
9

Powers
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.

Riptide Cove Card 5:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Riptide Cove Card 6:
Alchemist's Fire
Item C

Traits
Liquid
Attack
Fire
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:1
Located here: Amaryllis, Lini
Notes: Vine Choker

Sea Caves Card 1:
Aid
Spell B

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Sea Caves Card 2:
Barroom Brawl
Barrier B

Traits
Skirmish
Veteran

Check
Strength
Melee
Dexterity
5

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Sea Caves Card 3:
Vine Choker
Monster 1

Traits
Aberration
Plant
Elite

Check
Combat
10

Powers
The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.

Sea Caves Card 4:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Sea Caves Card 5:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Sea Caves Card 6:
Smuggler
Monster B

Traits
Human
Smuggler
Basic

Check
Combat
9

Powers
Before you act, display a random card from your hand. If undefeated, discard it; if undefeated, bury it.

Sea Caves Card 7:
Blessing of Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

Mangrove Swamp Card 1:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately 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.

Mangrove Swamp Card 2:
Musket
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
Craft
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Mangrove Swamp Card 3:
Saltwater Ogre
Monster C

Traits
Giant
Ogre
Aquatic

Check
Combat
14

Powers
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Mangrove Swamp Card 4:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

Powers
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.

Mangrove Swamp Card 5:
Master Gunner
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Mangrove Swamp Card 6:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Mangrove Swamp Card 7:
Cutlass +1
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 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.

Mangrove Swamp Card 8:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Mangrove Swamp Card 9:
Alchemical Glue
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

Powers
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Mangrove Swamp Card 10:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.


Amaryllis' Deck

Visibly shaking after her encounter with the Vine Choker, Amaryllis attempts to compose herself and prove to the crew of the Merchantman that she can hold her own amidst this group of mutineers.

Discard BotSpellbound for extra die
Fortitude 6: 2d8 + 2 ⇒ (5, 3) + 2 = 10 success

With the help of Lini she drags herself from the deck of the ship. "I hear Hayato has cleared some monsters from Riptide Cove." Amaryllis muses loud enough for the crew to overhear. "Instead of waiting around here like drowned donkey rats, why don't we head there and see what treasure we can unearth?"
Lini nods sympathetically and they set sail.

Lini travels with Amaryllis via Merchantman to Riptide Cove as previously discussed in the chat

Explore Riptide Cove Card 1:
After a time of exploration at the cove, Amaryllis discovers a

Large Chest:

Barrier B
Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

Powers
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.

She attempts to pick the lock with her nimble fingers but the tumblers will not budge. The lock is impossibly stuck. With a mighty shove she heaves the chest into the depths and watches it sink out of sight.

Banish Large Chest

Another lost opportunity to prove my mettle, she ruminates. Maybe third times the charm?

Reset hand and end turn

Amaryllis wrote:

Hand: Confusion, Magical Child, Force Missile, Codex, Jinx Eater, Bracers of Protection,

Displayed:
Deck: 3 Discard: 2 Buried: 4
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Consitution +2
Intelligence d4 [ ] +1 [ ] +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ ] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.


During This Adventure:

During This Scenario:

  • Use the Merchantman as your ship.
  • When  you  encounter  the  henchman  Pirate  Shade  Haunt, display it next to a random character at your location.
  • Stashed Plunder: 1 Weapon
Merchantman:

Merchantman
Ship Class 0

Check To Defeat:
Wisdom
5
OR
Perception
7

Check To Repair:
Craft
6

When Encountering:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

When Commanding:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

When Commanding (Wrecked):
If you fail to defeat a bane that has the Pirate trait, bury a card.


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Merfolk
Monster B

Traits
Merfolk
Aquatic
Basic

Check
Combat
8

Powers
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

Monster 2
Spoiler:
Shackled Sorcerer
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.

Monster 3
Spoiler:
Skeleton
Monster C

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Monster 4
Spoiler:
Draugr
Monster C

Traits
Undead
Aquatic
Basic

Check
Combat
9

Powers
The Draugr is immune to the Mental and Poison traits.
Before the encounter, succeed at Constitution or Fortitude 7 check or bury a random card from your hand.

Monster 5
Spoiler:
Sea Drake
Monster B

Traits
Dragon
Aquatic

Check
Combat
14

Powers
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.

Random Barriers:
Barrier 1
Spoiler:
Ambush
Barrier C

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately 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.

Barrier 2
Spoiler:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

Powers
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.

Barrier 3
Spoiler:
Harpoon Trap
Barrier 1

Traits
Trap
Basic

Check
Dexterity
Acrobatics
9
OR
Disable
6

Powers
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Barrier 4
Spoiler:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

Powers
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.

Barrier 5
Spoiler:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Random Weapons:
Weapon 1
Spoiler:
Falcata
Weapon B

Traits
Sword
Melee
Slashing
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Weapon 2
Spoiler:
Pistol
Weapon C

Traits
Firearm
Ranged
Piercing
Swashbuckling
Basic

Check
Dexterity
Ranged
Craft
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Weapon 3
Spoiler:
Cutlass
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
6

Powers
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.

Weapon 4
Spoiler:
Fire Lance
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite

Check
Dexterity
Ranged
Craft
5

Powers
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

Weapon 5
Spoiler:
Boarding Axe
Weapon B

Traits
Axe
Melee
Slashing
Swashbuckling
Basic

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Random Spells:
Spell 1
Spoiler:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
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.

Spell 2
Spoiler:
Fireblade
Spell C

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Obscure
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Spell 4
Spoiler:
Frostbite
Spell C

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Spell 5
Spoiler:
Strength
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Benevolent Buckler
Armor 1

Traits
Shield
Magic

Check
Constitution
Fortitude
5

Powers
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.

Armor 2
Spoiler:
Leather Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
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 proficient with light armors, bury it instead.

Armor 3
Spoiler:
Cloth Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Armor 4
Spoiler:
Benevolent Buckler
Armor 1

Traits
Shield
Magic

Check
Constitution
Fortitude
5

Powers
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.

Armor 5
Spoiler:
Magic Chain Shirt
Armor B

Traits
Light Armor
Magic
Swashbuckling
Elite

Check
Constitution
Fortitude
5

Powers
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.

Random Items:
Item 1
Spoiler:
Token of Remembrance
Item B

Traits
Object
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Item 2
Spoiler:
Potion of Lucubration
Item C

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Craft check.

Item 3
Spoiler:
Masterwork Tools
Item B

Traits
Tool
Elite

Check
Dexterity
Disable
7

Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Item 4
Spoiler:
Eye Patch
Item B

Traits
Accessory
Swashbuckling
Basic

Check
Charisma
Dexterity
5

Powers
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

Item 5
Spoiler:
Helpful Haversack
Item 1

Traits
Accessory
Magic

Check
Dexterity
Intelligence
6

Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.

Random Allies:
Ally 1
Spoiler:
Sailor
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 2
Spoiler:
Deckhand
Ally C

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 3
Spoiler:
Carver
Ally C

Traits
Elf
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 4
Spoiler:
Quartermaster
Ally C

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 5
Spoiler:
Cabin Boy
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
4

Powers
Recharge this card to add 1d4 to your non-combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
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.

Blessing 2
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 3
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 4
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 8 Tarlin/Thunderspirit

Top of Blessing Discard Pile: Blessing of Sivanah

Top Blessing:
Blessing of Sivanah
Blessing B

Traits
Divine
Sivanah

Check
Intelligence
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Blessings Remaining: 22
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 9 Aric)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 2 (Turn 10 Lini)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 11 Hayato)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 4 (Turn 12 Amaryllis)
Spoiler:
Blessing of Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 5 (Turn 13 Tarlin)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 6 (Turn 14 Aric)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 7 (Turn 15 Lini)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 8 (Turn 16 Hayato)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 9 (Turn 17 Amaryllis)
Spoiler:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Blessings Deck Card 10 (Turn 18 Tarlin)
Spoiler:
Blessing of Achaekek
Blessing C

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 11 (Turn 19 Aric)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 12 (Turn 20 Lini)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 13 (Turn 21 Hayato)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 22 Amaryllis)
Spoiler:
Blessing of Milani
Blessing C

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 15 (Turn 23 Tarlin)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 16 (Turn 24 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 17 (Turn 25 Lini)
Spoiler:
Blessing of Erastil
Blessing C

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 18 (Turn 26 Hayato)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 19 (Turn 27 Amaryllis)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 20 (Turn 28 Tarlin)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 21 (Turn 29 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 22 (Turn 30 Lini)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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.

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

Fog Bank Card 1:
Man Overboard
Barrier C

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Fog Bank Card 2:
Arron Ivy
Villain Monster 1

Traits
Undead
Ghast

Check
Combat
11
THEN
Combat
13

Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Fog Bank Card 3:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
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.

Fog Bank Card 4:
Merfolk
Monster C

Traits
Merfolk
Aquatic
Basic

Check
Combat
8

Powers
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

Fog Bank Card 5:
Buoyancy
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
3

Powers
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

Fog Bank Card 6:
Kuru
Monster C

Traits
Human
Cannibal
Basic

Check
Combat
10

Powers
If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.

Fog Bank Card 7:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Fog Bank Card 8:
Lookout Duty
Barrier B

Traits
Task
Veteran

Check
Wisdom
Perception
6

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Fog Bank Card 9:
Giant Rock Crab
Monster 1

Traits
Animal
Aquatic

Check
Combat
13

Powers
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.

Fog Bank Card 10:
Fireblade
Spell B

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1

Raker Shoals Card 1:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Raker Shoals Card 2:
Man Overboard
Barrier B

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Raker Shoals Card 3:
Phantasmal Minion
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Raker Shoals Card 4:
Falcata +1
Weapon 1

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Raker Shoals Card 5:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Raker Shoals Card 6:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

Powers
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.

Raker Shoals Card 7:
Chain Mail
Armor C

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Raker Shoals Card 8:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Raker Shoals Card 9:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Raker Shoals Card 10:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:3 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Tarlin

Scar Bay Card 1:
Devilfish
Monster 1

Traits
Aberration
Aquatic
Basic

Check
Combat
10

Powers
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.

Scar Bay Card 2:
Bucket Brigade
Barrier C

Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Scar Bay Card 3:
Potion of Fortitude
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Fortitude check.

Scar Bay Card 4:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.

Scar Bay Card 5:
Besmaran Priest
Ally C

Traits
Human
Cleric
Pirate

Check
Divine
Charisma
Diplomacy
6

Powers
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.

Scar Bay Card 6:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 7:
Powder Horn
Item C

Traits
Tool
Alchemical
Basic

Check
Ranged
Intelligence
Craft
6

Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

Scar Bay Card 8:
Zombie
Monster B

Traits
Undead
Zombie
Basic

Check
Combat
9

Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.

Scar Bay Card 9:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Aric

Rocky Cliff Card 1 - Tiger Shark:
Tiger Shark
Monster 1

Traits
Animal
Aquatic
Elite

Check
Combat
11

Powers
The Tiger Shark may not be evaded.

Rocky Cliff Card 2:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Rocky Cliff Card 3:
Harpoon Trap
Barrier 1

Traits
Trap
Basic

Check
Dexterity
Acrobatics
9
OR
Disable
6

Powers
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Rocky Cliff Card 4:
Comozant Wyrd
Monster C

Traits
Outsider
Elemental
Incorporeal
Elite

Check
Combat
10

Powers
The Comozant Wyrd is immune to the Cold, Electricity, and Poison traits. All damage dealt by it is electricity damage.
If the check to defeat does not have the Magic trait, the Comozant Wyrd is undefeated.

Rocky Cliff Card 5:
Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Swashbuckling
Basic

Check
Dexterity
Ranged
Craft
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Rocky Cliff Card 6:
Dead Man's Chest
Barrier C

Traits
Cache
Lock
Pirate

Check
Dexterity
Disable
11
OR
Strength
Melee
13

Powers
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.

Rocky Cliff Card 7:
Chain Shirt
Armor B

Traits
Light Armor
Swashbuckling
Basic

Check
Constitution
Fortitude
4

Powers
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.

Rocky Cliff Card 8:
Holy Stone
Spell 1

Traits
Magic
Divine
Attack
Ranged
Elite

Check
Wisdom
Divine
6

Powers
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.

Rocky Cliff Card 9:
Lookout Duty
Barrier B

Traits
Task
Veteran

Check
Wisdom
Perception
6

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:0 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Hayato, Amaryllis, Lini
Notes:

Riptide Cove Card 1:
Dolphin
Ally C

Traits
Animal
Aquatic
Elite

Check
Wisdom
Survival
8

Powers
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Riptide Cove Card 2:
Magic Buckler
Armor B

Traits
Shield
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Riptide Cove Card 3:
Dragon Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Elite

Check
Dexterity
Ranged
Craft
9

Powers
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.

Riptide Cove Card 4:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Riptide Cove Card 5:
Alchemist's Fire
Item C

Traits
Liquid
Attack
Fire
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:1
Notes: Vine Choker

Sea Caves Card 1:
Aid
Spell B

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Sea Caves Card 2:
Barroom Brawl
Barrier B

Traits
Skirmish
Veteran

Check
Strength
Melee
Dexterity
5

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Sea Caves Card 3:
Vine Choker
Monster 1

Traits
Aberration
Plant
Elite

Check
Combat
10

Powers
The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.

Sea Caves Card 4:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Sea Caves Card 5:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Sea Caves Card 6:
Smuggler
Monster B

Traits
Human
Smuggler
Basic

Check
Combat
9

Powers
Before you act, display a random card from your hand. If undefeated, discard it; if undefeated, bury it.

Sea Caves Card 7:
Blessing of Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

Mangrove Swamp Card 1:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately 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.

Mangrove Swamp Card 2:
Musket
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
Craft
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Mangrove Swamp Card 3:
Saltwater Ogre
Monster C

Traits
Giant
Ogre
Aquatic

Check
Combat
14

Powers
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Mangrove Swamp Card 4:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

Powers
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.

Mangrove Swamp Card 5:
Master Gunner
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Mangrove Swamp Card 6:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Mangrove Swamp Card 7:
Cutlass +1
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 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.

Mangrove Swamp Card 8:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Mangrove Swamp Card 9:
Alchemical Glue
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

Powers
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Mangrove Swamp Card 10:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.


Tarlin deck | Shirt Reroll 0-6E Used: N

Tarlin delves back into Scar Bay, looking about. He likes seafood, so maybe he'll just dip a line into the water and...

...whoops! A devilfish! Tarlin may like seafood but he is not really a calamari fan. Particularly when it's as mean-spirited as this one.

Reveal Longsword 2. 73% chance is betting odds...
DC 10 Combat check: 1d10 + 1d8 + 2 ⇒ (5) + (7) + 2 = 14 whew! and no 2s turn into 1s, so success.

Invigorated by the victory, he continues to explore the Bay. Discard BotG 3 to explore again.
There's a hue and a cry from the deck — a fire has erupted aboard! Tarlin races down to help out.

DC 6 Fort: 1d8 + 2 ⇒ (7) + 2 = 9 success! Not bad for only a 62% chance!
Fortunately, the fire is contained in short order. Relieved, Tarlin trudges back up to the bridge, ready to hand over control of the ship. He does a little curative magic for the scratches and bruises his two fights have caused.

Cure 1: 1d4 + 1 ⇒ (4) + 1 = 5
DC 8 Divine to recharge: 1d8 + 1 ⇒ (5) + 1 = 6 nope

Reset hand and end turn.

Tarlin wrote:

Hand: Quarterstaff, Fireblade, Longsword 2, Chain Mail,

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

Skills and Powers:
SKILLS

Strength d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Melee: STR +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: CON +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Divine: WIS +1
Charisma d6 [ ] +1 [ ] +2

Favored Card: Weapon
Hand Size 4
Proficient with: Lt Armor, Hv Armor, Weapons
Powers:
* Instead of your first exploration on a turn, you may reveal a weapon that has the 2-handed trait or a blessing to choose a character at your location. Shuffle 1d4+1 random cards from her discard pile into her deck, then discard the card you revealed.
* You may discard an armor to return a weapon from your discard pile to your hand.
<Power 3>
<Power 4>
<Power 5>


During This Adventure:

During This Scenario:

  • Use the Merchantman as your ship.
  • When  you  encounter  the  henchman  Pirate  Shade  Haunt, display it next to a random character at your location.
  • Stashed Plunder: 1 Weapon
Merchantman:

Merchantman
Ship Class 0

Check To Defeat:
Wisdom
5
OR
Perception
7

Check To Repair:
Craft
6

When Encountering:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

When Commanding:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

When Commanding (Wrecked):
If you fail to defeat a bane that has the Pirate trait, bury a card.


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Crab Swarm
Monster B

Traits
Animal
Aquatic
Swarm
Basic

Check
Combat
8

Powers
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Monster 2
Spoiler:
Sea Drake
Monster B

Traits
Dragon
Aquatic

Check
Combat
14

Powers
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.

Monster 3
Spoiler:
Crab Swarm
Monster B

Traits
Animal
Aquatic
Swarm
Basic

Check
Combat
8

Powers
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Monster 4
Spoiler:
Merfolk
Monster B

Traits
Merfolk
Aquatic
Basic

Check
Combat
8

Powers
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

Monster 5
Spoiler:
Bloodbug
Monster 1

Traits
Animal
Basic

Check
Combat
9

Powers
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.

Random Barriers:
Barrier 1
Spoiler:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

Powers
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.

Barrier 2
Spoiler:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

Powers
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.

Barrier 3
Spoiler:
Treasure Hunt
Barrier B

Traits
Cache
Task
Veteran

Check
Intelligence
Knowledge
7

Powers
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. Then banish this barrier.

Barrier 4
Spoiler:
Hull Damage
Barrier 1

Traits
Obstacle
Aquatic
Veteran

Check
Intelligence
Craft
6

Powers
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.

Barrier 5
Spoiler:
Treasure Hunt
Barrier C

Traits
Cache
Task
Veteran

Check
Intelligence
Knowledge
7

Powers
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. Then banish this barrier.

Random Weapons:
Weapon 1
Spoiler:
Cutlass
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
6

Powers
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.

Weapon 2
Spoiler:
Boarding Pike
Weapon C

Traits
Polearm
Melee
Piercing
2-Handed
Basic

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Weapon 3
Spoiler:
Mace
Weapon B

Traits
Mace
Melee
Bludgeoning
Basic

Check
Strength
Melee
4

Powers
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.

Weapon 4
Spoiler:
Boarding Pike
Weapon B

Traits
Polearm
Melee
Piercing
2-Handed
Basic

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Weapon 5
Spoiler:
Boarding Axe
Weapon C

Traits
Axe
Melee
Slashing
Swashbuckling
Basic

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Random Spells:
Spell 1
Spoiler:
Inflict
Spell C

Traits
Magic
Divine
Attack
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
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.

Spell 4
Spoiler:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Black Spot
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Buckler Gun
Armor B

Traits
Shield
FIrearm
Basic

Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5

Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Armor 2
Spoiler:
Magic Wooden Armor
Armor 1

Traits
Light Armor
Magic
Swashbuckling
Elite

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 3
Spoiler:
Fortified Leather Armor
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 4
Spoiler:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
Cloth Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Random Items:
Item 1
Spoiler:
Eye Patch
Item B

Traits
Accessory
Swashbuckling
Basic

Check
Charisma
Dexterity
5

Powers
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

Item 2
Spoiler:
Alchemical Glue
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

Powers
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Item 3
Spoiler:
Thieves' Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.

Item 4
Spoiler:
Emerald of Dexterity
Item B

Traits
Object
Magic

Check
Dexterity
7

Powers
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.

Item 5
Spoiler:
Spyglass
Item B

Traits
Object

Check
Wisdom
Perception
4

Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Random Allies:
Ally 1
Spoiler:
Cabin Boy
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
4

Powers
Recharge this card to add 1d4 to your non-combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 2
Spoiler:
Captain
Ally B

Traits
Human
Captain
Pirate
Basic

Check
Constitution
Fortitude
4
THEN
Charisma
Diplomacy
6

Powers
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 noncombat checks during this exploration.

Ally 3
Spoiler:
Boatswain
Ally B

Traits
Dwarf
Pirate
Basic

Check
Charisma
Diplomacy
9

Powers
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 4
Spoiler:
Master-at-Arms
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 5
Spoiler:
Old Salt
Ally C

Traits
Human
Veteran

Check
Charisma
Diplomacy
7

Powers
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.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 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.

Blessing 2
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 3
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 4
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 5
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
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.

Turn: 9 Aric/Greenclaw

Top of Blessing Discard Pile: Blessing of Erastil

Top Blessing:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Blessings Remaining: 21
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 10 Lini)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 2 (Turn 11 Hayato)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 3 (Turn 12 Amaryllis)
Spoiler:
Blessing of Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 4 (Turn 13 Tarlin)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 5 (Turn 14 Aric)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 6 (Turn 15 Lini)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 7 (Turn 16 Hayato)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 8 (Turn 17 Amaryllis)
Spoiler:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Blessings Deck Card 9 (Turn 18 Tarlin)
Spoiler:
Blessing of Achaekek
Blessing C

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 10 (Turn 19 Aric)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 11 (Turn 20 Lini)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 12 (Turn 21 Hayato)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 13 (Turn 22 Amaryllis)
Spoiler:
Blessing of Milani
Blessing C

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 14 (Turn 23 Tarlin)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 15 (Turn 24 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 16 (Turn 25 Lini)
Spoiler:
Blessing of Erastil
Blessing C

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 17 (Turn 26 Hayato)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 18 (Turn 27 Amaryllis)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 28 Tarlin)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 20 (Turn 29 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 21 (Turn 30 Lini)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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.

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

Fog Bank Card 1:
Man Overboard
Barrier C

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Fog Bank Card 2:
Arron Ivy
Villain Monster 1

Traits
Undead
Ghast

Check
Combat
11
THEN
Combat
13

Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Fog Bank Card 3:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
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.

Fog Bank Card 4:
Merfolk
Monster C

Traits
Merfolk
Aquatic
Basic

Check
Combat
8

Powers
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

Fog Bank Card 5:
Buoyancy
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
3

Powers
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

Fog Bank Card 6:
Kuru
Monster C

Traits
Human
Cannibal
Basic

Check
Combat
10

Powers
If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.

Fog Bank Card 7:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Fog Bank Card 8:
Lookout Duty
Barrier B

Traits
Task
Veteran

Check
Wisdom
Perception
6

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Fog Bank Card 9:
Giant Rock Crab
Monster 1

Traits
Animal
Aquatic

Check
Combat
13

Powers
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.

Fog Bank Card 10:
Fireblade
Spell B

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1

Raker Shoals Card 1:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Raker Shoals Card 2:
Man Overboard
Barrier B

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Raker Shoals Card 3:
Phantasmal Minion
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Raker Shoals Card 4:
Falcata +1
Weapon 1

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Raker Shoals Card 5:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Raker Shoals Card 6:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

Powers
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.

Raker Shoals Card 7:
Chain Mail
Armor C

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Raker Shoals Card 8:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Raker Shoals Card 9:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Raker Shoals Card 10:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Tarlin

Scar Bay Card 1:
Potion of Fortitude
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Fortitude check.

Scar Bay Card 2:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.

Scar Bay Card 3:
Besmaran Priest
Ally C

Traits
Human
Cleric
Pirate

Check
Divine
Charisma
Diplomacy
6

Powers
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.

Scar Bay Card 4:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 5:
Powder Horn
Item C

Traits
Tool
Alchemical
Basic

Check
Ranged
Intelligence
Craft
6

Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

Scar Bay Card 6:
Zombie
Monster B

Traits
Undead
Zombie
Basic

Check
Combat
9

Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.

Scar Bay Card 7:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Aric

Rocky Cliff Card 1 - Tiger Shark:
Tiger Shark
Monster 1

Traits
Animal
Aquatic
Elite

Check
Combat
11

Powers
The Tiger Shark may not be evaded.

Rocky Cliff Card 2:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Rocky Cliff Card 3:
Harpoon Trap
Barrier 1

Traits
Trap
Basic

Check
Dexterity
Acrobatics
9
OR
Disable
6

Powers
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Rocky Cliff Card 4:
Comozant Wyrd
Monster C

Traits
Outsider
Elemental
Incorporeal
Elite

Check
Combat
10

Powers
The Comozant Wyrd is immune to the Cold, Electricity, and Poison traits. All damage dealt by it is electricity damage.
If the check to defeat does not have the Magic trait, the Comozant Wyrd is undefeated.

Rocky Cliff Card 5:
Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Swashbuckling
Basic

Check
Dexterity
Ranged
Craft
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Rocky Cliff Card 6:
Dead Man's Chest
Barrier C

Traits
Cache
Lock
Pirate

Check
Dexterity
Disable
11
OR
Strength
Melee
13

Powers
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.

Rocky Cliff Card 7:
Chain Shirt
Armor B

Traits
Light Armor
Swashbuckling
Basic

Check
Constitution
Fortitude
4

Powers
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.

Rocky Cliff Card 8:
Holy Stone
Spell 1

Traits
Magic
Divine
Attack
Ranged
Elite

Check
Wisdom
Divine
6

Powers
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.

Rocky Cliff Card 9:
Lookout Duty
Barrier B

Traits
Task
Veteran

Check
Wisdom
Perception
6

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:0 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Hayato, Amaryllis, Lini
Notes:

Riptide Cove Card 1:
Dolphin
Ally C

Traits
Animal
Aquatic
Elite

Check
Wisdom
Survival
8

Powers
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Riptide Cove Card 2:
Magic Buckler
Armor B

Traits
Shield
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Riptide Cove Card 3:
Dragon Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Elite

Check
Dexterity
Ranged
Craft
9

Powers
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.

Riptide Cove Card 4:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Riptide Cove Card 5:
Alchemist's Fire
Item C

Traits
Liquid
Attack
Fire
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:1
Notes: Vine Choker

Sea Caves Card 1:
Aid
Spell B

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Sea Caves Card 2:
Barroom Brawl
Barrier B

Traits
Skirmish
Veteran

Check
Strength
Melee
Dexterity
5

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Sea Caves Card 3:
Vine Choker
Monster 1

Traits
Aberration
Plant
Elite

Check
Combat
10

Powers
The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.

Sea Caves Card 4:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Sea Caves Card 5:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Sea Caves Card 6:
Smuggler
Monster B

Traits
Human
Smuggler
Basic

Check
Combat
9

Powers
Before you act, display a random card from your hand. If undefeated, discard it; if undefeated, bury it.

Sea Caves Card 7:
Blessing of Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

Mangrove Swamp Card 1:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately 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.

Mangrove Swamp Card 2:
Musket
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
Craft
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Mangrove Swamp Card 3:
Saltwater Ogre
Monster C

Traits
Giant
Ogre
Aquatic

Check
Combat
14

Powers
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Mangrove Swamp Card 4:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

Powers
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.

Mangrove Swamp Card 5:
Master Gunner
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Mangrove Swamp Card 6:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Mangrove Swamp Card 7:
Cutlass +1
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 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.

Mangrove Swamp Card 8:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Mangrove Swamp Card 9:
Alchemical Glue
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

Powers
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Mangrove Swamp Card 10:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.


Character Deck Upgrade Prefs: Blessing 3/2 > Weapon 3 > Item 3 > Armor 3 > Ally 3/2

From the cabin into which Aric just ducked, suddenly appears a masked figure cloaked in red and black...can you believe your eyes, it is the Red Raven! Rushing over to where his clockwork spy discovered the dangerous shark, the masked vigilante gets down to business.

At start of turn, replace character with Red Raven. Exchange Signal Whistle from hand with Punching Dagger in kit. Explore Rocky Cliff.

Spoiler:
Tiger Shark
Monster 1

Traits
Animal
Aquatic
Elite

Check
Combat
11

Powers
The Tiger Shark may not be evaded.

As the shark leaps up again, The Red Raven is ready to strike it through the roof of its mouth with an uppercut of his punching dagger. The Clockwork Spy also leaps up to assist, skittering along the rail of the ship and then jumping up onto the head of the shark to stab it with its sharp, pointed legs.
Reveal Punching Dagger. Banish Clockwork Spy
Combat (Melee) DC11: 1d10 + 3 + 1d4 + 1d6 ⇒ (10) + 3 + (2) + (1) = 16 SUCCESS!

The shark splashes down into the water, dragging the little automaton with it as it sinks under the waves in a spreading circle of red.

Not wanting to draw too much attention to his presence on the same ship as Aric, The Red Raven stealthily tries to sneak back to his cabin...
Discard Blessing of the Spy to explore again.

Pirate Shade Haunt:

Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Before he can return to his room, however, he is confronted with a ghostly apparition making its way from the cliff-faced shoreline towards the side of the boat. "Captain, haul anchor and head out to sea! This place is haunted, I tell you!"

In his rush back to get changed before he is discovered, he catches his outer clothing on a sharp piece of wood and completely rips a hole in the side.

Banish Gambeson for closing check. End Turn. Reset Hand. Finish turn as Red Raven.

Aric/The Red Raven wrote:

Hand: Punching Dagger, Metamorph, Mask of the Red Raven, Patrician's Armor,

Displayed: Clockwork Spy, Pirate Shade Haunt,
Deck: 7 Discard: 2 Buried: 0
Notes: Use Blessings for henchman/villain checks, to close locations or to avoid hairy situations as needed.
Sideboard cards:

Skills and Powers:
SKILLS

Aric
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Knowledge: Intelligence +2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Diplomacy: Charisma +3

Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

The Red Raven
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d4 [ ]+1

Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([ ] or turn) you may examine the top card of your location deck. ([ ] If its a monster, you may encounter it).


Character Deck Upgrade Prefs: Blessing 3/2 > Weapon 3 > Item 3 > Armor 3 > Ally 3/2

Thanks, yes forgot Permanently Closed power. Examine top card of Fog Bank...

Spoiler:
Man Overboard
Barrier C

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

It's not a monster, so not banished.


During This Adventure:

During This Scenario:

  • Use the Merchantman as your ship.
  • When  you  encounter  the  henchman  Pirate  Shade  Haunt, display it next to a random character at your location.
  • Stashed Plunder: 1 Weapon
Pirate Shade Haunt:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Merchantman:

Merchantman
Ship Class 0

Check To Defeat:
Wisdom
5
OR
Perception
7

Check To Repair:
Craft
6

When Encountering:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

When Commanding:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

When Commanding (Wrecked):
If you fail to defeat a bane that has the Pirate trait, bury a card.


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Dire Rat
Monster B

Traits
Animal
Basic

Check
Combat
8
OR
Dexterity
Stealth
6

Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.

Monster 2
Spoiler:
Giant Moray Eel
Monster 1

Traits
Animal
Aquatic
Basic

Check
Combat
10

Powers
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.

Monster 3
Spoiler:
Bilge Spider Swarm
Monster B

Traits
Animal
Swarm
Basic

Check
Combat
6

Powers
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.

Monster 4
Spoiler:
Pirate Captain
Monster B

Traits
Human
Captain
Pirate
Veteran

Check
Combat
12

Powers
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.

Monster 5
Spoiler:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Random Barriers:
Barrier 1
Spoiler:
Barroom Brawl
Barrier B

Traits
Skirmish
Veteran

Check
Strength
Melee
Dexterity
5

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Barrier 2
Spoiler:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately 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.

Barrier 3
Spoiler:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

Powers
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.

Barrier 4
Spoiler:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Barrier 5
Spoiler:
Bucket Brigade
Barrier C

Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Random Weapons:
Weapon 1
Spoiler:
Mace
Weapon B

Traits
Mace
Melee
Bludgeoning
Basic

Check
Strength
Melee
4

Powers
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.

Weapon 2
Spoiler:
Dagger
Weapon B

Traits
Knife
Ranged
Piercing
Basic

Check
Dexterity
Ranged
3

Powers
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.

Weapon 3
Spoiler:
Rapier
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
5

Powers
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.

Weapon 4
Spoiler:
Mace
Weapon B

Traits
Mace
Melee
Bludgeoning
Basic

Check
Strength
Melee
4

Powers
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.

Weapon 5
Spoiler:
Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
3

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Random Spells:
Spell 1
Spoiler:
Rage
Spell 1

Traits
Magic
Arcane

Check
Intelligence
Arcane
6

Powers
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

Spell 2
Spoiler:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
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.

Spell 3
Spoiler:
Inflict
Spell C

Traits
Magic
Divine
Attack
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Obscure
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Random Armors:
Armor 1
Spoiler:
Wooden Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

Powers
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.

Armor 2
Spoiler:
Magic Buckler
Armor B

Traits
Shield
Magic
Elite

Check
Constitution
Fortitude
6

Powers
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.

Armor 3
Spoiler:
Fortified Leather Armor
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 4
Spoiler:
Magic Chain Shirt
Armor C

Traits
Light Armor
Magic
Swashbuckling
Elite

Check
Constitution
Fortitude
5

Powers
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.

Armor 5
Spoiler:
Cloth Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Random Items:
Item 1
Spoiler:
Rum Bottle
Item B

Traits
Object
Liquid
Basic

Check
Constitution
Fortitude
7
OR
Craft
5

Powers
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.

Item 2
Spoiler:
Thieves' Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.

Item 3
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Item 4
Spoiler:
Potion of Lucubration
Item C

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Craft check.

Item 5
Spoiler:
Ring of Wave Walking
Item 1

Traits
Accessory
Magic
Aquatic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

Random Allies:
Ally 1
Spoiler:
Master-at-Arms
Ally C

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 2
Spoiler:
Sailor
Ally C

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 3
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 4
Spoiler:
Boatswain
Ally B

Traits
Dwarf
Pirate
Basic

Check
Charisma
Diplomacy
9

Powers
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 5
Spoiler:
Lookout
Ally B

Traits
Elf
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessing 2
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 3
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 4
Spoiler:
Blessing of Sivanah
Blessing C

Traits
Divine
Sivanah

Check
Intelligence
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 10 Lini/Merisal The Risen

Top of Blessing Discard Pile: Blessing of Achaekek

Top Blessing:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Blessings Remaining: 20
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 11 Hayato)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 2 (Turn 12 Amaryllis)
Spoiler:
Blessing of Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 13 Tarlin)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 4 (Turn 14 Aric)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 5 (Turn 15 Lini)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 6 (Turn 16 Hayato)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 7 (Turn 17 Amaryllis)
Spoiler:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Blessings Deck Card 8 (Turn 18 Tarlin)
Spoiler:
Blessing of Achaekek
Blessing C

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 9 (Turn 19 Aric)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 10 (Turn 20 Lini)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 11 (Turn 21 Hayato)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 12 (Turn 22 Amaryllis)
Spoiler:
Blessing of Milani
Blessing C

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 13 (Turn 23 Tarlin)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 24 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 15 (Turn 25 Lini)
Spoiler:
Blessing of Erastil
Blessing C

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 16 (Turn 26 Hayato)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 17 (Turn 27 Amaryllis)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 18 (Turn 28 Tarlin)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 19 (Turn 29 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 20 (Turn 30 Lini)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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.

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
Notes: Man Overboard

Fog Bank Card 1:
Arron Ivy
Villain Monster 1

Traits
Undead
Ghast

Check
Combat
11
THEN
Combat
13

Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Fog Bank Card 2:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Fog Bank Card 3:
Giant Rock Crab
Monster 1

Traits
Animal
Aquatic

Check
Combat
13

Powers
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.

Fog Bank Card 4:
Merfolk
Monster C

Traits
Merfolk
Aquatic
Basic

Check
Combat
8

Powers
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

Fog Bank Card 5:
Fireblade
Spell B

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Fog Bank Card 6:
Kuru
Monster C

Traits
Human
Cannibal
Basic

Check
Combat
10

Powers
If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.

Fog Bank Card 7:
Lookout Duty
Barrier B

Traits
Task
Veteran

Check
Wisdom
Perception
6

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Fog Bank Card 8:
Buoyancy
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
3

Powers
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

Fog Bank Card 9:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
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.

Fog Bank Card 10:
Man Overboard
Barrier C

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1

Raker Shoals Card 1:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Raker Shoals Card 2:
Man Overboard
Barrier B

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Raker Shoals Card 3:
Phantasmal Minion
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Raker Shoals Card 4:
Falcata +1
Weapon 1

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Raker Shoals Card 5:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Raker Shoals Card 6:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

Powers
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.

Raker Shoals Card 7:
Chain Mail
Armor C

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Raker Shoals Card 8:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Raker Shoals Card 9:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Raker Shoals Card 10:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Tarlin

Scar Bay Card 1:
Potion of Fortitude
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Fortitude check.

Scar Bay Card 2:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.

Scar Bay Card 3:
Besmaran Priest
Ally C

Traits
Human
Cleric
Pirate

Check
Divine
Charisma
Diplomacy
6

Powers
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.

Scar Bay Card 4:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 5:
Powder Horn
Item C

Traits
Tool
Alchemical
Basic

Check
Ranged
Intelligence
Craft
6

Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

Scar Bay Card 6:
Zombie
Monster B

Traits
Undead
Zombie
Basic

Check
Combat
9

Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.

Scar Bay Card 7:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

Rocky Cliff
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Aric

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:0 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Hayato, Amaryllis, Lini
Notes:

Riptide Cove Card 1:
Dolphin
Ally C

Traits
Animal
Aquatic
Elite

Check
Wisdom
Survival
8

Powers
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Riptide Cove Card 2:
Magic Buckler
Armor B

Traits
Shield
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Riptide Cove Card 3:
Dragon Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Elite

Check
Dexterity
Ranged
Craft
9

Powers
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.

Riptide Cove Card 4:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Riptide Cove Card 5:
Alchemist's Fire
Item C

Traits
Liquid
Attack
Fire
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:1
Notes: Vine Choker

Sea Caves Card 1:
Aid
Spell B

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Sea Caves Card 2:
Barroom Brawl
Barrier B

Traits
Skirmish
Veteran

Check
Strength
Melee
Dexterity
5

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Sea Caves Card 3:
Vine Choker
Monster 1

Traits
Aberration
Plant
Elite

Check
Combat
10

Powers
The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.

Sea Caves Card 4:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Sea Caves Card 5:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Sea Caves Card 6:
Smuggler
Monster B

Traits
Human
Smuggler
Basic

Check
Combat
9

Powers
Before you act, display a random card from your hand. If undefeated, discard it; if undefeated, bury it.

Sea Caves Card 7:
Blessing of Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

Mangrove Swamp Card 1:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately 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.

Mangrove Swamp Card 2:
Musket
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
Craft
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Mangrove Swamp Card 3:
Saltwater Ogre
Monster C

Traits
Giant
Ogre
Aquatic

Check
Combat
14

Powers
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Mangrove Swamp Card 4:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

Powers
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.

Mangrove Swamp Card 5:
Master Gunner
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Mangrove Swamp Card 6:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Mangrove Swamp Card 7:
Cutlass +1
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 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.

Mangrove Swamp Card 8:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Mangrove Swamp Card 9:
Alchemical Glue
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

Powers
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Mangrove Swamp Card 10:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.


Add 4 to any combat check by a character at your location against a card that has the Aquatic trait (X or any check by that character against a ship). Linis deckhandler One Die bump. Reroll available

Lini passes her Icy Longspear +1 To Amaryllis and sets sail for the sea caves

She finds a pine cone infused with magic from another druid

Aid divine 6: 1d10 + 2 ⇒ (5) + 2 = 7

Aid spell acquired Discards blessing to explore the caves some more and stumbles into a hideaway bar

Channelling the Aid of the pine cone and waving her walking stick around the gnome gives as good as she gets

melee 6: 2d4 + 1d6 ⇒ (3, 4) + (1) = 8

aid recharge divine 8: 1d10 + 2 ⇒ (10) + 2 = 12

Then recharges Walking stick to move to the mangrove swamp at the end of her turn

resetting hand to

Lini wrote:

Hand: Vulture, Dolphin, Frog, Leather Armour, Conch shell,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: Blessings available
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d6 [ ]+1 [ ]+2 [ ]+3
Constitution d8 [ ]+1 [ ]+2 [ ] +3
Fortitude +2 d8+2
Intelligence d6 [ ]+1
Wisdom d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Divine +2 d10+2
Survival +2 d10+2
Charisma d8 [ ]+1

Hand Size 5 [ ] 6
Light Armors [ ] Weapons [ ]
Powers:
When you play an ally that has the animal trait, if you would discard recharge or bury it 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 you may recharge it instead


During This Adventure:

During This Scenario:

  • Use the Merchantman as your ship.
  • When  you  encounter  the  henchman  Pirate  Shade  Haunt, display it next to a random character at your location.
  • Stashed Plunder: 1 Weapon
Pirate Shade Haunt:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Merchantman:

Merchantman
Ship Class 0

Check To Defeat:
Wisdom
5
OR
Perception
7

Check To Repair:
Craft
6

When Encountering:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

When Commanding:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

When Commanding (Wrecked):
If you fail to defeat a bane that has the Pirate trait, bury a card.


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Bloodbug
Monster 1

Traits
Animal
Basic

Check
Combat
9

Powers
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.

Monster 2
Spoiler:
Dire Rat
Monster B

Traits
Animal
Basic

Check
Combat
8
OR
Dexterity
Stealth
6

Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.

Monster 3
Spoiler:
Sea Hag
Monster B

Traits
Hag
Aquatic

Check
Combat
11

Powers
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Monster 4
Spoiler:
Marine
Monster B

Traits
Human
Warrior
Veteran

Check
Combat
8

Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

Monster 5
Spoiler:
Crab Swarm
Monster B

Traits
Animal
Aquatic
Swarm
Basic

Check
Combat
8

Powers
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Random Barriers:
Barrier 1
Spoiler:
Pirate Hunting
Barrier C

Traits
Task
Pirate

Check
None

Powers
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.

Barrier 2
Spoiler:
Ambush
Barrier C

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately 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.

Barrier 3
Spoiler:
Barroom Brawl
Barrier B

Traits
Skirmish
Veteran

Check
Strength
Melee
Dexterity
5

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Barrier 4
Spoiler:
Harpoon Trap
Barrier 1

Traits
Trap
Basic

Check
Dexterity
Acrobatics
9
OR
Disable
6

Powers
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Barrier 5
Spoiler:
Bucket Brigade
Barrier C

Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Random Weapons:
Weapon 1
Spoiler:
Mace
Weapon B

Traits
Mace
Melee
Bludgeoning
Basic

Check
Strength
Melee
4

Powers
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.

Weapon 2
Spoiler:
Whip
Weapon B

Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Weapon 3
Spoiler:
Falcata +1
Weapon 1

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Weapon 4
Spoiler:
Cat-o'-Nine-Tails
Weapon B

Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Elite

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Weapon 5
Spoiler:
Rapier
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
5

Powers
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.

Random Spells:
Spell 1
Spoiler:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Force Missile
Spell B

Traits
Magic
Arcane
Attack
Force
Basic

Check
Intelligence
Arcane
4

Powers
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.

Spell 3
Spoiler:
Cure
Spell C

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
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.

Spell 4
Spoiler:
Phantasmal Minion
Spell C

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Hydraulic Push
Spell 1

Traits
Magic
Arcane
Divine
Attack
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Magic Chain Shirt
Armor C

Traits
Light Armor
Magic
Swashbuckling
Elite

Check
Constitution
Fortitude
5

Powers
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.

Armor 2
Spoiler:
Cloth Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Armor 3
Spoiler:
Chain Shirt
Armor B

Traits
Light Armor
Swashbuckling
Basic

Check
Constitution
Fortitude
4

Powers
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.

Armor 4
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
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 proficient with light armors, bury it instead.

Armor 5
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
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 proficient with light armors, bury it instead.

Random Items:
Item 1
Spoiler:
Tot Flask
Item B

Traits
Object
Alchemical

Check
Intelligence
Craft
6

Powers
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

Item 2
Spoiler:
Thieves' Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.

Item 3
Spoiler:
Powder Horn
Item B

Traits
Tool
Alchemical
Basic

Check
Ranged
Intelligence
Craft
6

Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

Item 4
Spoiler:
Rum Bottle
Item C

Traits
Object
Liquid
Basic

Check
Constitution
Fortitude
7
OR
Craft
5

Powers
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.

Item 5
Spoiler:
Ruby of Charisma
Item B

Traits
Object
Magic

Check
Charisma
7

Powers
Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.

Random Allies:
Ally 1
Spoiler:
Carver
Ally B

Traits
Elf
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 2
Spoiler:
Turtle
Ally C

Traits
Animal
Aquatic
Basic

Check
Wisdom
Survival
5

Powers
Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.

Ally 3
Spoiler:
Carver
Ally B

Traits
Elf
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 4
Spoiler:
Dwarf Caiman
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
6

Powers
Reveal this card to add 1d6 to your Stealth or Fortitude check.
Discard this card to explore your location.

Ally 5
Spoiler:
Ambrose "Fishguts" Kroop
Ally 1

Traits
Human
Rogue
Pirate

Check
Charisma
Diplomacy
6

Powers
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
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.

Blessing 2
Spoiler:
Blessing of Sivanah
Blessing B

Traits
Divine
Sivanah

Check
Intelligence
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 3
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 4
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 11 Hayato/Chthonicthul

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current 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:
Blessings Deck Card 1 (Turn 12 Amaryllis)
Spoiler:
Blessing of Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 2 (Turn 13 Tarlin)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 3 (Turn 14 Aric)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 4 (Turn 15 Lini)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 5 (Turn 16 Hayato)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 6 (Turn 17 Amaryllis)
Spoiler:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Blessings Deck Card 7 (Turn 18 Tarlin)
Spoiler:
Blessing of Achaekek
Blessing C

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 8 (Turn 19 Aric)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 9 (Turn 20 Lini)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 10 (Turn 21 Hayato)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 11 (Turn 22 Amaryllis)
Spoiler:
Blessing of Milani
Blessing C

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 12 (Turn 23 Tarlin)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 13 (Turn 24 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 25 Lini)
Spoiler:
Blessing of Erastil
Blessing C

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 15 (Turn 26 Hayato)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 16 (Turn 27 Amaryllis)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 17 (Turn 28 Tarlin)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 18 (Turn 29 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 30 Lini)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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.

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
Notes: Man Overboard

Fog Bank Card 1:
Arron Ivy
Villain Monster 1

Traits
Undead
Ghast

Check
Combat
11
THEN
Combat
13

Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Fog Bank Card 2:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Fog Bank Card 3:
Giant Rock Crab
Monster 1

Traits
Animal
Aquatic

Check
Combat
13

Powers
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.

Fog Bank Card 4:
Merfolk
Monster C

Traits
Merfolk
Aquatic
Basic

Check
Combat
8

Powers
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

Fog Bank Card 5:
Fireblade
Spell B

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Fog Bank Card 6:
Kuru
Monster C

Traits
Human
Cannibal
Basic

Check
Combat
10

Powers
If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.

Fog Bank Card 7:
Lookout Duty
Barrier B

Traits
Task
Veteran

Check
Wisdom
Perception
6

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Fog Bank Card 8:
Buoyancy
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
3

Powers
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

Fog Bank Card 9:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
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.

Fog Bank Card 10:
Man Overboard
Barrier C

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1

Raker Shoals Card 1:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Raker Shoals Card 2:
Man Overboard
Barrier B

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Raker Shoals Card 3:
Phantasmal Minion
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Raker Shoals Card 4:
Falcata +1
Weapon 1

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Raker Shoals Card 5:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Raker Shoals Card 6:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

Powers
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.

Raker Shoals Card 7:
Chain Mail
Armor C

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Raker Shoals Card 8:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Raker Shoals Card 9:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Raker Shoals Card 10:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Tarlin

Scar Bay Card 1:
Potion of Fortitude
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Fortitude check.

Scar Bay Card 2:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.

Scar Bay Card 3:
Besmaran Priest
Ally C

Traits
Human
Cleric
Pirate

Check
Divine
Charisma
Diplomacy
6

Powers
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.

Scar Bay Card 4:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 5:
Powder Horn
Item C

Traits
Tool
Alchemical
Basic

Check
Ranged
Intelligence
Craft
6

Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

Scar Bay Card 6:
Zombie
Monster B

Traits
Undead
Zombie
Basic

Check
Combat
9

Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.

Scar Bay Card 7:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

Rocky Cliff
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Aric

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:0 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Hayato, Amaryllis,
Notes:

Riptide Cove Card 1:
Dolphin
Ally C

Traits
Animal
Aquatic
Elite

Check
Wisdom
Survival
8

Powers
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Riptide Cove Card 2:
Magic Buckler
Armor B

Traits
Shield
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Riptide Cove Card 3:
Dragon Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Elite

Check
Dexterity
Ranged
Craft
9

Powers
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.

Riptide Cove Card 4:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Riptide Cove Card 5:
Alchemist's Fire
Item C

Traits
Liquid
Attack
Fire
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:2 ?:1
Notes: Vine Choker

Sea Caves Card 1:
Vine Choker
Monster 1

Traits
Aberration
Plant
Elite

Check
Combat
10

Powers
The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.

Sea Caves Card 2:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Sea Caves Card 3:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Sea Caves Card 4:
Smuggler
Monster B

Traits
Human
Smuggler
Basic

Check
Combat
9

Powers
Before you act, display a random card from your hand. If undefeated, discard it; if undefeated, bury it.

Sea Caves Card 5:
Blessing of Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Lini

Mangrove Swamp Card 1:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately 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.

Mangrove Swamp Card 2:
Musket
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
Craft
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Mangrove Swamp Card 3:
Saltwater Ogre
Monster C

Traits
Giant
Ogre
Aquatic

Check
Combat
14

Powers
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Mangrove Swamp Card 4:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

Powers
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.

Mangrove Swamp Card 5:
Master Gunner
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Mangrove Swamp Card 6:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Mangrove Swamp Card 7:
Cutlass +1
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 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.

Mangrove Swamp Card 8:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Mangrove Swamp Card 9:
Alchemical Glue
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

Powers
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Mangrove Swamp Card 10:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.


Hayato goes back to the prow of the ship and gazes at the cerulean waters.

Explore Riptide Cove Card 1: Dolphin. Auto-fail check to acquire.

He sees a dolphin lithely breasting the waves, but it is too far away for the samurai to hail. He notices another crew member also observing the dolphin - a young halfling cavalier, the emissary of some prince or other.

Discard Emissary to explore Riptide Cove Card 2: Magic Buckler

The emissary nods to him and walks over. "My good sir, "the halfling intones, "it would be the pleasure of the pasha Al-Wribeck al Wree to gifts you with this fine buckler. He would, of course, hope for some unspecified favor some time in the future in recompense - do you accept?"

Fortitude 6 to acquire Magic Buckler: 1d8 + 2 ⇒ (8) + 2 = 10

Hayato, having very little idea what the halfling is talking about nods, bows, and accept the fine buckler. What could this pasha possibly want?

Reset hand, discarding Wakizashi as free discard, and end turn.

Hayato wrote:

Hand: Magic Buckler, Boarding Pike, Nine-Ring Sword, Camel,

Displayed: Jinfu,
Deck: 6 Discard: 7 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 4
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
On your first combat check of your turn, add 1d6 ([ ] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Reroll for Magic Buckler
Fortitude 6 to acquire Magic Buckler: 1d8 + 2 ⇒ (1) + 2 = 3
Ha! Spoke too soon.

Hayato ponders the deal that the emissary has proposed more carefully, and realizes it might be a trap. He returns to the halfling and presents the buckler. "I do not wish to offend your employer, but I must refuse this honorable gift. Please send my regards." The halfling mutters something under his breath and stalks off.

Modified hand:

Hayato wrote:

Hand: Blessing of the Samurai 2, Boarding Pike, Nine-Ring Sword, Camel,

Displayed: Jinfu,
Deck: 5 Discard: 7 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 4
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
On your first combat check of your turn, add 1d6 ([ ] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


Amaryllis' Deck

Flip top card Blessings deck: BoGozreh

Thankful for the support and the new longspear from Lini, Amaryllis sets sail for Fog Bank. On the way she ponders the comical nature of a halfling brandishing a longspear at her enemies. It will be amusing until the foul fiends are hanging off of the end of it, she chuckles to herself.
Move to Fog Bank

Explore Fog Bank Card 1:
As she sails through the mists, she could swear she sees a figure approach the bow of the Merchantman.
She thinks to herself,We can't be that close to land, my eyes must be playing tricks on me.
As she steps to the rail of the vessel, the shadowy figure approaches more rapidly. There is a chill in the air that feels colder than the icy spear she grips tightly. Suddenly, out of the fog appears a spectral pirate!

Arron Ivy:

Villain Monster 1
Traits
Undead
Ghast

Check
Combat
11
THEN
Combat
13

Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Pausing here for temp closes and strategy discussion


Add 4 to any combat check by a character at your location against a card that has the Aquatic trait (X or any check by that character against a ship). Linis deckhandler One Die bump. Reroll available

Close check for mangrove swamp

fort 6: 1d8 + 2 ⇒ (4) + 2 = 6

Swamp is closed


Hayato engages Riptide Grindylow.

Combat 11 to defeat Riptide Grindylow to temporarily close location, discarding Nine-Ring Sword: 1d10 + 2 + 1d6 + 1d8 ⇒ (6) + 2 + (4) + (5) = 17

Location temporarily closed


Tarlin deck | Shirt Reroll 0-6E Used: N

Tarlin tries to channel the power of Iomedae.

DC 8 Divine: 1d8 + 1 ⇒ (5) + 1 = 6 Fail.


Amaryllis' Deck

Amaryllis feels the chill of the air creep up her spine and down her arms.

Use BotSamurai from Hayato (thanks!)
Fortitude 8: 2d8 + 2 ⇒ (1, 7) + 2 = 10 Success!

She pushes the chill out of her mind and musters her loudest cry as she charges full force at the ghost with the tip of her magic spear poised to skewer its phantasmal innards.

Combat 11: 1d6 + 1d8 + 1 ⇒ (4) + (8) + 1 = 13 Success!!

The spear tip finds its target as Aaron Ivey lets out a shrill howl. He reaches back with his rapier and swings for Amaryllis' exposed side. Noticing the commotion, a strange, magical child readies her magic and sprints toward the entangled two, distracting Ivey for a brief moment. That moment provides Amaryllis enough time to thrust her hand forward and fire a force missile.

Use Force Missile, recharge Magical Child to add 1d4
Combat 13: 1d12 + 3d4 + 2 ⇒ (11) + (1, 3, 1) + 2 = 18 SUCCESS!
Force Missile recharge Arcane 6: 1d12 + 2 ⇒ (6) + 2 = 8 SUCCESS!!

The missile strikes Ivey square in the chest and knocks him clear over the rail of the ship. As the blast explodes in a brilliant firework display, Aaron Ivey vanishes into the thick fog.

Reset hand and end turn

Amaryllis wrote:

Hand: Confusion, Crow, Icy Longspear +1, Codex, Jinx Eater, Bracers of Protection,

Displayed:
Deck: 4 Discard: 2 Buried: 4
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Consitution +2
Intelligence d4 [ ] +1 [ ] +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ ] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.


During This Adventure:

During This Scenario:

  • Use the Merchantman as your ship.
  • When  you  encounter  the  henchman  Pirate  Shade  Haunt, display it next to a random character at your location.
  • Stashed Plunder: 1 Weapon
Pirate Shade Haunt:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Merchantman:

Merchantman
Ship Class 0

Check To Defeat:
Wisdom
5
OR
Perception
7

Check To Repair:
Craft
6

When Encountering:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

When Commanding:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

When Commanding (Wrecked):
If you fail to defeat a bane that has the Pirate trait, bury a card.


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.

Monster 2
Spoiler:
Reefclaw
Monster 1

Traits
Animal
Aquatic
Elite

Check
Combat
11

Powers
If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.

Monster 3
Spoiler:
Comozant Wyrd
Monster C

Traits
Outsider
Elemental
Incorporeal
Elite

Check
Combat
10

Powers
The Comozant Wyrd is immune to the Cold, Electricity, and Poison traits. All damage dealt by it is electricity damage.
If the check to defeat does not have the Magic trait, the Comozant Wyrd is undefeated.

Monster 4
Spoiler:
Zombie
Monster B

Traits
Undead
Zombie
Basic

Check
Combat
9

Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.

Monster 5
Spoiler:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Random Barriers:
Barrier 1
Spoiler:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Barrier 2
Spoiler:
Hull Damage
Barrier 1

Traits
Obstacle
Aquatic
Veteran

Check
Intelligence
Craft
6

Powers
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.

Barrier 3
Spoiler:
Goose in the Rigging
Barrier 1

Traits
Task
Elite

Check
Intelligence
Craft
7

Powers
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.

Barrier 4
Spoiler:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

Powers
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.

Barrier 5
Spoiler:
Bucket Brigade
Barrier C

Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Random Weapons:
Weapon 1
Spoiler:
Animalbane Dagger +1
Weapon 1

Traits
Knife
Ranged
Piercing
Magic

Check
Dexterity
Ranged
7

Powers
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.

Weapon 2
Spoiler:
Shortbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Weapon 3
Spoiler:
Rapier
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
5

Powers
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.

Weapon 4
Spoiler:
Main-Gauche
Weapon B

Traits
Knife
Melee
Piercing
Finesse
Offhand
Swashbuckling
Elite

Check
Strength
Melee
5

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2.

Weapon 5
Spoiler:
Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
3

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Random Spells:
Spell 1
Spoiler:
Magic Weapon
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
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.

Spell 2
Spoiler:
Arcane Armor
Spell C

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Force Missile
Spell B

Traits
Magic
Arcane
Attack
Force
Basic

Check
Intelligence
Arcane
4

Powers
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.

Spell 4
Spoiler:
Hydraulic Push
Spell 1

Traits
Magic
Arcane
Divine
Attack
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Sphere of Fire
Spell 1

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
7

Powers
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

Random Armors:
Armor 1
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
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 proficient with light armors, bury it instead.

Armor 2
Spoiler:
Magic Buckler
Armor B

Traits
Shield
Magic
Elite

Check
Constitution
Fortitude
6

Powers
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.

Armor 3
Spoiler:
Benevolent Buckler
Armor 1

Traits
Shield
Magic

Check
Constitution
Fortitude
5

Powers
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.

Armor 4
Spoiler:
Wooden Armor
Armor C

Traits
Light Armor
Swashbuckling
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Armor 5
Spoiler:
Magic Wooden Armor
Armor 1

Traits
Light Armor
Magic
Swashbuckling
Elite

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Random Items:
Item 1
Spoiler:
Pearl of Wisdom
Item B

Traits
Object
Magic

Check
Wisdom
7

Powers
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.

Item 2
Spoiler:
Rum Bottle
Item B

Traits
Object
Liquid
Basic

Check
Constitution
Fortitude
7
OR
Craft
5

Powers
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.

Item 3
Spoiler:
Thieves' Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.

Item 4
Spoiler:
Astrolabe
Item 1

Traits
Tool

Check
Wisdom
Survival
7

Powers
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.

Item 5
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Random Allies:
Ally 1
Spoiler:
Boatswain
Ally B

Traits
Dwarf
Pirate
Basic

Check
Charisma
Diplomacy
9

Powers
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 2
Spoiler:
Conchobhar Turlach Shortstone
Ally 1

Traits
Gnome
Bard
Pirate

Check
Charisma
Diplomacy
7

Powers
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 3
Spoiler:
Turtle
Ally C

Traits
Animal
Aquatic
Basic

Check
Wisdom
Survival
5

Powers
Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.

Ally 4
Spoiler:
Dodo
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
5

Powers
Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

Ally 5
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Random Blessings:
Blessing 1
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 2
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 3
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 4
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 5
Spoiler:
Blessing of Sivanah
Blessing C

Traits
Divine
Sivanah

Check
Intelligence
Charisma
7
OR
Divine
5

Powers
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.

Turn: 13 Tarlin/Thunderspirit

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current 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: 17
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 14 Aric)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 2 (Turn 15 Lini)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 3 (Turn 16 Hayato)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 4 (Turn 17 Amaryllis)
Spoiler:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Blessings Deck Card 5 (Turn 18 Tarlin)
Spoiler:
Blessing of Achaekek
Blessing C

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 6 (Turn 19 Aric)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 7 (Turn 20 Lini)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 8 (Turn 21 Hayato)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 9 (Turn 22 Amaryllis)
Spoiler:
Blessing of Milani
Blessing C

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 10 (Turn 23 Tarlin)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 11 (Turn 24 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 12 (Turn 25 Lini)
Spoiler:
Blessing of Erastil
Blessing C

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 13 (Turn 26 Hayato)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 14 (Turn 27 Amaryllis)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 15 (Turn 28 Tarlin)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 16 (Turn 29 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 17 (Turn 30 Lini)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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.

Fog Bank
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Amaryllis,
Notes:

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:2

Raker Shoals Card 1:
Falcata +1
Weapon 1

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Raker Shoals Card 2:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Raker Shoals Card 3:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Raker Shoals Card 4:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Raker Shoals Card 5:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

Powers
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.

Raker Shoals Card 6:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Raker Shoals Card 7:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Raker Shoals Card 8:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Raker Shoals Card 9:
Phantasmal Minion
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Raker Shoals Card 10:
Chain Mail
Armor C

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Raker Shoals Card 11:
Man Overboard
Barrier B

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:2
Located here: Tarlin

Scar Bay Card 1:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.

Scar Bay Card 2:
Zombie
Monster B

Traits
Undead
Zombie
Basic

Check
Combat
9

Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.

Scar Bay Card 3:
Powder Horn
Item C

Traits
Tool
Alchemical
Basic

Check
Ranged
Intelligence
Craft
6

Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

Scar Bay Card 4:
Potion of Fortitude
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Fortitude check.

Scar Bay Card 5:
Arron Ivy
Villain Monster 1

Traits
Undead
Ghast

Check
Combat
11
THEN
Combat
13

Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Scar Bay Card 6:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 7:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

Scar Bay Card 8:
Besmaran Priest
Ally C

Traits
Human
Cleric
Pirate

Check
Divine
Charisma
Diplomacy
6

Powers
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.

Rocky Cliff
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Aric

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Hayato,
Notes:

Riptide Cove Card 1:
Dragon Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Elite

Check
Dexterity
Ranged
Craft
9

Powers
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.

Riptide Cove Card 2:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Riptide Cove Card 3:
Alchemist's Fire
Item C

Traits
Liquid
Attack
Fire
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:2 ?:2
Notes: Vine Choker

Sea Caves Card 1:
Blessing of Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Sea Caves Card 2:
Smuggler
Monster B

Traits
Human
Smuggler
Basic

Check
Combat
9

Powers
Before you act, display a random card from your hand. If undefeated, discard it; if undefeated, bury it.

Sea Caves Card 3:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Sea Caves Card 4:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Sea Caves Card 5:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Sea Caves Card 6:
Vine Choker
Monster 1

Traits
Aberration
Plant
Elite

Check
Combat
10

Powers
The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.

Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Lini

Mangrove Swamp Card 1:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately 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.

Mangrove Swamp Card 2:
Musket
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
Craft
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Mangrove Swamp Card 3:
Saltwater Ogre
Monster C

Traits
Giant
Ogre
Aquatic

Check
Combat
14

Powers
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Mangrove Swamp Card 4:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

Powers
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.

Mangrove Swamp Card 5:
Master Gunner
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Mangrove Swamp Card 6:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Mangrove Swamp Card 7:
Cutlass +1
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 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.

Mangrove Swamp Card 8:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Mangrove Swamp Card 9:
Alchemical Glue
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

Powers
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Mangrove Swamp Card 10:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.


Tarlin deck | Shirt Reroll 0-6E Used: N

Tarlin steers the Merchantman through Scar bay, when all at once he sees a massive wall looming ahead! How could he possibly have missed that?!?

DC 6+1 WIS: 1d8 + 1 ⇒ (8) + 1 = 9 w00t!
At the last moment, as he desperately strains at the wheel to try and turn the vessel in time, he sees that the wall is not real — it is just an illusion!

Using the Illusory Wall, Tarlin will put the Zombie card on the bottom of the deck.

The sea has gotten hot, and it seems prudent to remove his chain mail to get a little more freedom to move.
Discard Chain Mail, reset hand, and end turn.

Tarlin wrote:

Hand: Quarterstaff, Fireblade, Longsword 2, Blessing of the Gods 1,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes: Blessing available if necessary.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Melee: STR +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: CON +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Divine: WIS +1
Charisma d6 [ ] +1 [ ] +2

Favored Card: Weapon
Hand Size 4
Proficient with: Lt Armor, Hv Armor, Weapons
Powers:
* Instead of your first exploration on a turn, you may reveal a weapon that has the 2-handed trait or a blessing to choose a character at your location. Shuffle 1d4+1 random cards from her discard pile into her deck, then discard the card you revealed.
* You may discard an armor to return a weapon from your discard pile to your hand.
<Power 3>
<Power 4>
<Power 5>


During This Adventure:

During This Scenario:

  • Use the Merchantman as your ship.
  • When  you  encounter  the  henchman  Pirate  Shade  Haunt, display it next to a random character at your location.
  • Stashed Plunder: 1 Weapon
Pirate Shade Haunt:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Merchantman:

Merchantman
Ship Class 0

Check To Defeat:
Wisdom
5
OR
Perception
7

Check To Repair:
Craft
6

When Encountering:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

When Commanding:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

When Commanding (Wrecked):
If you fail to defeat a bane that has the Pirate trait, bury a card.


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Marine
Monster B

Traits
Human
Warrior
Veteran

Check
Combat
8

Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

Monster 2
Spoiler:
Tiger Shark
Monster 1

Traits
Animal
Aquatic
Elite

Check
Combat
11

Powers
The Tiger Shark may not be evaded.

Monster 3
Spoiler:
Cecaelia
Monster B

Traits
Merfolk
Aquatic

Check
Combat
13

Powers
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.

Monster 4
Spoiler:
Zombie
Monster B

Traits
Undead
Zombie
Basic

Check
Combat
9

Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.

Monster 5
Spoiler:
Tiger Shark
Monster 1

Traits
Animal
Aquatic
Elite

Check
Combat
11

Powers
The Tiger Shark may not be evaded.

Random Barriers:
Barrier 1
Spoiler:
Dead Man's Chest
Barrier C

Traits
Cache
Lock
Pirate

Check
Dexterity
Disable
11
OR
Strength
Melee
13

Powers
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.

Barrier 2
Spoiler:
Hull Damage
Barrier 1

Traits
Obstacle
Aquatic
Veteran

Check
Intelligence
Craft
6

Powers
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.

Barrier 3
Spoiler:
Treasure Hunt
Barrier C

Traits
Cache
Task
Veteran

Check
Intelligence
Knowledge
7

Powers
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. Then banish this barrier.

Barrier 4
Spoiler:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Barrier 5
Spoiler:
Harpoon Trap
Barrier 1

Traits
Trap
Basic

Check
Dexterity
Acrobatics
9
OR
Disable
6

Powers
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Random Weapons:
Weapon 1
Spoiler:
Belaying Pin
Weapon B

Traits
Club
Melee
Bludgeoning
Swashbuckling
Basic

Check
Strength
Melee
3

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.

Weapon 2
Spoiler:
Whip
Weapon B

Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Weapon 3
Spoiler:
Main-Gauche
Weapon B

Traits
Knife
Melee
Piercing
Finesse
Offhand
Swashbuckling
Elite

Check
Strength
Melee
5

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2.

Weapon 4
Spoiler:
Pistol +1
Weapon B

Traits
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite

Check
Dexterity
Ranged
Craft
8

Powers
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.

Weapon 5
Spoiler:
Dagger
Weapon B

Traits
Knife
Ranged
Piercing
Basic

Check
Dexterity
Ranged
3

Powers
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.

Random Spells:
Spell 1
Spoiler:
Holy Stone
Spell 1

Traits
Magic
Divine
Attack
Ranged
Elite

Check
Wisdom
Divine
6

Powers
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.

Spell 2
Spoiler:
Instant Armor
Spell C

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
3

Powers
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Speed
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Frostbite
Spell B

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Spell 5
Spoiler:
Detect Magic
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
2

Powers
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Wooden Armor
Armor C

Traits
Light Armor
Swashbuckling
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Armor 2
Spoiler:
Cloth Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Armor 3
Spoiler:
Cloth Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Armor 4
Spoiler:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

Powers
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.

Armor 5
Spoiler:
Chain Shirt
Armor B

Traits
Light Armor
Swashbuckling
Basic

Check
Constitution
Fortitude
4

Powers
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.

Random Items:
Item 1
Spoiler:
Potion of Heroism
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

Powers
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

Item 2
Spoiler:
Alchemical Glue
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

Powers
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Item 3
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Item 4
Spoiler:
Powder Horn
Item B

Traits
Tool
Alchemical
Basic

Check
Ranged
Intelligence
Craft
6

Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

Item 5
Spoiler:
Thieves' Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.

Random Allies:
Ally 1
Spoiler:
Parrot
Ally B

Traits
Animal
Elite

Check
Wisdom
Survival
7

Powers
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.

Ally 2
Spoiler:
Old Salt
Ally C

Traits
Human
Veteran

Check
Charisma
Diplomacy
7

Powers
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.

Ally 3
Spoiler:
Heartbreak Hinsin
Ally B

Traits
Human
Aristocrat
Pirate

Check
Dexterity
Disable
4
THEN
Charisma
Diplomacy
7

Powers
Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 4
Spoiler:
Snow Leopard
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.

Ally 5
Spoiler:
Fox
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d4 to any Intelligence or Wisdom check.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 2
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 3
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
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.

Blessing 4
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 14 Aric/Greenclaw

Top of Blessing Discard Pile: Blessing of Abadar

Top Blessing:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Blessings Remaining: 16
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 15 Lini)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 2 (Turn 16 Hayato)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 3 (Turn 17 Amaryllis)
Spoiler:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Blessings Deck Card 4 (Turn 18 Tarlin)
Spoiler:
Blessing of Achaekek
Blessing C

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 5 (Turn 19 Aric)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 6 (Turn 20 Lini)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 7 (Turn 21 Hayato)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 8 (Turn 22 Amaryllis)
Spoiler:
Blessing of Milani
Blessing C

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 9 (Turn 23 Tarlin)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 10 (Turn 24 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 11 (Turn 25 Lini)
Spoiler:
Blessing of Erastil
Blessing C

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 12 (Turn 26 Hayato)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 13 (Turn 27 Amaryllis)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 28 Tarlin)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 15 (Turn 29 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 16 (Turn 30 Lini)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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.

Fog Bank
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Amaryllis,
Notes:

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:2

Raker Shoals Card 1:
Falcata +1
Weapon 1

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Raker Shoals Card 2:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Raker Shoals Card 3:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Raker Shoals Card 4:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Raker Shoals Card 5:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

Powers
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.

Raker Shoals Card 6:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Raker Shoals Card 7:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Raker Shoals Card 8:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Raker Shoals Card 9:
Phantasmal Minion
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Raker Shoals Card 10:
Chain Mail
Armor C

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Raker Shoals Card 11:
Man Overboard
Barrier B

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:2
Located here: Tarlin

Scar Bay Card 1:
Powder Horn
Item C

Traits
Tool
Alchemical
Basic

Check
Ranged
Intelligence
Craft
6

Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

Scar Bay Card 2:
Potion of Fortitude
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Fortitude check.

Scar Bay Card 3:
Arron Ivy
Villain Monster 1

Traits
Undead
Ghast

Check
Combat
11
THEN
Combat
13

Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Scar Bay Card 4:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 5:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

Scar Bay Card 6:
Besmaran Priest
Ally C

Traits
Human
Cleric
Pirate

Check
Divine
Charisma
Diplomacy
6

Powers
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.

Scar Bay Card 7 - Zombie:
Zombie
Monster B

Traits
Undead
Zombie
Basic

Check
Combat
9

Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.

Rocky Cliff
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Aric

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Hayato,
Notes:

Riptide Cove Card 1:
Dragon Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Elite

Check
Dexterity
Ranged
Craft
9

Powers
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.

Riptide Cove Card 2:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Riptide Cove Card 3:
Alchemist's Fire
Item C

Traits
Liquid
Attack
Fire
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:2 ?:2
Notes: Vine Choker

Sea Caves Card 1:
Blessing of Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Sea Caves Card 2:
Smuggler
Monster B

Traits
Human
Smuggler
Basic

Check
Combat
9

Powers
Before you act, display a random card from your hand. If undefeated, discard it; if undefeated, bury it.

Sea Caves Card 3:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Sea Caves Card 4:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Sea Caves Card 5:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Sea Caves Card 6:
Vine Choker
Monster 1

Traits
Aberration
Plant
Elite

Check
Combat
10

Powers
The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.

Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Lini

Mangrove Swamp Card 1:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately 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.

Mangrove Swamp Card 2:
Musket
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
Craft
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Mangrove Swamp Card 3:
Saltwater Ogre
Monster C

Traits
Giant
Ogre
Aquatic

Check
Combat
14

Powers
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Mangrove Swamp Card 4:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

Powers
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.

Mangrove Swamp Card 5:
Master Gunner
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Mangrove Swamp Card 6:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Mangrove Swamp Card 7:
Cutlass +1
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 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.

Mangrove Swamp Card 8:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Mangrove Swamp Card 9:
Alchemical Glue
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

Powers
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Mangrove Swamp Card 10:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.


Character Deck Upgrade Prefs: Ally 6 > Armor 6 > Item 6

The Merchantman sails into a wide opening in the side of the cliff, which opens up into a massive sea cave. Aric, now back in his civilian outfit marvels at the sight from the deck. "Oh my, I've never seen anything like this. It's as tall as a Cathedral back in Galt. Tell me, you can't get trapped in here if the water level rises can you? That would be a nightmare. How would anyone get us out?"

Change to Aric at start of turn. Switch out Patrician's Armor with Psychic Detective from kit.
Move to Sea Caves. Explore.

Blessing of Gozreh:

Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

"What is that symbol of the leaf over there, my friend?" Aric asks one of the crew. "God of the storms you say? Hopefully you mean God of No Storms, am I right"
Wisdom DC7: 1d8 - 1 ⇒ (8) - 1 = 7 SUCCESS!

The deckhand laughs at Aric's joke but quickly moves on to get about his chores, not staying to chat with some dandy noble. Aric is intrigued and keeps his eyes peeled as the ship sails its way through the impressive cave. He notices a strange looking elf on the other side of the ship, who seems lost in thought. "Where did that guy come from? He's not part of the crew!" The elf suddenly moves away from the rails and ducks down below deck. Aric, ever curious, follows him down...
Discard Psychic Detective to examine top card of location...

Smuggler:

Monster B

Traits
Human
Smuggler
Basic

Check
Combat
9

Powers
Before you act, display a random card from your hand. If undefeated, discard it; if undefeated, bury it.

Free explore from Psychic Detective

Aric sees the elf engaging in some suspicious dealings with a shady looking guy down below. Thinking that this is a crime to be foiled, he ducks into his cabin and in a few moments returns as...The Red Raven!

Recharge Mask of the Red Raven to become The Red Raven again.


Character Deck Upgrade Prefs: Blessing 3/2 > Weapon 3 > Item 3 > Armor 3 > Ally 3/2

BYA effect from Smuggler. Display Random Card: 1-Punching Dagger, 2-Metamorph, 3-Blessing of Gozreh. Card: 1d3 ⇒ 1

As The Red Raven lunges forward to strike the dodgy guy with his dagger, the quick-fingered smuggler reaches out and disarms him instead. Taken by surprise, The Red Raven swings his other bare fist around at the smuggler, hoping to land with the haymaker!

Discard Blessing of Gozreh
Combat (Strength) DC9: 2d6 - 1 ⇒ (2, 6) - 1 = 7 ARGH!

He misses and the next thing he sees is a fist coming towards his face instead...and then everything quickly goes black!

Bury Punching Dagger. Empty Hand for damage. End Turn. Reset Hand.

Aric/The Red Raven wrote:

Hand: Flawless Monocle, Mancatcher, Blessing of the Ancients, Rapier,

Displayed: Pirate Shade Haunt,
Deck: 5 Discard: 4 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Aric
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Knowledge: Intelligence +2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Diplomacy: Charisma +3

Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

The Red Raven
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d4 [ ]+1

Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([ ] or turn) you may examine the top card of your location deck. ([ ] If its a monster, you may encounter it).


During This Adventure:

During This Scenario:

  • Use the Merchantman as your ship.
  • When  you  encounter  the  henchman  Pirate  Shade  Haunt, display it next to a random character at your location.
  • Stashed Plunder: 1 Weapon
Pirate Shade Haunt:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Merchantman:

Merchantman
Ship Class 0

Check To Defeat:
Wisdom
5
OR
Perception
7

Check To Repair:
Craft
6

When Encountering:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

When Commanding:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

When Commanding (Wrecked):
If you fail to defeat a bane that has the Pirate trait, bury a card.


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Giant Moray Eel
Monster 1

Traits
Animal
Aquatic
Basic

Check
Combat
10

Powers
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.

Monster 2
Spoiler:
Shackled Sorcerer
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

Powers
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.

Monster 3
Spoiler:
Blood Moon Pirate
Monster B

Traits
Lycanthrope
Pirate
Elite

Check
Combat
13

Powers
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.

Monster 4
Spoiler:
Devilfish
Monster 1

Traits
Aberration
Aquatic
Basic

Check
Combat
10

Powers
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.

Monster 5
Spoiler:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Random Barriers:
Barrier 1
Spoiler:
Bucket Brigade
Barrier C

Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Barrier 2
Spoiler:
Dead Man's Chest
Barrier C

Traits
Cache
Lock
Pirate

Check
Dexterity
Disable
11
OR
Strength
Melee
13

Powers
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.

Barrier 3
Spoiler:
Man Overboard
Barrier C

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Barrier 4
Spoiler:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.

Barrier 5
Spoiler:
Ambush
Barrier C

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately 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.

Random Weapons:
Weapon 1
Spoiler:
Cat-o'-Nine-Tails
Weapon B

Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Elite

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Weapon 2
Spoiler:
Falcata
Weapon B

Traits
Sword
Melee
Slashing
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Weapon 3
Spoiler:
Boarding Axe
Weapon B

Traits
Axe
Melee
Slashing
Swashbuckling
Basic

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Weapon 4
Spoiler:
Whip
Weapon B

Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Weapon 5
Spoiler:
Light Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Random Spells:
Spell 1
Spoiler:
Cure
Spell C

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
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.

Spell 2
Spoiler:
Detect Magic
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
2

Powers
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Strength
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Confusion
Spell B

Traits
Magic
Arcane
Divine
Mental
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Magic Weapon
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
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.

Random Armors:
Armor 1
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
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 proficient with light armors, bury it instead.

Armor 2
Spoiler:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

Powers
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.

Armor 3
Spoiler:
Chain Shirt
Armor B

Traits
Light Armor
Swashbuckling
Basic

Check
Constitution
Fortitude
4

Powers
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.

Armor 4
Spoiler:
Magic Chain Shirt
Armor B

Traits
Light Armor
Magic
Swashbuckling
Elite

Check
Constitution
Fortitude
5

Powers
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.

Armor 5
Spoiler:
Magic Wooden Armor
Armor 1

Traits
Light Armor
Magic
Swashbuckling
Elite

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Random Items:
Item 1
Spoiler:
Spyglass
Item B

Traits
Object

Check
Wisdom
Perception
4

Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Item 2
Spoiler:
Bracers of Protection
Item B

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1.

Item 3
Spoiler:
Potion of Heroism
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

Powers
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

Item 4
Spoiler:
Amulet of Life
Item B

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.

Item 5
Spoiler:
Eye Patch
Item B

Traits
Accessory
Swashbuckling
Basic

Check
Charisma
Dexterity
5

Powers
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

Random Allies:
Ally 1
Spoiler:
Sandara Quinn
Ally 1

Traits
Human
Cleric
Pirate

Check
Charisma
Diplomacy
5

Powers
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 2
Spoiler:
Conchobhar Turlach Shortstone
Ally 1

Traits
Gnome
Bard
Pirate

Check
Charisma
Diplomacy
7

Powers
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 3
Spoiler:
Lookout
Ally B

Traits
Elf
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Ally 4
Spoiler:
Old Salt
Ally B

Traits
Human
Veteran

Check
Charisma
Diplomacy
7

Powers
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.

Ally 5
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Random Blessings:
Blessing 1
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 2
Spoiler:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 3
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 4
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 15 Lini/Merisal The Risen

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


Blessings Remaining: 15
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 16 Hayato)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 2 (Turn 17 Amaryllis)
Spoiler:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Blessings Deck Card 3 (Turn 18 Tarlin)
Spoiler:
Blessing of Achaekek
Blessing C

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 4 (Turn 19 Aric)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 5 (Turn 20 Lini)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 6 (Turn 21 Hayato)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 7 (Turn 22 Amaryllis)
Spoiler:
Blessing of Milani
Blessing C

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 8 (Turn 23 Tarlin)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 9 (Turn 24 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 10 (Turn 25 Lini)
Spoiler:
Blessing of Erastil
Blessing C

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 11 (Turn 26 Hayato)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 12 (Turn 27 Amaryllis)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 13 (Turn 28 Tarlin)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 14 (Turn 29 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 15 (Turn 30 Lini)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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.

Fog Bank
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Amaryllis,
Notes:

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:2

Raker Shoals Card 1:
Falcata +1
Weapon 1

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Raker Shoals Card 2:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Raker Shoals Card 3:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Raker Shoals Card 4:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Raker Shoals Card 5:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

Powers
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.

Raker Shoals Card 6:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Raker Shoals Card 7:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Raker Shoals Card 8:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Raker Shoals Card 9:
Phantasmal Minion
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Raker Shoals Card 10:
Chain Mail
Armor C

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Raker Shoals Card 11:
Man Overboard
Barrier B

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:2
Located here: Tarlin

Scar Bay Card 1:
Powder Horn
Item C

Traits
Tool
Alchemical
Basic

Check
Ranged
Intelligence
Craft
6

Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

Scar Bay Card 2:
Potion of Fortitude
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Fortitude check.

Scar Bay Card 3:
Arron Ivy
Villain Monster 1

Traits
Undead
Ghast

Check
Combat
11
THEN
Combat
13

Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Scar Bay Card 4:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 5:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

Scar Bay Card 6:
Besmaran Priest
Ally C

Traits
Human
Cleric
Pirate

Check
Divine
Charisma
Diplomacy
6

Powers
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.

Scar Bay Card 7 - Zombie:
Zombie
Monster B

Traits
Undead
Zombie
Basic

Check
Combat
9

Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.

Rocky Cliff
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Hayato,
Notes:

Riptide Cove Card 1:
Dragon Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Elite

Check
Dexterity
Ranged
Craft
9

Powers
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.

Riptide Cove Card 2:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Riptide Cove Card 3:
Alchemist's Fire
Item C

Traits
Liquid
Attack
Fire
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:2
Located here: Red Raven
Notes: Vine Choker, Smuggler

Sea Caves Card 1:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Sea Caves Card 2:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Sea Caves Card 3:
Vine Choker
Monster 1

Traits
Aberration
Plant
Elite

Check
Combat
10

Powers
The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.

Sea Caves Card 4:
Smuggler
Monster B

Traits
Human
Smuggler
Basic

Check
Combat
9

Powers
Before you act, display a random card from your hand. If undefeated, discard it; if undefeated, bury it.

Sea Caves Card 5:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Lini

Mangrove Swamp Card 1:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately 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.

Mangrove Swamp Card 2:
Musket
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
Craft
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Mangrove Swamp Card 3:
Saltwater Ogre
Monster C

Traits
Giant
Ogre
Aquatic

Check
Combat
14

Powers
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Mangrove Swamp Card 4:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

Powers
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.

Mangrove Swamp Card 5:
Master Gunner
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Mangrove Swamp Card 6:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Mangrove Swamp Card 7:
Cutlass +1
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 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.

Mangrove Swamp Card 8:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Mangrove Swamp Card 9:
Alchemical Glue
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

Powers
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Mangrove Swamp Card 10:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.


Add 4 to any combat check by a character at your location against a card that has the Aquatic trait (X or any check by that character against a ship). Linis deckhandler One Die bump. Reroll available

Lini decides to stay in the swamp and try keep it free of Arron Ivy

wisdom 10: 1d10 ⇒ 8

She spots a musket up ahead but then realises its a trap set by a saltwater ogre

She loses the fight (1d4 vs 15) and slips away as the ogre pulverises her armour

Leather armour banished

Discards frog to explore again (shuffles frog)

card: 1d9 + 1 ⇒ (9) + 1 = 10

She finds a wall in the swamp she examines it with the conch shell

reveals conch shell for perception check

perception 7: 1d4 + 1d6 ⇒ (2) + (1) = 3

discards (actually shuffles) vulture to explore some more

Discards conch shell to boost her strength

card: 1d9 + 1 ⇒ (5) + 1 = 6

Rat swarm combat 8: 1d12 ⇒ 1

Mauled by rats reveals vulture to pass dolphin to Amaryllis and discards Vulture as damage

Ends turn

Lini wrote:

Hand: Frog, Bit of Luck, Walking stick, Botspellbond, Aid,

Displayed:
Deck: 7 Discard: 5 Buried: 0
Notes: Blessings available, Aid (add a d6 to a check) avaiable Bit of Luck (play before a check at your location after check may reroll dice)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d6 [ ]+1 [ ]+2 [ ]+3
Constitution d8 [ ]+1 [ ]+2 [ ] +3
Fortitude +2 d8+2
Intelligence d6 [ ]+1
Wisdom d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Divine +2 d10+2
Survival +2 d10+2
Charisma d8 [ ]+1

Hand Size 5 [ ] 6
Light Armors [ ] Weapons [ ]
Powers:
When you play an ally that has the animal trait, if you would discard recharge or bury it 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 you may recharge it instead


During This Adventure:

During This Scenario:

  • Use the Merchantman as your ship.
  • When  you  encounter  the  henchman  Pirate  Shade  Haunt, display it next to a random character at your location.
  • Stashed Plunder: 1 Weapon
Pirate Shade Haunt:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Merchantman:

Merchantman
Ship Class 0

Check To Defeat:
Wisdom
5
OR
Perception
7

Check To Repair:
Craft
6

When Encountering:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

When Commanding:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

When Commanding (Wrecked):
If you fail to defeat a bane that has the Pirate trait, bury a card.


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Merfolk
Monster C

Traits
Merfolk
Aquatic
Basic

Check
Combat
8

Powers
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

Monster 2
Spoiler:
Siren Caller
Monster B

Traits
Siren
Aquatic
Veteran

Check
Wisdom
8

Powers
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.

Monster 3
Spoiler:
Giant Moray Eel
Monster 1

Traits
Animal
Aquatic
Basic

Check
Combat
10

Powers
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.

Monster 4
Spoiler:
Crab Swarm
Monster C

Traits
Animal
Aquatic
Swarm
Basic

Check
Combat
8

Powers
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Monster 5
Spoiler:
Marine
Monster B

Traits
Human
Warrior
Veteran

Check
Combat
8

Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

Random Barriers:
Barrier 1
Spoiler:
Drowning Spikes Trap
Barrier 1

Traits
Trap
Aquatic

Check
Dexterity
Disable
7

Powers
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

Barrier 2
Spoiler:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Barrier 3
Spoiler:
Hull Damage
Barrier 1

Traits
Obstacle
Aquatic
Veteran

Check
Intelligence
Craft
6

Powers
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.

Barrier 4
Spoiler:
Bucket Brigade
Barrier B

Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Barrier 5
Spoiler:
Bucket Brigade
Barrier C

Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Random Weapons:
Weapon 1
Spoiler:
Shortbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Weapon 2
Spoiler:
Falcata
Weapon B

Traits
Sword
Melee
Slashing
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Weapon 3
Spoiler:
Pepperbox
Weapon 1

Traits
Firearm
Ranged
Piercing
Elite

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. 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.

Weapon 4
Spoiler:
Repelling Pike +1
Weapon 1

Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.

Weapon 5
Spoiler:
Pistol +1
Weapon B

Traits
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite

Check
Dexterity
Ranged
Craft
8

Powers
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.

Random Spells:
Spell 1
Spoiler:
Arcane Armor
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Charm Animal
Spell C

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

Powers
Bury this card to draw 1 random Animal ally from the box and add it to your hand.
If you do not have either the Arcane or Divine skill, banish this card after playing it.

Spell 3
Spoiler:
Magic Weapon
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
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.

Spell 4
Spoiler:
Buoyancy
Spell C

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
3

Powers
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Holy Stone
Spell 1

Traits
Magic
Divine
Attack
Ranged
Elite

Check
Wisdom
Divine
6

Powers
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.

Random Armors:
Armor 1
Spoiler:
Benevolent Buckler
Armor 1

Traits
Shield
Magic

Check
Constitution
Fortitude
5

Powers
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.

Armor 2
Spoiler:
Leather Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
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 proficient with light armors, bury it instead.

Armor 3
Spoiler:
Magic Chain Shirt
Armor B

Traits
Light Armor
Magic
Swashbuckling
Elite

Check
Constitution
Fortitude
5

Powers
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.

Armor 4
Spoiler:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
Chain Shirt
Armor B

Traits
Light Armor
Swashbuckling
Basic

Check
Constitution
Fortitude
4

Powers
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.

Random Items:
Item 1
Spoiler:
Amulet of Fortitude
Item B

Traits
Accessory
Magic
Elite

Check
Constitution
Fortitude
5

Powers
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.

Item 2
Spoiler:
Noxious Bomb
Item C

Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Item 3
Spoiler:
Pearl of Wisdom
Item B

Traits
Object
Magic

Check
Wisdom
7

Powers
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.

Item 4
Spoiler:
Conch Shell
Item B

Traits
Object
Aquatic
Basic

Check
Wisdom
Perception
5

Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.

Item 5
Spoiler:
Topaz of Strength
Item B

Traits
Object
Magic

Check
Strength
7

Powers
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.

Random Allies:
Ally 1
Spoiler:
Sailor
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 2
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 3
Spoiler:
Snow Leopard
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.

Ally 4
Spoiler:
Boatswain
Ally B

Traits
Dwarf
Pirate
Basic

Check
Charisma
Diplomacy
9

Powers
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 5
Spoiler:
Dwarf Caiman
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
6

Powers
Reveal this card to add 1d6 to your Stealth or Fortitude check.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 2
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 3
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 4
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 16 Hayato/Chthonicthul

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


Blessings Remaining: 14
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 17 Amaryllis)
Spoiler:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Blessings Deck Card 2 (Turn 18 Tarlin)
Spoiler:
Blessing of Achaekek
Blessing C

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 19 Aric)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 4 (Turn 20 Lini)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 5 (Turn 21 Hayato)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 6 (Turn 22 Amaryllis)
Spoiler:
Blessing of Milani
Blessing C

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 7 (Turn 23 Tarlin)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 8 (Turn 24 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 9 (Turn 25 Lini)
Spoiler:
Blessing of Erastil
Blessing C

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 10 (Turn 26 Hayato)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 11 (Turn 27 Amaryllis)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 12 (Turn 28 Tarlin)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 13 (Turn 29 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 30 Lini)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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.

Fog Bank
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Amaryllis,
Notes:

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:2

Raker Shoals Card 1:
Falcata +1
Weapon 1

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Raker Shoals Card 2:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Raker Shoals Card 3:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Raker Shoals Card 4:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Raker Shoals Card 5:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

Powers
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.

Raker Shoals Card 6:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Raker Shoals Card 7:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Raker Shoals Card 8:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Raker Shoals Card 9:
Phantasmal Minion
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Raker Shoals Card 10:
Chain Mail
Armor C

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Raker Shoals Card 11:
Man Overboard
Barrier B

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:2
Located here: Tarlin

Scar Bay Card 1:
Powder Horn
Item C

Traits
Tool
Alchemical
Basic

Check
Ranged
Intelligence
Craft
6

Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

Scar Bay Card 2:
Potion of Fortitude
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Fortitude check.

Scar Bay Card 3:
Arron Ivy
Villain Monster 1

Traits
Undead
Ghast

Check
Combat
11
THEN
Combat
13

Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Scar Bay Card 4:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 5:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

Scar Bay Card 6:
Besmaran Priest
Ally C

Traits
Human
Cleric
Pirate

Check
Divine
Charisma
Diplomacy
6

Powers
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.

Scar Bay Card 7 - Zombie:
Zombie
Monster B

Traits
Undead
Zombie
Basic

Check
Combat
9

Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.

Rocky Cliff
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Hayato,
Notes:

Riptide Cove Card 1:
Dragon Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Elite

Check
Dexterity
Ranged
Craft
9

Powers
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.

Riptide Cove Card 2:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Riptide Cove Card 3:
Alchemist's Fire
Item C

Traits
Liquid
Attack
Fire
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:2
Located here: Red Raven
Notes: Vine Choker, Smuggler

Sea Caves Card 1:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Sea Caves Card 2:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Sea Caves Card 3:
Vine Choker
Monster 1

Traits
Aberration
Plant
Elite

Check
Combat
10

Powers
The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.

Sea Caves Card 4:
Smuggler
Monster B

Traits
Human
Smuggler
Basic

Check
Combat
9

Powers
Before you act, display a random card from your hand. If undefeated, discard it; if undefeated, bury it.

Sea Caves Card 5:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Lini
Notes: Saltwater Oger, Rat Swarm, Illusionary Wall, Musket

Mangrove Swamp Card 1:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.

Mangrove Swamp Card 2:
Saltwater Ogre
Monster C

Traits
Giant
Ogre
Aquatic

Check
Combat
14

Powers
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Mangrove Swamp Card 3:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Mangrove Swamp Card 4:
Musket
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
Craft
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Mangrove Swamp Card 5:
Alchemical Glue
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

Powers
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Mangrove Swamp Card 6:
Cutlass +1
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 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.

Mangrove Swamp Card 7:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Mangrove Swamp Card 8:
Master Gunner
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Mangrove Swamp Card 9:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

Powers
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.


Standing on deck, Hayato gazes at the calm waters of the cove.

Explore Riptide Cove card #1: Dragon Pistol. Auto fail check to acquire.

Looking in the clear waters, he sees an ornate looking pistol lying on the sea floor on a sand bar next to his ship. It is lovely, but certainly not worth a swim in these dangerous waters.

Discard Camel to explore Riptide Cove card #2: Pirate Shade Haunt

He is suddenly overcome with a sense of dread. What is this fear that grips his soul? He fears that some sort of ghastly creature in this water is now risen from the grave to haunt him.

Another grindylow rises from the waters. intent on his slaughter. The samurai uses his pike to try to keep the creature at bay.

Combat 12 to defeat Riptide Grindylow to close Riptide Cove: 1d10 + 2 + 1d8 + 1d4 ⇒ (8) + 2 + (3) + (2) = 15 Location closed!

He skewers the creature, and then takes a few minutes to try to shake the limp corpse back into the waters. Once done, he decides to leave - he has seen enough of this cove.

Reset hand and end turn.

Hayato wrote:

Hand: Banner, Boarding Pike, Portable Ram, Naginata,

Displayed: Jinfu, Pirate Shade Haunt,
Deck: 2 Discard: 10 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Diplomacy: Charisma +1

Favored Card Type: Weapon
Hand Size: 4
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
On your first combat check of your turn, add 1d6 ([ ] 1d10).
On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).

Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


During This Adventure:

During This Scenario:

  • Use the Merchantman as your ship.
  • When  you  encounter  the  henchman  Pirate  Shade  Haunt, display it next to a random character at your location.
  • Stashed Plunder: 1 Weapon
Pirate Shade Haunt:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Merchantman:

Merchantman
Ship Class 0

Check To Defeat:
Wisdom
5
OR
Perception
7

Check To Repair:
Craft
6

When Encountering:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

When Commanding:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

When Commanding (Wrecked):
If you fail to defeat a bane that has the Pirate trait, bury a card.


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Random Monsters:
Monster 1
Spoiler:
Merfolk
Monster C

Traits
Merfolk
Aquatic
Basic

Check
Combat
8

Powers
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

Monster 2
Spoiler:
Zombie
Monster B

Traits
Undead
Zombie
Basic

Check
Combat
9

Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.

Monster 3
Spoiler:
Swamp Ghoul
Monster B

Traits
Undead
Ghoul
Aquatic
Elite

Check
Combat
11

Powers
The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Monster 4
Spoiler:
Bloodbug
Monster 1

Traits
Animal
Basic

Check
Combat
9

Powers
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.

Monster 5
Spoiler:
Crab Swarm
Monster B

Traits
Animal
Aquatic
Swarm
Basic

Check
Combat
8

Powers
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Random Barriers:
Barrier 1
Spoiler:
Goose in the Rigging
Barrier 1

Traits
Task
Elite

Check
Intelligence
Craft
7

Powers
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.

Barrier 2
Spoiler:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Barrier 3
Spoiler:
Man Overboard
Barrier C

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Barrier 4
Spoiler:
Treasure Hunt
Barrier B

Traits
Cache
Task
Veteran

Check
Intelligence
Knowledge
7

Powers
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. Then banish this barrier.

Barrier 5
Spoiler:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately 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.

Random Weapons:
Weapon 1
Spoiler:
Dragon Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Elite

Check
Dexterity
Ranged
Craft
9

Powers
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.

Weapon 2
Spoiler:
Cutlass +1
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 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.

Weapon 3
Spoiler:
Pistol +1
Weapon C

Traits
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite

Check
Dexterity
Ranged
Craft
8

Powers
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.

Weapon 4
Spoiler:
Longbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Weapon 5
Spoiler:
Main-Gauche
Weapon B

Traits
Knife
Melee
Piercing
Finesse
Offhand
Swashbuckling
Elite

Check
Strength
Melee
5

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2.

Random Spells:
Spell 1
Spoiler:
Black Spot
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Arcane Armor
Spell C

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Instant Armor
Spell C

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
3

Powers
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Arcane Armor
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

Powers
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.

Armor 2
Spoiler:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 3
Spoiler:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

Powers
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.

Armor 4
Spoiler:
Cloth Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Armor 5
Spoiler:
Chain Shirt
Armor B

Traits
Light Armor
Swashbuckling
Basic

Check
Constitution
Fortitude
4

Powers
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.

Random Items:
Item 1
Spoiler:
Amulet of Fortitude
Item B

Traits
Accessory
Magic
Elite

Check
Constitution
Fortitude
5

Powers
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.

Item 2
Spoiler:
Tot Flask
Item C

Traits
Object
Alchemical

Check
Intelligence
Craft
6

Powers
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

Item 3
Spoiler:
Potion of Lucubration
Item C

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Craft check.

Item 4
Spoiler:
Potion of Heroism
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

Powers
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

Item 5
Spoiler:
Rum Bottle
Item B

Traits
Object
Liquid
Basic

Check
Constitution
Fortitude
7
OR
Craft
5

Powers
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.

Random Allies:
Ally 1
Spoiler:
Fox
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d4 to any Intelligence or Wisdom check.
Discard this card to explore your location.

Ally 2
Spoiler:
Snow Leopard
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.

Ally 3
Spoiler:
Tidepool Dragon
Ally 1

Traits
Dragon
Aquatic
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.

Ally 4
Spoiler:
Crimson Cogward
Ally 1

Traits
Human
Rogue
Pirate

Check
Strength
Melee
6
OR
Charisma
Diplomacy
7

Powers
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 5
Spoiler:
Acolyte
Ally C

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Gozreh
Blessing C

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessing 2
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 3
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 4
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 17 Amaryllis/WilderRedbeard

Top of Blessing Discard Pile: Blessing of Besmara

Top Blessing:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.


Blessings Remaining: 13
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 18 Tarlin)
Spoiler:
Blessing of Achaekek
Blessing C

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 2 (Turn 19 Aric)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 3 (Turn 20 Lini)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 4 (Turn 21 Hayato)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 5 (Turn 22 Amaryllis)
Spoiler:
Blessing of Milani
Blessing C

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 6 (Turn 23 Tarlin)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 7 (Turn 24 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 8 (Turn 25 Lini)
Spoiler:
Blessing of Erastil
Blessing C

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 9 (Turn 26 Hayato)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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 Deck Card 10 (Turn 27 Amaryllis)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 11 (Turn 28 Tarlin)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 12 (Turn 29 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 13 (Turn 30 Lini)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

Powers
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.

Fog Bank
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Amaryllis,
Notes:

Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M:0 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:2

Raker Shoals Card 1:
Falcata +1
Weapon 1

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Raker Shoals Card 2:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Raker Shoals Card 3:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Raker Shoals Card 4:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Raker Shoals Card 5:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

Powers
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.

Raker Shoals Card 6:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Raker Shoals Card 7:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Raker Shoals Card 8:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Raker Shoals Card 9:
Phantasmal Minion
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Raker Shoals Card 10:
Chain Mail
Armor C

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
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.

Raker Shoals Card 11:
Man Overboard
Barrier B

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:2
Located here: Tarlin

Scar Bay Card 1:
Powder Horn
Item C

Traits
Tool
Alchemical
Basic

Check
Ranged
Intelligence
Craft
6

Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

Scar Bay Card 2:
Potion of Fortitude
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Fortitude check.

Scar Bay Card 3:
Arron Ivy
Villain Monster 1

Traits
Undead
Ghast

Check
Combat
11
THEN
Combat
13

Powers
Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Scar Bay Card 4:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 5:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

Scar Bay Card 6:
Besmaran Priest
Ally C

Traits
Human
Cleric
Pirate

Check
Divine
Charisma
Diplomacy
6

Powers
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.

Scar Bay Card 7 - Zombie:
Zombie
Monster B

Traits
Undead
Zombie
Basic

Check
Combat
9

Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.

Rocky Cliff
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Riptide Cove
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:0
Closed
Located here: Hayato,
Notes:

Riptide Cove Card 1 - Alchemist's Fire:
Alchemist's Fire
Item C

Traits
Liquid
Attack
Fire
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:2
Located here: Red Raven
Notes: Vine Choker, Smuggler

Sea Caves Card 1:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Sea Caves Card 2:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Sea Caves Card 3:
Vine Choker
Monster 1

Traits
Aberration
Plant
Elite

Check
Combat
10

Powers
The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.

Sea Caves Card 4:
Smuggler
Monster B

Traits
Human
Smuggler
Basic

Check
Combat
9

Powers
Before you act, display a random card from your hand. If undefeated, discard it; if undefeated, bury it.

Sea Caves Card 5:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

Powers
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.

Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Lini
Notes: Saltwater Oger, Rat Swarm, Illusionary Wall, Musket

Mangrove Swamp Card 1:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.

Mangrove Swamp Card 2:
Saltwater Ogre
Monster C

Traits
Giant
Ogre
Aquatic

Check
Combat
14

Powers
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Mangrove Swamp Card 3:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Mangrove Swamp Card 4:
Musket
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
Craft
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Mangrove Swamp Card 5:
Alchemical Glue
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

Powers
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Mangrove Swamp Card 6:
Cutlass +1
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 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.

Mangrove Swamp Card 7:
Pirate Shade Haunt
Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Mangrove Swamp Card 8:
Master Gunner
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Mangrove Swamp Card 9:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

Powers
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.


Amaryllis' Deck

After scouring the Fog Bank and finding no sign of Arron Ivy, Amaryllis directs the crew of the Merchantman to travel to Mangrove Swamp.
As she approaches the swamp, a large wall rises from the waters directly in front of the ship! The crew scrambles to haul in the main sail and change the course of the ship.
Amaryllis thinks to herself, This must be the wall Lini was referring too...

Illusory Wall:

Barrier B
Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

Powers
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.


She fires an arcane bolt to attempt to convince the crew that the wall is, in fact, only an illusion.

Arcane 7: 1d12 + 2 ⇒ (1) + 2 = 3 fail

The crew watches as the bolt fizzles before it even reaches the wall. They continue their mad scramble to veer the ship to avoid collision. As they pass around the end of the wall and look back toward it, it's simply gone.
Amaryllis spots a dolphin leaping alongside the ship and employs some mental persuasion to convince the animal to scout out ahead.

Place Dolphin on top of deck to examine bottom card of location deck
Random location card: 1d10 ⇒ 2

The dolphin reports back after discovering a Saltwater Ogre swimming in the depths of the Swamp

Saltwater Ogre:

Monster C
Traits
Giant
Ogre
Aquatic

Check
Combat
14

Powers
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

The crew makes a slight adjustment in course and continues on. Best to avoid that creature as much as halflingly possible.

Reset hand and end turn

Amaryllis wrote:

Hand: Confusion, Crow, Icy Longspear +1, Codex, Jinx Eater, Bracers of Protection, Dolphin,

Displayed:
Deck: 4 Discard: 2 Buried: 4
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Consitution +2
Intelligence d4 [ ] +1 [ ] +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([ ] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.


Tarlin deck | Shirt Reroll 0-6E Used: N

Seeking something — anything — to plunder in Scar Bay, Tarlin moves through the murky water. Alas, he finds only an odd crescent-shaped horn resting upon a lonely outcropping.
DC 6 INT: 1d6 ⇒ 2 fail
Oblivious to its nature, he leaves it where it lies and moves on.

Discard Blessing of the Gods to explore again.

Bobbing atop the waves, he sees a bottle floating! A cry, a call for help? A message within it?
DC 6 INT: 1d6 ⇒ 6 success
No message, sadly; but the liquid within smells vaguely of rum and brine. He tucks the bottle away and thinks of home...

Reset hand and end turn.

Tarlin wrote:

Hand: Quarterstaff, Fireblade, Longsword 2, Potion of Fortitude (found),

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

Skills and Powers:
SKILLS

Strength d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Melee: STR +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: CON +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Divine: WIS +1
Charisma d6 [ ] +1 [ ] +2

Favored Card: Weapon
Hand Size 4
Proficient with: Lt Armor, Hv Armor, Weapons
Powers:
* Instead of your first exploration on a turn, you may reveal a weapon that has the 2-handed trait or a blessing to choose a character at your location. Shuffle 1d4+1 random cards from her discard pile into her deck, then discard the card you revealed.
* You may discard an armor to return a weapon from your discard pile to your hand.
<Power 3>
<Power 4>
<Power 5>


Character Deck Upgrade Prefs: Blessing 3/2 > Weapon 3 > Item 3 > Armor 3 > Ally 3/2

The Red Raven struggles to consciousness through a cloud of pain in his head. His clothes and cloak are soaked and there is cold stone under his back. He's on a rock in the caves! "Oh by the gods, where is the ship?"

The struggle to get to his feet is real and he tries to not tumble over and hurt himself more on the sharp, slippery rocks.

Constitution DC6+1: 1d6 ⇒ 5

...but he slips again and feels the splinter of breaking glass from inside his cloak. Most likely Aric's monocle.
Bury Flawless Monocle for damage. End of move step power, examine top card of deck. It's a BotG. Explore.

Blessing of the Gods:

Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Not a religious man by nature, The Raven nevertheless mutters a prayer to whatever god may be looking over this place...
Discard BotG to explore again.

Pirate Shade Haunt:

Henchman Monster B

Traits
Undead
Pirate

Check
None

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.


Attempt to close. Summon random aquatic monster:
Merfolk:

Monster C

Traits
Merfolk
Aquatic
Basic

Check
Combat
8

Powers
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

"What is that?" his blood runs cold at the sight of a spectral figure rising up out of the water...but then his prayers seem to be answered as it just turns to mist and the ship can be seen oming through the spray of mist straight ahead, having turned around to retrieve him...but then a figure bursts out of the water carrying a trident aimed right at his chest. Quick to react, The Red Raven draws his own weapon and tries to parry the blow...
Reveal Rapier. Discard Blessing of the Ancients.
Combat (Melee) DC8+4: 2d10 + 3 + 2d4 ⇒ (5, 3) + 3 + (1, 2) = 14 Location Closed!

The mermaid sinks down into the water, leaving a pool of red blood in its wake and the Raven waits for the ship to return...but how was he going to get back in his civilian clothes before then?
End Turn. Reset Hand.

Aric/The Red Raven wrote:

Hand: Masque, Mancatcher, Blessing of the Spy 2, Rapier,

Displayed: Pirate Shade Haunt x2,
Deck: 3 Discard: 6 Buried: 2
Notes:
Sideboard cards: Signal Whistle, Magnifying Glass, Patrician's Armor,

Skills and Powers:
SKILLS

Aric
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Knowledge: Intelligence +2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Diplomacy: Charisma +3

Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

The Red Raven
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d4 [ ]+1

Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([ ] or turn) you may examine the top card of your location deck. ([ ] If its a monster, you may encounter it).

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Community / Forums / Online Campaigns / Play-by-Post / [ACG] [CaG] [SotS] Adventure 0-1: Lost at Sea by MorkXII All Messageboards

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