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

Game Master MorkXII


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Turn 11: Hayato/Blessing of the Gods

Standing at the prow, Hayato heads into a dangerous-looking cove.

Move to Mancatcher Cove; explore Mancatcher Cove card #1: Merfolk

Almost immediately, a merfo9lk rises from the ocean to challenge the ship's right to ply these waters. The stalwart samurai grimly hefts his cat-o'-nine tails and advances toward the creature.

Combat 8 to defeat Merfolk, revealing Cat-O'-Nine-Tails and it being first combat of turn: 1d10 + 4 + 3d4 + 1d10 ⇒ (9) + 4 + (3, 3, 2) + (8) = 29

Moments later, the lifeless body of the merfolk slides back into the sea.

Reveal, then recharge, Surgeon to heal a card
Healed card: 1d4 ⇒ 4 Banner healed
Reset hand and end turn. Display Four-Mirror Armor.

Hayato wrote:

Hand: Portable Ram, Cat-O'-Nine-Tails, Belkzen Battle Standard, Katana +1,

Displayed: Kikko Armor, Four-Mirror Armor,
Deck: 9 Discard: 3 Buried: 0
Notes: Second Banner and Portable Ram available
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+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: 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers: Hand Size [X]5
On your first combat check of your turn, add 1d6 ([X] 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:

  • Adventure Deck Number: 2

    During This Scenario:

  • Choose any Class 1 or lower ship as your ship.
  • Each player chooses a type of boon other than loot and draws 2 cards of that type from the box. Shuffle these cards together to form a single treasure stack.
  • When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
  • When you win the scenario, stash the treasure stack as plunder.
  • Ship: Truewind
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    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 3
    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 4
    Spoiler:
    Nirento
    Monster 2

    Traits
    Plant

    Check
    Combat
    11

    Powers
    The Nirento is immune to the Mental and Poison traits.
    Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
    If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.

    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:
    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:
    Storm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None

    Powers
    Display this barrier next to the location deck.
    If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.

    Barrier 4
    Spoiler:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

    Powers
    The diffculty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

    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:
    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 2
    Spoiler:
    Zul
    Weapon 2

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill +1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.

    Weapon 3
    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 4
    Spoiler:
    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.

    Weapon 5
    Spoiler:
    Dagger Pistol +1
    Weapon 2

    Traits
    Knife
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

    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 1d8. 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.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.

    Random Spells:
    Spell 1
    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 2
    Spoiler:
    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.

    Spell 3
    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 4
    Spoiler:
    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.

    Spell 5
    Spoiler:
    Aqueous Orb
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    9

    Powers
    Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 11 check. If you succeed, recharge this card; if you fail, discard it.

    Random Armors:
    Armor 1
    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 2
    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 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:
    Shark Skin Armor
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Shark Skin Armor
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    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:
    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 3
    Spoiler:
    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.

    Item 4
    Spoiler:
    Liquid Ice
    Item 2

    Traits
    Liquid
    Attack
    Cold
    Ranged
    Alchemical
    Elite

    Check
    Intelligence
    Craft
    9

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.

    Item 5
    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.

    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:
    Rosie Cusswell
    Ally 1

    Traits
    Halfling
    Fighter
    Pirate

    Check
    Charisma
    Diplomacy
    6

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

    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:
    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 5
    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.

    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 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 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 4
    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 5
    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.

    Turn: 12 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: 18
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 13 Tarlin)
    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 2 (Turn 14 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 15 Aric)
    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 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 5 (Turn 17 Amaryllis)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    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 attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 18 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 19 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 20 Aric)
    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 21 Hayato)
    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 10 (Turn 22 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 11 (Turn 23 Tarlin)
    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 24 Lini)
    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 13 (Turn 25 Aric)
    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 14 (Turn 26 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 15 (Turn 27 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 16 (Turn 28 Tarlin)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    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 attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 17 (Turn 29 Lini)
    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 18 (Turn 30 Aric)
    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.

    Mancatcher Cove
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    When Closing: Summon and defeat the henchman Sea Devil.
    When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    M:2 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Hayato

    Mancatcher Cove Card 1:
    Water Elemental
    Monster C

    Traits
    Elemental
    Outsider
    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.

    Mancatcher Cove Card 2:
    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.

    Mancatcher Cove Card 3:
    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.

    Mancatcher Cove Card 4:
    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.

    Mancatcher Cove Card 5:
    Krelloort
    Villain Monster 2

    Traits
    Merfolk
    Aquatic
    Mutant

    Check
    Combat
    16
    THEN
    Combat
    18

    Powers
    Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, Krelloort is evaded; then summon and encounter the villain Sea Devil Prince.
    If you fail a check to defeat Krelloort, discard your hand.

    Mancatcher Cove Card 6:
    Besmaran Priest
    Ally B

    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.

    Mancatcher Cove Card 7:
    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 your combat check.

    Mancatcher Cove Card 8:
    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.

    Mancatcher Cove Card 9:
    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.

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

    Floating Shipyard Card 1:
    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.

    Floating Shipyard Card 2:
    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.

    Floating Shipyard Card 3:
    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.

    Floating Shipyard Card 4:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Floating Shipyard 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.

    Floating Shipyard Card 6:
    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 not defeated, 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.

    Floating Shipyard Card 7:
    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.

    Floating Shipyard Card 8:
    Crocodile
    Monster C

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    Ifthe check to defeat has the Cold trait, add 1d6.
    If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.

    Floating Shipyard Card 9:
    Sea Cat
    Monster 2

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    12

    Powers
    Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; otherwise, banish it.

    Floating Shipyard 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.

    Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M:1 Ba:1 W:0 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Aric

    Tempest Cay Card 1 - Bilge Spider Swarm:
    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.

    Tempest Cay Card 2:
    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.

    Tempest Cay Card 3:
    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.

    Tempest Cay Card 4:
    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.

    Tempest Cay Card 5:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 6:
    Spiked Log Trap
    Barrier 2

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    8
    OR
    Wisdom
    Perception
    10

    Powers
    If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

    Windward Isle
    At This Location: If you start your turn at this location, draw a card.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    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:
    Blast Stone
    Item C

    Traits
    Object
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card to add 1d4 to any combat check attempted by a character at your location.

    Raker Shoals Card 2:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Raker Shoals Card 3:
    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.

    Raker Shoals Card 4:
    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.

    Raker Shoals Card 5:
    Curse of the Deep
    Barrier 2

    Traits
    Curse
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

    Raker Shoals Card 6:
    Spiked Log Trap
    Barrier 2

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    8
    OR
    Wisdom
    Perception
    10

    Powers
    If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

    Raker Shoals Card 7:
    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.

    Raker Shoals Card 8:
    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.

    Raker Shoals Card 9:
    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.

    Raker Shoals Card 10:
    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.

    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:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
    Located here: Tarlin, Lini,

    Scar Bay Card 1:
    Crab Swarm
    Monster C

    Traits
    Animal
    Aquatic
    Swarm
    Basic

    Check
    Combat
    8

    Powers
    Before you act, each other 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 new result.

    Scar Bay Card 2:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scar Bay Card 3:
    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 not defeated, 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.

    Scar Bay Card 4:
    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.

    Cannibal Isle
    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:


  • Amaryllis' Deck

    Satisfied that the Sea Devils have been taken care of at Cannibal Isle, Amaryllis tags along with the somewhat grim and dour samurai to Mancatcher Cove. He could really use my help, she thinks to herself, If for nothing else than to at least try to conjure a smile on his stoic face.

    Move to Mancatcher Cove
    Explore card #1

    Water Elemental:

    Monster C
    Traits
    Elemental
    Outsider
    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.


    Recharge Flame Staff and discard Fire Snake, recharge BotSpellbound
    Combat 12: 2d12 + 1d8 + 4 ⇒ (2, 10) + (6) + 4 = 22 defeated

    She hears a commotion from the other side of the deck but before she can turn to aid her friend a Water Elemental rises from the surf. She raises her staff and blasts the elemental with a ball of flame until nothing remains but a thick cloud of steam.

    Attempt spell recharge for Fire Snake
    Arcane 8: 1d12 + 4 ⇒ (12) + 4 = 16 recharged
    Reset hand and end turn

    Amaryllis wrote:

    Hand: Riftwarden, Wand of Detect Magic, Spell Book, Incanter, Ghost Whip, Force Missile,

    Displayed:
    Deck: 7 Discard: 3 Buried: 1
    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 [X] +1 [X] +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 ([X] 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 ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.


    During This Adventure:

  • Adventure Deck Number: 2

    During This Scenario:

  • Choose any Class 1 or lower ship as your ship.
  • Each player chooses a type of boon other than loot and draws 2 cards of that type from the box. Shuffle these cards together to form a single treasure stack.
  • When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
  • When you win the scenario, stash the treasure stack as plunder.
  • Ship: Truewind
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    Crocodile
    Monster B

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    Ifthe check to defeat has the Cold trait, add 1d6.
    If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.

    Monster 3
    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 4
    Spoiler:
    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.

    Monster 5
    Spoiler:
    Port Peril Corsair
    Monster 2

    Traits
    Elf
    Pirate
    Veteran

    Check
    Combat
    13

    Powers
    Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
    If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.

    Random Barriers:
    Barrier 1
    Spoiler:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

    Powers
    The diffculty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

    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:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

    Powers
    If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

    Barrier 4
    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 5
    Spoiler:
    Curse of the Deep
    Barrier 2

    Traits
    Curse
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

    Random Weapons:
    Weapon 1
    Spoiler:
    Morningstar
    Weapon B

    Traits
    Mace
    Melee
    Piercing
    Elite

    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 1d4.
    You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

    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:
    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.

    Weapon 4
    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.

    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:
    Geyser
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Fire
    Attack

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    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:
    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:
    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.

    Spell 5
    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.

    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:
    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 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:
    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:
    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:
    Liquid Ice
    Item 2

    Traits
    Liquid
    Attack
    Cold
    Ranged
    Alchemical
    Elite

    Check
    Intelligence
    Craft
    9

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.

    Item 2
    Spoiler:
    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.

    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:
    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:
    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:
    Cut-Throat Grok
    Ally 1

    Traits
    Half-Orc
    Fighter
    Pirate

    Check
    Constitution
    Fortitude
    5
    OR
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    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:
    Royster McCleagh
    Ally 2

    Traits
    Human
    Fighter
    Pirate

    Check
    Charisma
    Diplomacy
    7

    Powers
    Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 4
    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 5
    Spoiler:
    Lookout
    Ally C

    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 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.

    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 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 Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    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 attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Turn: 13 Tarlin/Thunderspirit

    Top of Blessing Discard Pile: Blessing of Milani

    Top Blessing:
    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 Remaining: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 14 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 15 Aric)
    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 Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    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 attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 18 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 19 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 20 Aric)
    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 21 Hayato)
    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 9 (Turn 22 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 10 (Turn 23 Tarlin)
    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 24 Lini)
    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 12 (Turn 25 Aric)
    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 13 (Turn 26 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 27 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 15 (Turn 28 Tarlin)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    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 attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 29 Lini)
    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 17 (Turn 30 Aric)
    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.

    Mancatcher Cove
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    When Closing: Summon and defeat the henchman Sea Devil.
    When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    M:1 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Amaryllis, Hayato

    Mancatcher Cove Card 1:
    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.

    Mancatcher Cove Card 2:
    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.

    Mancatcher Cove Card 3:
    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.

    Mancatcher Cove Card 4:
    Krelloort
    Villain Monster 2

    Traits
    Merfolk
    Aquatic
    Mutant

    Check
    Combat
    16
    THEN
    Combat
    18

    Powers
    Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, Krelloort is evaded; then summon and encounter the villain Sea Devil Prince.
    If you fail a check to defeat Krelloort, discard your hand.

    Mancatcher Cove Card 5:
    Besmaran Priest
    Ally B

    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.

    Mancatcher Cove Card 6:
    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 your combat check.

    Mancatcher Cove Card 7:
    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.

    Mancatcher Cove Card 8:
    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.

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

    Floating Shipyard Card 1:
    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.

    Floating Shipyard Card 2:
    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.

    Floating Shipyard Card 3:
    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.

    Floating Shipyard Card 4:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Floating Shipyard 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.

    Floating Shipyard Card 6:
    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 not defeated, 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.

    Floating Shipyard Card 7:
    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.

    Floating Shipyard Card 8:
    Crocodile
    Monster C

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    Ifthe check to defeat has the Cold trait, add 1d6.
    If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.

    Floating Shipyard Card 9:
    Sea Cat
    Monster 2

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    12

    Powers
    Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; otherwise, banish it.

    Floating Shipyard 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.

    Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M:1 Ba:1 W:0 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Aric

    Tempest Cay Card 1 - Bilge Spider Swarm:
    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.

    Tempest Cay Card 2:
    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.

    Tempest Cay Card 3:
    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.

    Tempest Cay Card 4:
    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.

    Tempest Cay Card 5:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 6:
    Spiked Log Trap
    Barrier 2

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    8
    OR
    Wisdom
    Perception
    10

    Powers
    If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

    Windward Isle
    At This Location: If you start your turn at this location, draw a card.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    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:
    Blast Stone
    Item C

    Traits
    Object
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card to add 1d4 to any combat check attempted by a character at your location.

    Raker Shoals Card 2:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Raker Shoals Card 3:
    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.

    Raker Shoals Card 4:
    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.

    Raker Shoals Card 5:
    Curse of the Deep
    Barrier 2

    Traits
    Curse
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

    Raker Shoals Card 6:
    Spiked Log Trap
    Barrier 2

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    8
    OR
    Wisdom
    Perception
    10

    Powers
    If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

    Raker Shoals Card 7:
    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.

    Raker Shoals Card 8:
    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.

    Raker Shoals Card 9:
    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.

    Raker Shoals Card 10:
    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.

    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:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
    Located here: Tarlin, Lini,

    Scar Bay Card 1:
    Crab Swarm
    Monster C

    Traits
    Animal
    Aquatic
    Swarm
    Basic

    Check
    Combat
    8

    Powers
    Before you act, each other 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 new result.

    Scar Bay Card 2:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scar Bay Card 3:
    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 not defeated, 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.

    Scar Bay Card 4:
    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.

    Cannibal Isle
    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
    Notes:


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

    leftover DC 8 Divine check for Cure recharge: 1d8 + 2 ⇒ (1) + 2 = 3 so Cure 2 in discard pile, replaced in hand with Longsword 2.

    Tarlin keeps plumbing the depths of Scar Bay, hoping for some trace of Krelloort. He instead finds a swarm of crabs buried in the sandy shore, displeased at being displaced and chasing after Lini first!

    Pausing for Lini to face the Crab Swarm.


    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 recharges her amulet to give her strength and whirls about the crabs with her flaming scimitar

    crabs 8: 1d12 + 1d6 + 1 ⇒ (5) + (5) + 1 = 11
    Crab reroll
    crabs 8: 1d12 + 1d6 + 1 ⇒ (5) + (1) + 1 = 7

    Failed by less than two bury wolverine to reroll (wolverine shuffled into deck)

    crabs 8: 1d12 + 1d6 + 1 ⇒ (2) + (4) + 1 = 7

    Discards frilled lizard to damage

    Lini wrote:

    Hand: Crow, Flaming scimitar +1,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    Notes: Blessing avaiable (if I had any) Burning snot can be used to give 1d4 and the fire trait toa combat check at linis location cure shuffles 1d4+1 cards back into the deck of a player at linis location
    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 [X1 ]+1 [X2 ]+2 [ ]+3 [ ]+4
    Divine +2 d10+4
    Survival +2 d10+4
    Charisma d8 [ ]+1

    Hand Size 5 [ ] 6
    Light Armors [X1] Weapons [X2]
    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


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

    Ouch.
    Reveal Greatclub +1.
    DC 8 Combat: 1d10 + 3 + 1d12 + 1 ⇒ (3) + 3 + (3) + 1 = 10
    DC 8 Combat required reroll: 1d10 + 3 + 1d12 + 1 ⇒ (9) + 3 + (2) + 1 = 15 success

    The crabs swarm all over the poor gnome, but never get too close to Tarlin.

    Discard BofSarenrae to explore again.
    Looking further, Tarlin finds one of Krellort's henchmen! Have at you, Sea Devil!
    Reveal, then discard, Greatclub +1.
    DC 13 Combat: 2d10 + 3 + 1d12 + 1 ⇒ (8, 3) + 3 + (11) + 1 = 26 success

    Discard BofIomedae 1 on close check.
    DC 8 Divine: 2d8 + 2 ⇒ (6, 8) + 2 = 16
    Scar Bay closed. Reset hand and end turn.


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

    Hand: Morningstar +1, Blessing of Cayden Cailean, Longsword 2, Cure 1, Wooden Armor, Blessing of Pharasma,

    Displayed:
    Deck: 6 Discard: 4 Buried: 0
    Notes: Blessings available as needed.
    Sideboard cards: Sideboard:,

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size 4 [x] 5 [X] 6
    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>


    Because Lini failed against the Crab Swam which is Aquatic, we lose some cards from the treasure pile.
    Lost treasure: 1d4 ⇒ 1 (Blessing of Besmara).


    During This Adventure:

  • Adventure Deck Number: 2

    During This Scenario:

  • Choose any Class 1 or lower ship as your ship.
  • Each player chooses a type of boon other than loot and draws 2 cards of that type from the box. Shuffle these cards together to form a single treasure stack.
  • When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
  • When you win the scenario, stash the treasure stack as plunder.
  • Ship: Truewind
  • Remaining Treasure cards: 9
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Giant Wasp
    Monster 2

    Traits
    Animal
    Elite

    Check
    Combat
    13

    Powers
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.

    Monster 2
    Spoiler:
    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.

    Monster 3
    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 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:
    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:
    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:
    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.

    Barrier 3
    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 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:
    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.

    Random Weapons:
    Weapon 1
    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.

    Weapon 2
    Spoiler:
    Cutlass
    Weapon C

    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 3
    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 4
    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 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:
    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.

    Spell 2
    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 3
    Spoiler:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Dehydrating Touch
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Elite

    Check
    Intelligence
    Arcane
    9

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    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.

    Random Armors:
    Armor 1
    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 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:
    Blackcloth Armor
    Armor 2

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are the only character at your location, you may reveal this card to add 1 to your combat check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Stanching Buckler
    Armor 2

    Traits
    Shield
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

    Armor 5
    Spoiler:
    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.

    Random Items:
    Item 1
    Spoiler:
    Periscope
    Item 2

    Traits
    Object

    Check
    Wisdom
    Perception
    8

    Powers
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.

    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:
    Eye Patch
    Item C

    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 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:
    Sapphire of Intelligence
    Item B

    Traits
    Object
    Magic

    Check
    Intelligence
    7

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

    Random Allies:
    Ally 1
    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 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:
    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:
    Captain
    Ally C

    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 5
    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.

    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 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 3
    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 4
    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.

    Blessing 5
    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.

    Turn: 14 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: 16
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 15 Aric)
    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 Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    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 attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 18 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 19 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 20 Aric)
    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 21 Hayato)
    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 8 (Turn 22 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 9 (Turn 23 Tarlin)
    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 24 Lini)
    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 11 (Turn 25 Aric)
    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 12 (Turn 26 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 13 (Turn 27 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 14 (Turn 28 Tarlin)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    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 attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 29 Lini)
    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 16 (Turn 30 Aric)
    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.

    Mancatcher Cove
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    When Closing: Summon and defeat the henchman Sea Devil.
    When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    M:1 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Amaryllis, Hayato

    Mancatcher Cove Card 1:
    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.

    Mancatcher Cove Card 2:
    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.

    Mancatcher Cove Card 3:
    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.

    Mancatcher Cove Card 4:
    Krelloort
    Villain Monster 2

    Traits
    Merfolk
    Aquatic
    Mutant

    Check
    Combat
    16
    THEN
    Combat
    18

    Powers
    Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, Krelloort is evaded; then summon and encounter the villain Sea Devil Prince.
    If you fail a check to defeat Krelloort, discard your hand.

    Mancatcher Cove Card 5:
    Besmaran Priest
    Ally B

    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.

    Mancatcher Cove Card 6:
    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 your combat check.

    Mancatcher Cove Card 7:
    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.

    Mancatcher Cove Card 8:
    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.

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

    Floating Shipyard Card 1:
    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.

    Floating Shipyard Card 2:
    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.

    Floating Shipyard Card 3:
    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.

    Floating Shipyard Card 4:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Floating Shipyard 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.

    Floating Shipyard Card 6:
    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 not defeated, 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.

    Floating Shipyard Card 7:
    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.

    Floating Shipyard Card 8:
    Crocodile
    Monster C

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    Ifthe check to defeat has the Cold trait, add 1d6.
    If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.

    Floating Shipyard Card 9:
    Sea Cat
    Monster 2

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    12

    Powers
    Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; otherwise, banish it.

    Floating Shipyard 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.

    Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M:1 Ba:1 W:0 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Aric

    Tempest Cay Card 1 - Bilge Spider Swarm:
    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.

    Tempest Cay Card 2:
    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.

    Tempest Cay Card 3:
    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.

    Tempest Cay Card 4:
    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.

    Tempest Cay Card 5:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 6:
    Spiked Log Trap
    Barrier 2

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    8
    OR
    Wisdom
    Perception
    10

    Powers
    If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

    Windward Isle
    At This Location: If you start your turn at this location, draw a card.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    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:
    Blast Stone
    Item C

    Traits
    Object
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card to add 1d4 to any combat check attempted by a character at your location.

    Raker Shoals Card 2:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Raker Shoals Card 3:
    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.

    Raker Shoals Card 4:
    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.

    Raker Shoals Card 5:
    Curse of the Deep
    Barrier 2

    Traits
    Curse
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

    Raker Shoals Card 6:
    Spiked Log Trap
    Barrier 2

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    8
    OR
    Wisdom
    Perception
    10

    Powers
    If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

    Raker Shoals Card 7:
    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.

    Raker Shoals Card 8:
    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.

    Raker Shoals Card 9:
    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.

    Raker Shoals Card 10:
    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.

    Scar Bay
    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: Tarlin, Lini,

    Cannibal Isle
    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
    Notes:


  • 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 heads to the floating ship yard

    she explores and finds a strength spell

    divine 6: 1d10 + 4 ⇒ (4) + 4 = 8

    Spell acquired she sends crow to explore (shuffled into deck)
    the crow finds some leather armour just in Linis size

    Lini wrote:

    Hand: Strength, Flaming scimitar +1, leather armour, Burning snot, Frigid blast,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Notes: Blessing avaiable (if I had any) Burning snot can be used to give 1d4 and the fire trait toa combat check at linis location cure shuffles 1d4+1 cards back into the deck of a player at linis location
    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 [X1 ]+1 [X2 ]+2 [ ]+3 [ ]+4
    Divine +2 d10+4
    Survival +2 d10+4
    Charisma d8 [ ]+1

    Hand Size 5 [ ] 6
    Light Armors [X1] Weapons [X2]
    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


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

    Sorry, didn't realise it had been Aric's turn for awhile already.

    Switching to The Red Raven at start of turn. Explore Tempest Cay

    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.

    Stepping back away to give himself some space, The Red Raven stabs and stabs again with his punching dagger at the approaching spiders, hoping to at least thin them out enough to cause them to disperse.

    Punching Dagger
    Combat (Melee) DC10: 1d10 + 5 + 1d4 ⇒ (9) + 5 + (1) = 15 Defeated!

    With the spider's defeated, The Raven catches movement out of the corner of his eye. It is that troublesome elf heading into the trees. Up to no good again without a doubt. Better keep an eye on that sneaky woman!

    Discard Psychic Detective to examine next card and then explore again.

    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.

    The Red Raven catches the elf in the midst of preparing a spell...creating a magic weapon no less. The vigilante tries to study the movements and listen in to the words that she uses.

    Wisdom DC4: 1d8 + 1 ⇒ (2) + 1 = 3 No!

    Unable to make sense of exactly how the elf did what she did, The Red Raven decides to consult his deck of cards to at least try and get a jump on the woman and find whatever else is at this place before the sneaky detective uncovers it first.

    Bury Harrow Deck to examine top 3 cards of deck: Crimson Cogward, Leather Armor, Sea Devil (henchman). Put henchman on top, then Cogward, then Armor.
    Switching to Aric upon examine. End Turn. Reset Hand.

    Aric/The Red Raven wrote:

    Hand: Blessing of the Spy, Mask of the Red Raven, Punching Dagger, Lockpick Shield, Social Climber, Marianix Karn,

    Displayed: Clockwork Spy,
    Deck: 8 Discard: 2 Buried: 1
    Notes:
    Sideboard cards: Aqueous Orb, Spyglass, Sharper,

    Skills and Powers:
    SKILLS

    Aric
    Strength d6 [X]+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 [X]+1 [ ]+2 [ ]+3 [ ]+4
    Diplomacy: Charisma +3

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

    The Red Raven
    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [X]+1 [X]+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 ([X] 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 ([X] or turn) you may examine the top card of your location deck. ([ ] If its a monster, you may encounter it).


    During This Adventure:

  • Adventure Deck Number: 2

    During This Scenario:

  • Choose any Class 1 or lower ship as your ship.
  • Each player chooses a type of boon other than loot and draws 2 cards of that type from the box. Shuffle these cards together to form a single treasure stack.
  • When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
  • When you win the scenario, stash the treasure stack as plunder.
  • Ship: Truewind
  • Remaining Treasure cards: 9
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    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:
    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 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:
    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.

    Monster 5
    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.

    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:
    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 3
    Spoiler:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

    Powers
    If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

    Barrier 4
    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 5
    Spoiler:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

    Powers
    If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

    Random Weapons:
    Weapon 1
    Spoiler:
    Short Sword
    Weapon B

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Basic

    Check
    Strength
    Melee
    4

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

    Weapon 2
    Spoiler:
    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.

    Weapon 3
    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 4
    Spoiler:
    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.

    Weapon 5
    Spoiler:
    Tidewater Cutlass +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to use your Strength or Melee check + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.

    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:
    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 3
    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 4
    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 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:
    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 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:
    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 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:
    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.

    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:
    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 3
    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.

    Item 4
    Spoiler:
    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.

    Item 5
    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.

    Random Allies:
    Ally 1
    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 2
    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 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:
    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 5
    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.

    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 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 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.

    Blessing 4
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    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 attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 5
    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.

    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 Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    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 attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 2 (Turn 18 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 19 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 4 (Turn 20 Aric)
    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 21 Hayato)
    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 6 (Turn 22 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 23 Tarlin)
    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 8 (Turn 24 Lini)
    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 9 (Turn 25 Aric)
    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 10 (Turn 26 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 27 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 12 (Turn 28 Tarlin)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    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 attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 29 Lini)
    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 14 (Turn 30 Aric)
    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.

    Mancatcher Cove
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    When Closing: Summon and defeat the henchman Sea Devil.
    When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    M:1 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Amaryllis, Hayato

    Mancatcher Cove Card 1:
    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.

    Mancatcher Cove Card 2:
    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.

    Mancatcher Cove Card 3:
    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.

    Mancatcher Cove Card 4:
    Krelloort
    Villain Monster 2

    Traits
    Merfolk
    Aquatic
    Mutant

    Check
    Combat
    16
    THEN
    Combat
    18

    Powers
    Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, Krelloort is evaded; then summon and encounter the villain Sea Devil Prince.
    If you fail a check to defeat Krelloort, discard your hand.

    Mancatcher Cove Card 5:
    Besmaran Priest
    Ally B

    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.

    Mancatcher Cove Card 6:
    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 your combat check.

    Mancatcher Cove Card 7:
    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.

    Mancatcher Cove Card 8:
    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.

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

    Floating Shipyard Card 1:
    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.

    Floating Shipyard Card 2:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Floating Shipyard Card 3:
    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.

    Floating Shipyard Card 4:
    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 not defeated, 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.

    Floating Shipyard Card 5:
    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.

    Floating Shipyard Card 6:
    Crocodile
    Monster C

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    Ifthe check to defeat has the Cold trait, add 1d6.
    If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.

    Floating Shipyard Card 7:
    Sea Cat
    Monster 2

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    12

    Powers
    Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; otherwise, banish it.

    Floating Shipyard Card 8:
    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.

    Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M:0 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Aric

    Tempest Cay Card 1 - Sea Devil:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 2 - Leather Armor:
    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.

    Tempest Cay Card 3 - Crimson Cogward:
    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.

    Tempest Cay Card 4:
    Spiked Log Trap
    Barrier 2

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    8
    OR
    Wisdom
    Perception
    10

    Powers
    If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

    Windward Isle
    At This Location: If you start your turn at this location, draw a card.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    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:
    Blast Stone
    Item C

    Traits
    Object
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card to add 1d4 to any combat check attempted by a character at your location.

    Raker Shoals Card 2:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Raker Shoals Card 3:
    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.

    Raker Shoals Card 4:
    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.

    Raker Shoals Card 5:
    Curse of the Deep
    Barrier 2

    Traits
    Curse
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

    Raker Shoals Card 6:
    Spiked Log Trap
    Barrier 2

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    8
    OR
    Wisdom
    Perception
    10

    Powers
    If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

    Raker Shoals Card 7:
    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.

    Raker Shoals Card 8:
    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.

    Raker Shoals Card 9:
    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.

    Raker Shoals Card 10:
    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.

    Scar Bay
    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: Tarlin,

    Cannibal Isle
    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


  • Turn 16: Hayato/Blessing of the Gods
    Fortitude 6 roll for location power: 1d8 + 2 ⇒ (7) + 2 = 9 No need to bury card.

    Happy for the company, Hayato nods to Amaryllis and resumes his watch.

    Explore Mancatcher Cove card #1: Dire Rat

    A rat climbs up from somewhere below - this are the size of the rats on this ship? - and prowls the deck. More for hygiene than anything else, Hayato feels he must dispatch the creature.

    Display Belkzen Battle Standard
    Combat 8 to defeat Dire Rat, revealing Cat-O'-Nine-Tails and it being first combat of turn: 1d10 + 4 + 1 + 1d10 + 3d4 ⇒ (10) + 4 + 1 + (3) + (4, 2, 3) = 27

    His shreds the thing with his whip, and kicks the corpse overboard.

    Reset hand and end turn

    Hayato wrote:

    Hand: Portable Ram, Cat-O'-Nine-Tails, Camel, Jinfu, Katana +1,

    Displayed: Kikko Armor, Four-Mirror Armor, Belkzen Battle Standard,
    Deck: 7 Discard: 3 Buried: 0
    Notes: Portable Ram available
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+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: 5
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers: Hand Size [X]5
    On your first combat check of your turn, add 1d6 ([X] 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


    Sea Devil Prince:
    Sea Devil Prince
    Villain Monster 2

    Traits
    Merfolk
    Aquatic
    Mutant

    Check
    Combat
    14
    THEN
    Combat
    17

    Powers
    Before you act, another character at your location must summon and encounter the henchman Sea Devil.
    If you would fail a check to defeat the Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5.


    Amaryllis' Deck

    Blessings deck discard: BoHshurha
    Start of turn check:
    Fortitude 6: 1d8 + 2 ⇒ (2) + 2 = 4 bury Spell Book

    Amaryllis is tossed about by the rough seas at Mancatcher Cove. She is hurtled toward the rail of the ship and barely manages to hang on from being thrown overboard. Her Spell Book is not quite as lucky and falls into the sea. She mutters to herself, Blast! I just finished transcribing that from the last scorched copy!

    Explore card #2

    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.


    Auto-fail Acrobatics 11 check
    Examine location deck for next monster:
    card #3: Pistol
    card #4: Krelloort (villain)
    BYA power - move Krelloort to bottom of deck and encounter Sea Devil Prince

    As Amaryllis watches her Spell Book sink out of sight she catches a flash of something lurking beneath the surface. Before she can shout a warning to the rest of the crew, Krelloort, the vicious-looking mutated merfolk, emerges and begins barking orders. A dozen mutated fishfolk begin scaling the side of the ship. It's an ambush! Amaryllis focuses on the ugliest one leading the pack and readies her arcane whip.

    Hayato must summon and encounter the henchman Sea Devil
    Reveal Force Missile, recharge Incanter
    Combat 14: 1d12 + 2d4 + 1d6 + 4 + 1 ⇒ (7) + (1, 2) + (1) + 4 + 1 = 16 success
    Force Missile recharge - Arcane 6: 1d12 + 4 ⇒ (3) + 4 = 7 recharged
    Reveal Ghost Whip, discard Tarlin's BoCaydenCailean for extra die
    Combat 17: 2d12 + 2d8 + 4 + 1 ⇒ (10, 2) + (4, 5) + 4 + 1 = 26 defeated, banished
    Ghost Whip recharge - Arcane 10: 1d12 + 4 ⇒ (12) + 4 = 16 recharged

    Amaryllis cracks her whip as the monster charges. She fires an arcane missile, knocking the Sea Devil Prince off-balance. While he is stumbling, she slings her whip, wrapping it around his throat, and heaves the monster over the rail and back into the sea.

    Banish Ambush and shuffle location deck
    Reset hand and end turn

    Amaryllis wrote:

    Hand: Riftwarden, Wand of Detect Magic, Surgeon, Prophesize, Clinging Venom, Pyrotechnic Blast,

    Displayed:
    Deck: 6 Discard: 3 Buried: 2
    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 [X] +1 [X] +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 ([X] 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 ([X] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.

    Surgeon will be used at next possible opportunity to shuffle in a random discarded card


    During This Adventure:

  • Adventure Deck Number: 2

    During This Scenario:

  • Choose any Class 1 or lower ship as your ship.
  • Each player chooses a type of boon other than loot and draws 2 cards of that type from the box. Shuffle these cards together to form a single treasure stack.
  • When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
  • When you win the scenario, stash the treasure stack as plunder.
  • Ship: Truewind
  • Remaining Treasure cards: 9
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 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:
    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 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:
    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.

    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:
    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:
    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 4
    Spoiler:
    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.

    Barrier 5
    Spoiler:
    Storm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None

    Powers
    Display this barrier next to the location deck.
    If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.

    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:
    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.

    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:
    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 5
    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.

    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:
    Geyser
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Fire
    Attack

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Dehydrating Touch
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Elite

    Check
    Intelligence
    Arcane
    9

    Powers
    For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Geyser
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Fire
    Attack

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    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 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:
    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:
    Stanching Buckler
    Armor 2

    Traits
    Shield
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

    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:
    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 2
    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.

    Item 3
    Spoiler:
    Sapphire of Intelligence
    Item B

    Traits
    Object
    Magic

    Check
    Intelligence
    7

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

    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:
    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:
    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 2
    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 3
    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 those 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 4
    Spoiler:
    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.

    Ally 5
    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.

    Random Blessings:
    Blessing 1
    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 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 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.

    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: 18 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: 12
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 19 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 20 Aric)
    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 21 Hayato)
    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 4 (Turn 22 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 23 Tarlin)
    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 6 (Turn 24 Lini)
    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 7 (Turn 25 Aric)
    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 26 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 27 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 10 (Turn 28 Tarlin)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    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 attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 29 Lini)
    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 12 (Turn 30 Aric)
    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.

    Mancatcher Cove
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    When Closing: Summon and defeat the henchman Sea Devil.
    When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    M:0 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Amaryllis, Hayato
    Notes: Pistol, Krelloort

    Mancatcher Cove Card 1:
    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.

    Mancatcher Cove Card 2:
    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 your combat check.

    Mancatcher Cove Card 3:
    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.

    Mancatcher Cove Card 4:
    Besmaran Priest
    Ally B

    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.

    Mancatcher Cove 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.

    Mancatcher Cove Card 6:
    Krelloort
    Villain Monster 2

    Traits
    Merfolk
    Aquatic
    Mutant

    Check
    Combat
    16
    THEN
    Combat
    18

    Powers
    Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, Krelloort is evaded; then summon and encounter the villain Sea Devil Prince.
    If you fail a check to defeat Krelloort, discard your hand.

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

    Floating Shipyard Card 1:
    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.

    Floating Shipyard Card 2:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Floating Shipyard Card 3:
    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.

    Floating Shipyard Card 4:
    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 not defeated, 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.

    Floating Shipyard Card 5:
    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.

    Floating Shipyard Card 6:
    Crocodile
    Monster C

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    Ifthe check to defeat has the Cold trait, add 1d6.
    If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.

    Floating Shipyard Card 7:
    Sea Cat
    Monster 2

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    12

    Powers
    Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; otherwise, banish it.

    Floating Shipyard Card 8:
    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.

    Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M:0 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Aric

    Tempest Cay Card 1 - Sea Devil:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 2 - Leather Armor:
    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.

    Tempest Cay Card 3 - Crimson Cogward:
    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.

    Tempest Cay Card 4:
    Spiked Log Trap
    Barrier 2

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    8
    OR
    Wisdom
    Perception
    10

    Powers
    If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

    Windward Isle
    At This Location: If you start your turn at this location, draw a card.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    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:
    Blast Stone
    Item C

    Traits
    Object
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card to add 1d4 to any combat check attempted by a character at your location.

    Raker Shoals Card 2:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Raker Shoals Card 3:
    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.

    Raker Shoals Card 4:
    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.

    Raker Shoals Card 5:
    Curse of the Deep
    Barrier 2

    Traits
    Curse
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

    Raker Shoals Card 6:
    Spiked Log Trap
    Barrier 2

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    8
    OR
    Wisdom
    Perception
    10

    Powers
    If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

    Raker Shoals Card 7:
    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.

    Raker Shoals Card 8:
    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.

    Raker Shoals Card 9:
    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.

    Raker Shoals Card 10:
    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.

    Scar Bay
    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: Tarlin,

    Cannibal Isle
    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


  • Off-turn: summon and encounter a Sea Devil

    Combat 13 to defeat Sea Devil, revealing Cat-O'-Nine-Tails and using banner: 1d10 + 2 + 1 + 3d4 ⇒ (10) + 2 + 1 + (1, 1, 1) = 16

    A sea devil rises, but Hayato's whip condemns it to slide lifeless back into the sea.


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

    Tarlin, knowing that Iomedae favors bold action over timidity, fearlessly heads toward Raker Shoals.

    DC 4 INT: 1d6 ⇒ 2 fail
    He goes right past an alchemical find, oblivious to its significance.

    Discard BofPharasma to explore again.
    Tarlin finds another of Krellort's henchmen! I took out your friend, I shall do the same to you!

    Ooh, knew I should have cast Cure first...
    Reveal, then discard, Longsword 2. Requesting Lini's Strength spell.
    DC 13 Combat (w/Hayato's Battle Standard & Lini's spell): 1d10 + 3 + 1d8 + 1 + 3 ⇒ (9) + 3 + (1) + 1 + 3 = 17 whew!

    Discard Wooden Armor for discard on close.


    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

    strength recharge : 1d10 + 4 ⇒ (1) + 4 = 5

    Strength spell discarded. Burning snot to structural damage


    Off-turn: Discard Portable Ram and Katana +1 for ship structural damage


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

    After close: cast Cure 1 spell.
    Cure 1: 1d4 + 1 ⇒ (4) + 1 = 5

    random discard pile #1: 1d8 ⇒ 7 Longsword 2
    random discard pile #2: 1d7 ⇒ 4 Blessing of Iomedae 1
    random discard pile #3: 1d6 ⇒ 5 Wooden Armor
    random discard pile #4: 1d5 ⇒ 1 Cure 2
    random discard pile #5: 1d4 ⇒ 2 Blessing of Sarenrae

    DC 8 Divine to recharge Cure 1: 1d8 + 2 ⇒ (3) + 2 = 5 nope

    Reset hand and end turn.

    Tarlin wrote:

    Hand: Morningstar +1, Longsword 2, Surgeon, Blessing of Sarenrae, Holy Water, Cure 2,

    Displayed:
    Deck: 6 Discard: 4 Buried: 0
    Notes: Blessing available if needed.
    Sideboard cards: Sideboard:,

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size 4 [x] 5 [X] 6
    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:

  • Adventure Deck Number: 2

    During This Scenario:

  • Choose any Class 1 or lower ship as your ship.
  • Each player chooses a type of boon other than loot and draws 2 cards of that type from the box. Shuffle these cards together to form a single treasure stack.
  • When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
  • When you win the scenario, stash the treasure stack as plunder.
  • Ship: Truewind
  • Remaining Treasure cards: 9
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    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:
    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 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:
    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 5
    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.

    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:
    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.

    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:
    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:
    Curse of the Deep
    Barrier 2

    Traits
    Curse
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

    Random Weapons:
    Weapon 1
    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 2
    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 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:
    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 5
    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.

    Random Spells:
    Spell 1
    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.

    Spell 2
    Spoiler:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Geyser
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Fire
    Attack

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Safe Harbor
    Spell 2

    Traits
    Magic
    Arcane
    Healing

    Check
    Magic
    Arcane
    Healing
    8

    Powers
    Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 5
    Spoiler:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    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 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:
    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:
    Stanching Buckler
    Armor 2

    Traits
    Shield
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

    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:
    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:
    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.

    Item 3
    Spoiler:
    Sapphire of Intelligence
    Item B

    Traits
    Object
    Magic

    Check
    Intelligence
    7

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

    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:
    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:
    Quartermaster
    Ally B

    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 2
    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.

    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:
    Cut-Throat Grok
    Ally 1

    Traits
    Half-Orc
    Fighter
    Pirate

    Check
    Constitution
    Fortitude
    5
    OR
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    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 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 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 3
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    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 attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 4
    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 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: 19 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: 11
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 20 Aric)
    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 21 Hayato)
    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 3 (Turn 22 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 4 (Turn 23 Tarlin)
    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 5 (Turn 24 Lini)
    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 6 (Turn 25 Aric)
    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 7 (Turn 26 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 27 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 9 (Turn 28 Tarlin)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    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 attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 29 Lini)
    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 11 (Turn 30 Aric)
    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.

    Mancatcher Cove
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    When Closing: Summon and defeat the henchman Sea Devil.
    When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    M:0 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Amaryllis, Hayato
    Notes: Pistol, Krelloort

    Mancatcher Cove Card 1:
    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.

    Mancatcher Cove Card 2:
    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 your combat check.

    Mancatcher Cove Card 3:
    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.

    Mancatcher Cove Card 4:
    Besmaran Priest
    Ally B

    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.

    Mancatcher Cove 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.

    Mancatcher Cove Card 6:
    Krelloort
    Villain Monster 2

    Traits
    Merfolk
    Aquatic
    Mutant

    Check
    Combat
    16
    THEN
    Combat
    18

    Powers
    Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, Krelloort is evaded; then summon and encounter the villain Sea Devil Prince.
    If you fail a check to defeat Krelloort, discard your hand.

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

    Floating Shipyard Card 1:
    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.

    Floating Shipyard Card 2:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Floating Shipyard Card 3:
    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.

    Floating Shipyard Card 4:
    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 not defeated, 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.

    Floating Shipyard Card 5:
    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.

    Floating Shipyard Card 6:
    Crocodile
    Monster C

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    Ifthe check to defeat has the Cold trait, add 1d6.
    If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.

    Floating Shipyard Card 7:
    Sea Cat
    Monster 2

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    12

    Powers
    Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; otherwise, banish it.

    Floating Shipyard Card 8:
    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.

    Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M:0 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Aric

    Tempest Cay Card 1 - Sea Devil:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 2 - Leather Armor:
    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.

    Tempest Cay Card 3 - Crimson Cogward:
    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.

    Tempest Cay Card 4:
    Spiked Log Trap
    Barrier 2

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    8
    OR
    Wisdom
    Perception
    10

    Powers
    If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

    Windward Isle
    At This Location: If you start your turn at this location, draw a card.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Raker Shoals
    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: Tarlin,

    Scar Bay
    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

    Cannibal Isle
    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


  • Amaryllis' Deck

    Off-turn: Reveal Surgeon, shuffle in random discard: BotGods, recharge Surgeon
    Discard Wand of Detect Magic for ship structural damage

    Amaryllis wrote:

    Hand: Riftwarden, Prophesize, Clinging Venom, Pyrotechnic Blast,

    Displayed:
    Deck: 8 Discard: 3 Buried: 2
    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 [X] +1 [X] +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 ([X] 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 ([X] 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

    Lini will also discard leather armour as Aric is at Tempest Cay

    She pokes around the floating shipyard

    survival 6: 1d10 + 4 ⇒ (7) + 4 = 11

    Coral capuchin acquired

    turn ends

    Lini wrote:

    Hand: Coral Capuchin, Flaming scimitar +1, Blessing of Thoth, Cure, Frigid blast,

    Displayed:
    Deck: 10 Discard: 5 Buried: 0
    Notes: Blessing avaiable (if I had any) Burning snot can be used to give 1d4 and the fire trait toa combat check at linis location cure shuffles 1d4+1 cards back into the deck of a player at linis location
    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 [X1 ]+1 [X2 ]+2 [ ]+3 [ ]+4
    Divine +2 d10+4
    Survival +2 d10+4
    Charisma d8 [ ]+1

    Hand Size 5 [ ] 6
    Light Armors [X1] Weapons [X2]
    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:

  • Adventure Deck Number: 2

    During This Scenario:

  • Choose any Class 1 or lower ship as your ship.
  • Each player chooses a type of boon other than loot and draws 2 cards of that type from the box. Shuffle these cards together to form a single treasure stack.
  • When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
  • When you win the scenario, stash the treasure stack as plunder.
  • Ship: Truewind
  • Remaining Treasure cards: 9
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    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:
    Ghost
    Monster B

    Traits
    Undead
    Incorporeal
    Ghost
    Elite

    Check
    Combat
    12
    OR
    Wisdom
    Divine
    8

    Powers
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.

    Monster 3
    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 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:
    Crocodile
    Monster B

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    Ifthe check to defeat has the Cold trait, add 1d6.
    If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.

    Random Barriers:
    Barrier 1
    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 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:
    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.

    Barrier 5
    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.

    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:
    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 3
    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 4
    Spoiler:
    Dagger Pistol +1
    Weapon 2

    Traits
    Knife
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

    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 1d8. 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.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.

    Weapon 5
    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.

    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:
    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.

    Spell 3
    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 4
    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 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:
    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:
    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 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 C

    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:
    Wand of Flame
    Item 2

    Traits
    Wand
    Attack
    Fire
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.

    Item 3
    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 4
    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 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Merrill Pegsworthy
    Ally 2

    Traits
    Human
    Fighter
    Captain
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Ally 2
    Spoiler:
    Giffer Tibbs
    Ally B

    Traits
    Gnome
    Pirate

    Check
    Charisma
    Diplomacy
    6

    Powers
    Discard this card to put the bottom card of your deck on top of your deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 3
    Spoiler:
    Cut-Throat Grok
    Ally 1

    Traits
    Half-Orc
    Fighter
    Pirate

    Check
    Constitution
    Fortitude
    5
    OR
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 4
    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 5
    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.

    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 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 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 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 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: 20 Aric/Greenclaw

    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: 10
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 21 Hayato)
    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 22 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 3 (Turn 23 Tarlin)
    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 4 (Turn 24 Lini)
    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 5 (Turn 25 Aric)
    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 26 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 27 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 8 (Turn 28 Tarlin)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    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 attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 29 Lini)
    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 10 (Turn 30 Aric)
    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.

    Mancatcher Cove
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    When Closing: Summon and defeat the henchman Sea Devil.
    When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    M:0 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Amaryllis, Hayato
    Notes: Pistol, Krelloort

    Mancatcher Cove Card 1:
    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.

    Mancatcher Cove Card 2:
    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 your combat check.

    Mancatcher Cove Card 3:
    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.

    Mancatcher Cove Card 4:
    Besmaran Priest
    Ally B

    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.

    Mancatcher Cove 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.

    Mancatcher Cove Card 6:
    Krelloort
    Villain Monster 2

    Traits
    Merfolk
    Aquatic
    Mutant

    Check
    Combat
    16
    THEN
    Combat
    18

    Powers
    Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, Krelloort is evaded; then summon and encounter the villain Sea Devil Prince.
    If you fail a check to defeat Krelloort, discard your hand.

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

    Floating Shipyard Card 1:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Floating Shipyard Card 2:
    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.

    Floating Shipyard Card 3:
    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 not defeated, 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.

    Floating Shipyard Card 4:
    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.

    Floating Shipyard Card 5:
    Crocodile
    Monster C

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    Ifthe check to defeat has the Cold trait, add 1d6.
    If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.

    Floating Shipyard Card 6:
    Sea Cat
    Monster 2

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    12

    Powers
    Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; otherwise, banish it.

    Floating Shipyard Card 7:
    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.

    Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M:0 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Aric

    Tempest Cay Card 1 - Sea Devil:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 2 - Leather Armor:
    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.

    Tempest Cay Card 3 - Crimson Cogward:
    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.

    Tempest Cay Card 4:
    Spiked Log Trap
    Barrier 2

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    8
    OR
    Wisdom
    Perception
    10

    Powers
    If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

    Windward Isle
    At This Location: If you start your turn at this location, draw a card.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Raker Shoals
    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: Tarlin,

    Scar Bay
    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

    Cannibal Isle
    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


  • Character Deck Upgrade Prefs: Ally 6 > Armor 6 > Item 6

    Aric tries to sneak up on the sea devil.

    Don't take free explore. Discard Blessing of the Spy to explore location and get 1 die to all checks during this exploration.

    Sea Devil :

    Henchman Monster 2
    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Not used to taking on monsters in his street garb, Aric calls on his trusty little automaton, Tock, to assist him.

    Banish Clockwork Spy. Discard Punching Dagger
    Combat DC13: 2d6 + 1 + 2d4 + 1d6 ⇒ (6, 6) + 1 + (1, 4) + (5) = 23 Defeated!
    Attempt to close location
    Knowledge DC7: 2d8 + 2 ⇒ (1, 4) + 2 = 7 Closed!
    Random Other Location: 1d6 ⇒ 5 Scar Bay
    End Turn. Reset Hand.

    Aric/The Red Raven wrote:

    Hand: Patrician's Armor, Mask of the Red Raven, Sword Cane, Lockpick Shield, Social Climber, Marianix Karn,

    Displayed:
    Deck: 6 Discard: 4 Buried: 1
    Notes:
    Sideboard cards: Aqueous Orb, Spyglass, Sharper,

    Skills and Powers:
    SKILLS

    Aric
    Strength d6 [X]+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 [X]+1 [ ]+2 [ ]+3 [ ]+4
    Diplomacy: Charisma +3

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

    The Red Raven
    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [X]+1 [X]+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 ([X] 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 ([X] or turn) you may examine the top card of your location deck. ([ ] If its a monster, you may encounter it).


    Turn 21: Hayato/Blessing of the Gods
    Fortitude 6 for location power: 1d8 + 2 ⇒ (8) + 2 = 10 Success! No need to bury card.

    Hayato resolutely continues to keep watch.

    Explore Mancatcher Cove card #1: Hull Damage
    Pausing for discussion

    The ship is rocked by something large careening into it.

    Hull damage: 1d4 ⇒ 4 Great time to roll so well.

    Hayato sees a whale swim away as the ship begins to list. He dives into the water to try to staunch the flow of water into the hull, losing all his gear in the process.

    Discard all three cards in hand for damage. Reset hand and end turn.

    Hayato wrote:

    Hand: Blessing of the Samurai 1, Earthbreaker, Boarding Pike, Banner, Blessing of Shax,

    Displayed: Kikko Armor, Four-Mirror Armor, Belkzen Battle Standard,
    Deck: 2 Discard: 8 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+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: 5
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers: Hand Size [X]5
    On your first combat check of your turn, add 1d6 ([X] 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:

  • Adventure Deck Number: 2

    During This Scenario:

  • Choose any Class 1 or lower ship as your ship.
  • Each player chooses a type of boon other than loot and draws 2 cards of that type from the box. Shuffle these cards together to form a single treasure stack.
  • When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
  • When you win the scenario, stash the treasure stack as plunder.
  • Ship: Truewind
  • Remaining Treasure cards: 9
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    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 Wasp
    Monster 2

    Traits
    Animal
    Elite

    Check
    Combat
    13

    Powers
    The Giant Wasp is immune to the Mental trait.
    After you act, the Giant Wasp deals 1 Poison damage to you.

    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:
    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.

    Random Barriers:
    Barrier 1
    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 2
    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.

    Barrier 3
    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 4
    Spoiler:
    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.

    Barrier 5
    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.

    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:
    Blunderbuss
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite

    Check
    Dexterity
    Ranged
    Craft
    8

    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 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

    Weapon 3
    Spoiler:
    Harpoon
    Weapon B

    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 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:
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Animated Weapon
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 2
    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 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:
    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 5
    Spoiler:
    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.

    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:
    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:
    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 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 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:
    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 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:
    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 4
    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 5
    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.

    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:
    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 those 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 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:
    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 5
    Spoiler:
    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.

    Random Blessings:
    Blessing 1
    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 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 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 4
    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 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: 22 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: 8
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 23 Tarlin)
    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 2 (Turn 24 Lini)
    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 3 (Turn 25 Aric)
    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 4 (Turn 26 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 27 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 6 (Turn 28 Tarlin)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    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 attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 29 Lini)
    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 30 Aric)
    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.

    Mancatcher Cove
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    When Closing: Summon and defeat the henchman Sea Devil.
    When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    M:0 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Amaryllis, Hayato
    Notes: Pistol, Krelloort, Hull Damage

    Mancatcher Cove Card 1:
    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 your combat check.

    Mancatcher Cove Card 2:
    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.

    Mancatcher Cove Card 3:
    Besmaran Priest
    Ally B

    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.

    Mancatcher Cove Card 4:
    Krelloort
    Villain Monster 2

    Traits
    Merfolk
    Aquatic
    Mutant

    Check
    Combat
    16
    THEN
    Combat
    18

    Powers
    Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, Krelloort is evaded; then summon and encounter the villain Sea Devil Prince.
    If you fail a check to defeat Krelloort, discard your hand.

    Mancatcher Cove Card 5:
    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.

    Mancatcher Cove 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.

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

    Floating Shipyard Card 1:
    Sea Devil
    Henchman Monster 2

    Traits
    Merfolk
    Aquatic

    Check
    Combat
    13

    Powers
    Damage dealt by the Sea Devil is increased by 2.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Floating Shipyard Card 2:
    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.

    Floating Shipyard Card 3:
    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 not defeated, 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.

    Floating Shipyard Card 4:
    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.

    Floating Shipyard Card 5:
    Crocodile
    Monster C

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    Ifthe check to defeat has the Cold trait, add 1d6.
    If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.

    Floating Shipyard Card 6:
    Sea Cat
    Monster 2

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    12

    Powers
    Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; otherwise, banish it.

    Floating Shipyard Card 7:
    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.

    Tempest Cay
    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

    Windward Isle
    At This Location: If you start your turn at this location, draw a card.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Raker Shoals
    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: Tarlin,

    Scar Bay
    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

    Cannibal Isle
    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


  • Amaryllis' Deck

    Off-turn: discard Clinging Venom for structural damage
    Start of turn: BotGods
    Fortitude 6: 1d8 + 2 ⇒ (2) + 2 = 4 failed, bury Riftwarden

    Amaryllis feels the ship reel and list and watches her amour-clad friend leap overboard. She desperately searches for something to help keep the ship afloat. She uses her arcane senses to search the ship.

    Reveal Prophesize spell, call for Barriers
    Mancatcher Cove card #1: Dagger
    card #2: Tot Flask
    No barriers, shuffle location deck
    Spell Recharge - Arcane 6: 1d12 + 4 ⇒ (9) + 4 = 13 recharged

    Amaryllis scrambles through the goods rolling across the deck. a dagger and a flask roll by but nothing to help with the ship repair. She continues searching.

    Explore random card #1
    Random Card: 1d6 ⇒ 3

    Besmaran Priest:

    Ally B
    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.


    Charisma 6: 1d12 + 2 ⇒ (7) + 2 = 9 acquired

    A cleric runs by Amaryllis in a panic. She grabs him and calms him down, convincing him to help bail the ship.

    Attempt end-of-turn Clinging Venom recharge
    Arcane 6: 1d12 + 4 ⇒ (9) + 4 = 13 recharged
    Reset hand and end turn

    Amaryllis wrote:

    Hand: Pyrotechnic Blast, Besmaran Priest (acquired), Fire Snake, Incanter, Blessing of the Gods (acquired), Flame Staff,

    Displayed:
    Deck: 6 Discard: 3 Buried: 3
    Notes: BotGods available
    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 [X] +1 [X] +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 ([X] 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 ([X] 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

    Tarlin makes his way to Mancatcher Cove, hearing word that their friend Hayato is in peril. Tracking down the last of Krellort's flunkies can wait.

    Helping to fish the stoic samurai out of the waters, he gently gives him Iomedae's grace. Reveal, then discard, BoSarenrae in place of this turn's exploration to heal Hayato.
    1d4 + 1 ⇒ (4) + 1 = 5
    Hayato random card #1: 1d8 ⇒ 7
    Hayato random card #2: 1d7 ⇒ 7
    Hayato random card #3: 1d6 ⇒ 5
    Hayato random card #4: 1d5 ⇒ 4
    Hayato random card #5: 1d4 ⇒ 2

    Tarlin then administers some healing power onto himself. Cast Cure 2.
    Cure 2: 1d4 + 1 ⇒ (4) + 1 = 5
    Tarlin random card #1: 1d6 ⇒ 3 Blessing of Pharasma
    Tarlin random card #2: 1d5 ⇒ 2 Blessing of Cayden Cailean
    Tarlin random card #3: 1d4 ⇒ 2 Cure 1
    Tarlin random card #4: 1d3 ⇒ 3 Blessing of Sarenrae
    Tarlin random card #5: 1d2 ⇒ 2 Holy Water

    He then sends a nearby aide off for more healing supplies. Discard Surgeon to explore.

    DC 3 DEX: 1d4 ⇒ 4 success

    The assistant is in such a hurry that she leaves her fine dagger behind. Tarlin collects it to return to her when she returns.

    Reset hand and end turn.

    Tarlin wrote:

    Hand: Morningstar +1, Longsword 2, Dagger (found), Holy Water, Wooden Armor, Blessing of Iomedae 1,

    Displayed:
    Deck: 8 Discard: 3 Buried: 0
    Notes: Blessing available if needed.
    Sideboard cards: Sideboard:,

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size 4 [x] 5 [X] 6
    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>


    Off-turn: cards healed. (Woot! Thanks)
    Camel, JInfu, Katana +1, Portable Ram, Retriever
    ...back in business.


    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

    random card: 1d5 ⇒ 4 Our old friend Hull damage (1,2,4,5,6)

    going with amaryllis and my blessings

    tarlin int 8: 3d6 ⇒ (3, 3, 3) = 9

    With all the healing done Lini says at shipyard

    and finds the last henchman

    recharges cure to give strength reveals capuchin and discards frigid blast for d10 and discards flaming scimitar

    combat 13: 1d12 + 1d10 + 2d6 + 2 ⇒ (10) + (2) + (6, 2) + 2 = 22

    henchman defeated close check with help from Tarlin and Hayato

    intelligence 8: 3d6 ⇒ (2, 5, 1) = 8

    Location closed

    Lini wrote:

    Hand: Coral Capuchin, Holy javelin, Armour of the sands, Vulture, Blessing of Pharasma,

    Displayed:
    Deck: 6 Discard: 8 Buried: 0
    Notes: Blessing avaiable (if I had any) Burning snot can be used to give 1d4 and the fire trait toa combat check at linis location cure shuffles 1d4+1 cards back into the deck of a player at linis location
    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 [X1 ]+1 [X2 ]+2 [ ]+3 [ ]+4
    Divine +2 d10+4
    Survival +2 d10+4
    Charisma d8 [ ]+1

    Hand Size 5 [ ] 6
    Light Armors [X1] Weapons [X2]
    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:

  • Adventure Deck Number: 2

    During This Scenario:

  • Choose any Class 1 or lower ship as your ship.
  • Each player chooses a type of boon other than loot and draws 2 cards of that type from the box. Shuffle these cards together to form a single treasure stack.
  • When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
  • When you win the scenario, stash the treasure stack as plunder.
  • Ship: Truewind
  • Remaining Treasure cards: 9
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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.

    Monster 2
    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 3
    Spoiler:
    Scalawag
    Monster 2

    Traits
    Human
    Pirate
    Elite

    Check
    Combat
    13

    Powers
    Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.

    Monster 4
    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 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:
    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 2
    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 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:
    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 5
    Spoiler:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

    Powers
    If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

    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:
    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:
    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 4
    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 5
    Spoiler:
    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.

    Random Spells:
    Spell 1
    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.

    Spell 2
    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 3
    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 4
    Spoiler:
    Geyser
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Fire
    Attack

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    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 2
    Spoiler:
    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.

    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:
    Stanching Buckler
    Armor 2

    Traits
    Shield
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

    Armor 5
    Spoiler:
    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.

    Random Items:
    Item 1
    Spoiler:
    Blast Stone
    Item C

    Traits
    Object
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card to add 1d4 to any combat check attempted by a character at your location.

    Item 2
    Spoiler:
    Eye Patch
    Item C

    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 3
    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 4
    Spoiler:
    Archer's Bracers
    Item 1

    Traits
    Accessory
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    Reveal this card to add 2 to your Ranged combat check.

    Item 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    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.

    Ally 2
    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 3
    Spoiler:
    Quartermaster
    Ally B

    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 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 those 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:
    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 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 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 3
    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 4
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    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 attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    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: 25 Aric/Greenclaw

    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: 5
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 26 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 27 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 3 (Turn 28 Tarlin)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    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 attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 29 Lini)
    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 5 (Turn 30 Aric)
    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.

    Mancatcher Cove
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    When Closing: Summon and defeat the henchman Sea Devil.
    When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    M:0 Ba:0 W:2 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Amaryllis, Hayato
    Notes: Pistol, Krelloort, Hull Damage, Tot Flask

    Mancatcher Cove Card 1:
    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 your combat check.

    Mancatcher Cove Card 2:
    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.

    Mancatcher Cove Card 3:
    Krelloort
    Villain Monster 2

    Traits
    Merfolk
    Aquatic
    Mutant

    Check
    Combat
    16
    THEN
    Combat
    18

    Powers
    Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, Krelloort is evaded; then summon and encounter the villain Sea Devil Prince.
    If you fail a check to defeat Krelloort, discard your hand.

    Mancatcher Cove Card 4:
    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.

    Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Lini,

    Tempest Cay
    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

    Windward Isle
    At This Location: If you start your turn at this location, draw a card.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Raker Shoals
    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: Tarlin,

    Scar Bay
    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

    Cannibal Isle
    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


  • Character Deck Upgrade Prefs: Ally 6 > Armor 6 > Item 6

    Aric heads to Mancatcher Cave.

    Explore

    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 your combat check.

    As he heads off the ship, one of the crew attempts to pass Aric a dagger. "Here, mate. Fancy noble like you might need a bit of protection. Can't have you gettin' into trouble out there!"

    Dexterity DC3: 1d4 ⇒ 3 Acquired!

    Aric just smiles and nods, accepting the small weapon, laughing to himself as gives his innocuous looking cane a tap on the deck as he heads out, wondering what the seamen would think if he only knew he had his Red Raven costume on under his velvet jacket and a sword sheathed inside his cane.

    Examine top card of deck using Aric's 'if acquire a boon' power: Pistol

    Aris isn't the only noble heading off the shore for an excursion. The large foppish aristocrat who got on at the last port is heading out to stretch his legs...for a change from lazing around eating more than his fair share of rations and dropping names of all the rulers and nobles he's supposedly best buddies with.

    Discard Social Climber to explore again.

    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.

    Another deckhand rushes up to try and hand Aric a pistol. "You look like you need a bit of extra protec..." Aric just waves him away. He had to draw the line somewhere!

    "You know what, don't even go there. Your mate just gave me this little knife. I think I'll be fine!"

    Auto Fail.

    Aric's attention is piqued when he sees the mysterious and alluring Marianix Karn has also decided it's a nice day to take some leave on the shore. Aric's suddenly picks up his step, leaving the plump noble well in his wake.

    Discard Marianix Karn to explore again.

    Krelloort:

    Villain Monster 2

    Traits
    Merfolk
    Aquatic
    Mutant

    Check
    Combat
    16
    THEN
    Combat
    18

    Powers
    Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, Krelloort is evaded; then summon and encounter the villain Sea Devil Prince.
    If you fail a check to defeat Krelloort, discard your hand.

    Before the whole party can make it to shore, all hell breaks loose in the surrounding waters. The entire crew starts calling out that they're under attack from merfolk...or is it sea devils? It seems it could be both!

    Put Krellort on the bottom. Encounter:

    Sea Devil Prince:

    Villain Monster 2

    Traits
    Merfolk
    Aquatic
    Mutant

    Check
    Combat
    14
    THEN
    Combat
    17

    Powers
    Before you act, another character at your location must summon and encounter the henchman Sea Devil.
    If you would fail a check to defeat the Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5.

    Amaryllis, Tarlin or Hayato have to encounter a Sea Devil

    In the chaos, Aric manages to slip inside for a moment and return as...The Red Raven!

    Recharge Mask of the Red Raven to switch to The Red Raven


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

    As other sea devils make their way up onto the ship, The Red Raven finds himself face to face with what looks to be one of their leaders. He swings his cane around at the aquatic fiend.

    Sword Cane
    Combat (Melee) DC14: 1d10 + 5 + 1d6 ⇒ (3) + 5 + (4) = 12
    Shirt reroll to reroll the 3
    Combat (Melee) DC14: 1d10 + 5 + 4 ⇒ (2) + 5 + 4 = 11

    The monster is quick and manages to duck under the swing, lashing out with long claws at The Red Raven's chest...which is luckily protected with an armoured vest under his outfit.

    Bury Patrician's Armor to reduce all damage to 0.

    Not holding back any longer, the vigilante unsheathes the sword from within his cane and lunges straight towards the sea devil's heart.

    Discard Sword Cane
    Combat (Melee) DC17: 1d10 + 4 + 2d6 ⇒ (10) + 4 + (6, 2) = 22

    This time The Red Raven's strike is true, and the sea devil retreats back into the sea, leaving a trail of red blood bubbling up to the surface.

    Aquatic monster not defeated. Banish 1d4 ⇒ 1 cards from treasure stack.

    There is still a battle raging on ship and the masked crusader stops to consider where he's needed the most.

    End Turn. Reset Hand.

    Aric/The Red Raven wrote:

    Hand: Dagger, Blessing of the Ancients, Captain's Cutlass, Lockpick Shield,

    Displayed:
    Deck: 5 Discard: 7 Buried: 2
    Notes: Use blessing as needed.
    Sideboard cards: Aqueous Orb, Spyglass, Sharper,

    Skills and Powers:
    SKILLS

    Aric
    Strength d6 [X]+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 [X]+1 [ ]+2 [ ]+3 [ ]+4
    Diplomacy: Charisma +3

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

    The Red Raven
    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [X]+1 [X]+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 ([X] 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 ([X] or turn) you may examine the top card of your location deck. ([ ] If its a monster, you may encounter it).


    During This Adventure:

  • Adventure Deck Number: 2

    During This Scenario:

  • Choose any Class 1 or lower ship as your ship.
  • Each player chooses a type of boon other than loot and draws 2 cards of that type from the box. Shuffle these cards together to form a single treasure stack.
  • When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
  • When you win the scenario, stash the treasure stack as plunder.
  • Ship: Truewind
  • Remaining Treasure cards: 9
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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.

    Monster 2
    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 3
    Spoiler:
    Scalawag
    Monster 2

    Traits
    Human
    Pirate
    Elite

    Check
    Combat
    13

    Powers
    Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.

    Monster 4
    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 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:
    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 2
    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 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:
    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 5
    Spoiler:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

    Powers
    If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

    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:
    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:
    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 4
    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 5
    Spoiler:
    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.

    Random Spells:
    Spell 1
    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.

    Spell 2
    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 3
    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 4
    Spoiler:
    Geyser
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Fire
    Attack

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    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 2
    Spoiler:
    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.

    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:
    Stanching Buckler
    Armor 2

    Traits
    Shield
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

    Armor 5
    Spoiler:
    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.

    Random Items:
    Item 1
    Spoiler:
    Blast Stone
    Item C

    Traits
    Object
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card to add 1d4 to any combat check attempted by a character at your location.

    Item 2
    Spoiler:
    Eye Patch
    Item C

    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 3
    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 4
    Spoiler:
    Archer's Bracers
    Item 1

    Traits
    Accessory
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    Reveal this card to add 2 to your Ranged combat check.

    Item 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    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.

    Ally 2
    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 3
    Spoiler:
    Quartermaster
    Ally B

    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 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 those 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:
    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 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 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 3
    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 4
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    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 attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    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: 26 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: 4
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 27 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 28 Tarlin)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    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 attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 29 Lini)
    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 4 (Turn 30 Aric)
    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.

    Mancatcher Cove
    At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    When Closing: Summon and defeat the henchman Sea Devil.
    When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Amaryllis, Hayato, Aric
    Notes: Pistol, Krelloort, Hull Damage, Tot Flask

    Mancatcher Cove Card 1:
    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.

    Mancatcher Cove Card 2:
    Krelloort
    Villain Monster 2

    Traits
    Merfolk
    Aquatic
    Mutant

    Check
    Combat
    16
    THEN
    Combat
    18

    Powers
    Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, Krelloort is evaded; then summon and encounter the villain Sea Devil Prince.
    If you fail a check to defeat Krelloort, discard your hand.

    Floating Shipyard
    At This Location: Add 3 to your checks to repair ships.
    When Closing: Succeed at an Intelligence or Craft 8 check.
    When Permanently Closed: You may bury a card to repair your ship.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Lini,

    Tempest Cay
    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

    Windward Isle
    At This Location: If you start your turn at this location, draw a card.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Raker Shoals
    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: Tarlin,

    Scar Bay
    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

    Cannibal Isle
    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


  • As the sea devils swarm aboard, Hayato draws his pike and attempts to sweep them from the deck.

    Combat 13 to defeat Sea Devil, revealing Boarding Pike: 1d10 + 4 + 1d8 + 1d4 ⇒ (6) + 4 + (8) + (4) = 22

    Sea devils scatter!


    Turn 26: Hayato/Blessing of the Gods

    The deck is swarming with sea devils!

    Fortitude 6 for location power: 1d8 + 2 ⇒ (1) + 2 = 3 Discard Earthbreaker for location power

    Explore Mancatcher Cover card #1: Tot Flask
    Intelligence 6 to acquire Tot Flask: 1d6 ⇒ 2

    In the scramble, Hayato somehow loses his earthbreaker and kicks a flask into the sea.

    Discard Blessing of Shax to explore Mancatcher Cove card #2: Krelloort

    The samurai finds himself face to face with the leader, Krelloort. He plants his banner into the deck with a thud and beckons the foe to approach. Krellort obliges.

    Display Banner
    Combat 16 to defeat Krelloort, revealing Boarding Pike, using banner, and it being first combat of turn: 1d10 + 4 + 1d10 + 1 + 1d8 + 1d4 ⇒ (2) + 4 + (10) + 1 + (1) + (1) = 19

    He sends the villain flying across the deck with a quick swipe of his pike!

    Someone else pick up the fight?


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

    Tarlin picks up the fight from Hayato.

    Reveal, then discard, Morningstar +1.
    DC 18 Combat (w/Belkzen Battle Standard): 1d10 + 3 + 1d8 + 1 + 1d4 + 1 ⇒ (6) + 3 + (5) + 1 + (3) + 1 = 19


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

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

    ACQUIRED CARDS:
    Weapon B Rapier
    Weapon B Whip
    Spell 2 Aqueous Orb
    Spell B Black Spot
    Spell C Cure
    Spell B Cure
    Spell 1 Sphere of Fire
    Spell B Strength
    Armor B Leather Armor
    Ally B Besmaran Priest
    Ally 1 Coral Capuchin
    Ally B Master Gunner
    Ally B Master-at-Arms
    Ally B Parrot
    Ally 2 Rotgut
    Blessing B Blessing of Gozreh
    Blessing B Blessing of the Gods


    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

    Passing on the item armour options

    spell 1: 1d1000 ⇒ 261 Life drain for burning snot


    Amaryllis' Deck

    Amaryllis selects item:
    Random Item: 1d17 ⇒ 1 Bestiary of Garund - pass

    Ally 2: 1d1000 ⇒ 650 Cleric of Nethys for Riftwarden
    Spell 2: 1d1000 ⇒ 426


    Random armor: 1d6 ⇒ 5 Gem of Physical Prowess. Oh, yes, please. I will trade out my Belzken Battle Standard for it
    Ally 2: 1d1000 ⇒ 513
    Looks like I lose this roll; I'll pass on the regular deck upgrade.


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

    No upgrades for Tarlin this time around.


    Character Deck Upgrade Prefs: Ally 6 > Armor 6 > Item 6

    Random Blessing: 1d5 ⇒ 3 Blessing of Achaekek. Yeah, I'll swap that in for Blessing of the Ancients.

    Ally 2: 1d1000 ⇒ 317 Slip]
    Ally 1: 1d1000 ⇒ 421 Dandy Brute - looks like I get that one. Will swap in for Psychic Detective


    0-2D: WHO RULES HELL HARBOR?
    The Pirate’s Council has almost thirty councilors, and they’ve been hearing tales of your exploits. You’ve already earned the patronage of a wealthy dowager: the lovely Lady Smithee, recently betrothed to a handsome scoundrel named Heartbreak Hinsin. Impressing some pirate lords next would be a savvy idea, especially if you’ve got designs on becoming one of them. There’s plenty o’ ways to do that, but there’s one that everyone knows best: winning the Free Captains’ Regatta. The sailor who wins it is the next lucky soul to join the council.

    Some pirates seek plunder or infamy, but there’s no shortage of ambitious souls who train all year for that one race. Know this: The cronies of the Pirate’s Council love to sponsor races. And wealthy aristocrats who’ve just been wed love to host lavish festivals and parties. It just so happens that Lady Smithee and her husband, Hinsin, are doing both: they’re hosting a regatta to celebrate their nuptials. The winner stands to gain some plunder: a pile o’ doubloons and a swift ship.

    Most of the competition is the usual riffraff, but you do have one formidable competitor. His name is Gortus Svard. The few who’ve sailed against him and lived say he’ll do anything to win. If he can’t take the prize, he’ll surely take your lives. Now here’s your chance to show the council what a true crew of pirates can do. Gortus Svard’s loss could be your gain. Let the race begin!

    VILLAIN:
    GORTUS SVARD
    HENCHMEN:
    SHIPWRECK
    LOCATIONS:
    1 FLOATING SHIPYARD
    1 RIPTIDE COVE
    1 ROCKY CLIFF
    2 FOG BANK
    3 SHARK ISLAND
    4 SHIPWRECK GRAVEYARD
    5 TEMPEST CAY
    6 HARBOR
    SHIP:
    The party does not have a ship.

    DURING THIS SCENARIO:

    • At the start of the scenario, display the Devil’s Pallor next to this scenario card; each character randomly chooses a ship of Class 3 or lower and stashes a plunder card under that ship; then return the Devil’s Pallor to the fleet stack. The ship you randomly choose is your ship. On your turn, you are commanding your own ship. You are only on your ship, and you cannot move with another character when she moves during her move step. When your ship is dealt Structural damage, only you can discard cards to reduce damage to your ship. When you would encounter a non-villain monster, banish it and roll 1d8 on the table below; summon and encounter that ship (listed on the next page) instead.
      1. a random ship from the fleet stack
      2. Burnt Saffron
      3. Cetaceal
      4. Hu-Hazhong
      5. Impervious
      6. Kraken’s Spite
      7. Mark of Yunnarius
      8. Ravishing Ruby
    • When you earn a deck upgrade from this scenario, you may choose from either your own plunder or the party’s acquired cards.


    Amaryllis's Ship: 1d6 ⇒ 1 = Merchantman
    Aric's Ship: 1d5 ⇒ 4 = Man's Promise
    Hayato's Ship: 1d4 ⇒ 4 = Thresher
    Lini's Ship: 1d3 ⇒ 3 = Truewind
    Tarlin's Ship: 1d2 ⇒ 2 = Shackles Pirate Ship


    Character Deck Upgrade Prefs: Ally 6 > Armor 6 > Item 6

    Random Item: 1d9 ⇒ 9 Time Bomb - pass


    During This Adventure:

  • Adventure Deck Number: 2

    During This Scenario: 0-2D: WHO RULES HELL HARBOR?

  • At the start of the scenario, display the Devil’s Pallor next to this scenario card; each character randomly chooses a ship of Class 3 or lower and stashes a plunder card under that ship; then return the Devil’s Pallor to the fleet stack. The ship you randomly choose is your ship. On your turn, you are commanding your own ship. You are only on your ship, and you cannot move with another character when she moves during her move step. When your ship is dealt Structural damage, only you can discard cards to reduce damage to your ship. When you would encounter a non-villain monster, banish it and roll 1d8 on the table below; summon and encounter that ship (listed on the next page) instead.
    1. a random ship from the fleet stack
    2. Burnt Saffron
    3. Cetaceal
    4. Hu-Hazhong
    5. Impervious
    6. Kraken’s Spite
    7. Mark of Yunnarius
    8. Ravishing Ruby
  • When you earn a deck upgrade from this scenario, you may choose from either your own plunder or the party’s acquired cards.

    Amaryllis's Merchantman:
    Merchantman
    Ship B
    Class 0

    Check to Defeat
    Wisdom
    Survival
    5
    OR
    Perception
    7

    When Encountered
    If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
    When Commanding
    When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

    Check to Repair
    Craft
    6

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

    Tarlin's Shackles Pirate Ship:
    Shackles Pirate Ship
    Ship B
    Class 0

    Check to Defeat
    Dexterity
    Disable
    8
    OR
    Wisdom
    Survival
    6

    When Encountered
    If your check to defeat has the Swashbuckling trait, add 1 to it.
    When Commanding
    If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.

    Check to Repair
    Craft
    5

    When Commanding (Wrecked)
    When your ship is dealt damage, add 1 to the amount of damage dealt.

    Lini's Truewind:
    Truewind
    Ship B
    Class 1

    Check to Defeat
    Intelligence
    Knowledge
    8
    OR
    Wisdom
    Survival
    6

    When Encountered
    You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
    When Commanding
    You may discard a card from the blessings deck to recharge a random card from your discard pile.

    Check to Repair
    Craft
    7

    When Commanding (Wrecked)
    The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.

    Aric's Man's Promise:
    Man's Promise
    Ship 1
    Class 1

    Check to Defeat
    Wisdom
    Survival
    6
    OR
    Charisma
    Diplomacy
    8

    When Encountered
    If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
    When Commanding
    You may discard a card from the blessings deck to explore your location.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    Other characters may not move with this ship.

    Hayato's Thresher:
    Thresher
    Ship 2
    Class 2

    Check to Defeat
    Intelligence
    Knowledge
    9
    OR
    Wisdom
    Survival
    7

    When Encountered
    Before you act, bury a random card from your discard pile.
    When Commanding
    Reduce Structural damage to this ship by 1.
    At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, summon and encounter the henchman Hammerhead Shark.

    0-2D Ships:
    1. Dominator
    Spoiler:
    Dominator
    Ship B
    Class 6

    Check to Defeat
    Wisdom
    Survival
    8
    OR
    Dexterity
    Ranged
    11

    When Encountered
    If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2. This ship cannot be seized.
    When Commanding
    You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.

    Check to Repair
    Craft
    7

    When Commanding (Wrecked)
    Remove the Swashbuckling trait from all of your checks.

    2. Sea Chanty
    Spoiler:
    Sea Chanty
    Ship B
    Class 3

    Check to Defeat
    Wisdom
    Survival
    6
    OR
    Charisma
    Diplomacy
    8

    When Encountered
    You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.

    Check to Repair
    Craft
    5

    When Commanding (Wrecked)
    The difficulty of your check to acquire a boon is increased by 1.

    3. Wormwood
    Spoiler:
    Wormwood
    Ship B
    Class 5

    Check to Defeat
    Dexterity
    Acrobatics
    9
    OR
    Wisdom
    Survival
    7

    When Encountered
    The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.

    Check to Repair
    Craft
    8

    When Commanding (Wrecked)
    At the start of your turn, banish this card and exchange it for the ship Merchantman.

    4. Deathknell
    Spoiler:
    Deathknell
    Ship 2
    Class 7

    Check to Defeat
    Divine
    7
    OR
    Wisdom
    Survival
    9

    When Encountered
    You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check against a monster.
    If your character would die, draw a number of cards from your discard pile equal to your hand size and bury all your other cards.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Wisdom or Divine 7 check or bury 1 card.

    5. Devil's Pallor
    Spoiler:
    Devil's Pallor
    Ship 2
    Class 2

    Check to Defeat
    Wisdom
    Survival
    7
    OR
    Constitution
    Fortitude
    9

    When Encountered
    If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
    When Commanding
    Reduce Structural damage to this ship by 1.
    You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.

    A. Kraken's Spite
    Spoiler:
    Kraken's Spite
    Ship 2

    Check to Defeat
    Strength
    Melee
    12
    OR
    Wisdom
    Survival
    10

    When Encountered
    If defeated, stash an additional plunder.

    B. Cetaceal
    Spoiler:
    Cetaceal
    Ship 2

    Check to Defeat
    Dexterity
    Acrobatics
    8
    OR
    Wisdom
    Perception
    Survival
    10

    When Encountered
    Before you act, discard any cards that have the Pirate trait. For each such card discarded, the difficulty of your check to defeat is increased by 3.

    C. Burnt Saffron
    Spoiler:
    Burnt Saffron
    Ship 2

    Check to Defeat
    Constitution
    Fortitude
    10
    OR
    Wisdom
    Survival
    8

    When Encountered
    Before you act, display all your allies. If undefeated, bury them; otherwise, after you act, return them to your hand.

    D. Impervious
    Spoiler:
    Impervious
    Ship 2

    Check to Defeat
    Dexterity
    Ranged
    11
    OR
    Wisdom
    Survival
    8

    When Encountered
    If you are the only character at your location and the Impervious would be defeated, it is undefeated instead.

    E. Mark of Yunnarius
    Spoiler:
    Mark of Yunnarius
    Ship 2

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Divine
    8

    When Encountered
    Before you act, a random character at your location summons and encounters the henchman Pirate Shade Haunt, which may not be evaded; that character displays it next to her deck.

    F. Ravishing Ruby
    Spoiler:
    Ravishing Ruby
    Ship 2

    Check to Defeat
    Wisdom
    Survival
    10
    OR
    Charisma
    Diplomacy
    8

    When Encountered
    If the check to defeat does not have the Swashbuckling trait, the difficulty is increased by 3.

    G. Hu-Hazhong
    Spoiler:
    Mark of Yunnarius
    Ship 2

    Check to Defeat
    Intelligence
    Knowledge
    10
    OR
    Wisdom
    Survival
    7

    When Encountered
    Before you act, your ship is dealt 1 Structural damage.
    After you act, you are dealt 1 Mental damage.


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

    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:
    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.

    Monster 3
    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 4
    Spoiler:
    Tiger Shark
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    11

    Powers
    The Tiger Shark may not be evaded.

    Monster 5
    Spoiler:
    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.

    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 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 3
    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 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:
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Keen Falcata +1
    Weapon 2

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    11

    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 6.

    Weapon 2
    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 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:
    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 5
    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.

    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:
    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 3
    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 4
    Spoiler:
    Geyser
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Fire
    Attack

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    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:
    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 2
    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 3
    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 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:
    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.

    Random Items:
    Item 1
    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.

    Item 2
    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.

    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:
    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 5
    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.

    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:
    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:
    Giffer Tibbs
    Ally B

    Traits
    Gnome
    Pirate

    Check
    Charisma
    Diplomacy
    6

    Powers
    Discard this card to put the bottom card of your deck on top of your deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 4
    Spoiler:
    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.

    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 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 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 3
    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 4
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    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 attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 5
    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.

    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 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 3 Tarlin)
    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 3 (Turn 4 Lini)
    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 5 Aric)
    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 5 (Turn 6 Hayato)
    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 6 (Turn 7 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 8 Tarlin)
    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 8 (Turn 9 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 10 Aric)
    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 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 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 13 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 14 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 14 (Turn 15 Aric)
    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 Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    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 attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 17 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 17 (Turn 18 Tarlin)
    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.

    Blessings Deck Card 18 (Turn 19 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 19 (Turn 20 Aric)
    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 21 Hayato)
    Spoiler:
    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.

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

    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 22 (Turn 23 Tarlin)
    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 24 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 24 (Turn 25 Aric)
    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 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 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 27 (Turn 28 Tarlin)
    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 28 (Turn 29 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.

    Blessings Deck Card 29 (Turn 30 Aric)
    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.

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

    Floating Shipyard Card 1:
    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.

    Floating Shipyard Card 2:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

    Powers
    If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

    Floating Shipyard Card 3:
    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.

    Floating Shipyard Card 4:
    Ghost
    Monster B

    Traits
    Undead
    Incorporeal
    Ghost
    Elite

    Check
    Combat
    12
    OR
    Wisdom
    Divine
    8

    Powers
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.

    Floating Shipyard Card 5:
    Shark Skin Armor
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Floating Shipyard Card 6:
    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.

    Floating Shipyard Card 7:
    Bull Shark
    Monster 2

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    The Bull Shark may not be evaded.
    Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.

    Floating Shipyard Card 8:
    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.

    Floating Shipyard Card 9:
    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.

    Floating Shipyard Card 10:
    Gortus Svard
    Villain Monster 2

    Traits
    Hobgoblin
    Rogue
    Captain
    Pirate

    Check
    Combat
    15

    Powers
    Before you act, recharge a card. Then summon and encounter the ship Devil's Pallor.
    If you are the only character at your location, the difficulty of the check to defeat the villain is increased by 1d6.

    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:
    Bull Shark
    Monster 2

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    13

    Powers
    The Bull Shark may not be evaded.
    Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.

    Riptide Cove Card 2:
    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.

    Riptide Cove Card 3:
    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.

    Riptide Cove Card 4:
    Rosie Cusswell
    Ally 1

    Traits
    Halfling
    Fighter
    Pirate

    Check
    Charisma
    Diplomacy
    6

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

    Riptide Cove Card 5:
    Crab Swarm
    Monster B

    Traits
    Animal
    Aquatic
    Swarm
    Basic

    Check
    Combat
    8

    Powers
    Before you act, each other 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 new result.

    Riptide Cove Card 6:
    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. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated

    Riptide Cove Card 7:
    Shipwreck
    Henchman Barrier C

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Riptide Cove Card 8:
    Water Elemental
    Monster C

    Traits
    Elemental
    Outsider
    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.

    Riptide Cove Card 9:
    Stanching Buckler
    Armor 2

    Traits
    Shield
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

    Riptide Cove Card 10:
    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.

    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

    Rocky Cliff Card 1:
    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.

    Rocky Cliff Card 2:
    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.

    Rocky Cliff Card 3:
    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.

    Rocky Cliff Card 4:
    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.

    Rocky Cliff 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.

    Rocky Cliff Card 6:
    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.

    Rocky Cliff Card 7:
    Ring of the Beasts
    Item 1

    Traits
    Accessory
    Magic
    Elite

    Check
    Wisdom
    Divine
    9

    Powers
    Reveal this card to add 1d6 to your check against a card with the Animal trait.

    Rocky Cliff Card 8:
    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.

    Rocky Cliff Card 9:
    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.

    Rocky Cliff Card 10:
    Shipwreck
    Henchman Barrier B

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Fog Bank
    At This Location: After a character at any location 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:
    Spiked Log Trap
    Barrier 2

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    8
    OR
    Wisdom
    Perception
    10

    Powers
    If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

    Fog Bank Card 2:
    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.

    Fog Bank Card 3:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

    Powers
    The diffculty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

    Fog Bank Card 4:
    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.

    Fog Bank Card 5:
    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.

    Fog Bank Card 6:
    Shipwreck
    Henchman Barrier C

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Fog Bank Card 7:
    Smuggler
    Monster B

    Traits
    Human
    Smuggler
    Basic

    Check
    Combat
    9

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

    Fog Bank Card 8:
    Sea Scourge
    Monster 2

    Traits
    Ooze
    Aquatic

    Check
    Combat
    12

    Powers
    The Sea Scourge is immune to the Acid, Mental, and Poison traits.
    Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.

    Fog Bank Card 9:
    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 not defeated, 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.

    Fog Bank Card 10:
    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.

    Shark Island
    At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
    When Closing: Summon and defeat the henchman Hammerhead Shark.
    When Permanently Closed: No effect.
    M:5 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:1 ?:1

    Shark Island 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.

    Shark Island Card 2:
    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.

    Shark Island Card 3:
    Shipwreck
    Henchman Barrier B

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Shark Island Card 4:
    Scalawag
    Monster 2

    Traits
    Human
    Pirate
    Elite

    Check
    Combat
    13

    Powers
    Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.

    Shark Island Card 5:
    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.

    Shark Island Card 6:
    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.

    Shark Island Card 7:
    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.

    Shark Island Card 8:
    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.

    Shark Island Card 9:
    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.

    Shark Island Card 10:
    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.

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

    Shipwreck Graveyard Card 1:
    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.
    After you act, the Sea Drake deals 1 Structural damage to your ship.

    Shipwreck Graveyard Card 2:
    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.

    Shipwreck Graveyard Card 3:
    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.

    Shipwreck Graveyard Card 4:
    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 not defeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.

    Shipwreck Graveyard Card 5:
    Shipwreck
    Henchman Barrier B

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Shipwreck Graveyard Card 6:
    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.

    Shipwreck Graveyard Card 7:
    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.

    Shipwreck Graveyard Card 8:
    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.

    Shipwreck Graveyard Card 9:
    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.

    Shipwreck Graveyard Card 10:
    Marine
    Monster C

    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.

    Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1

    Tempest Cay Card 1:
    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.

    Tempest Cay Card 2:
    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.

    Tempest Cay Card 3:
    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.

    Tempest Cay Card 4:
    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.

    Tempest Cay 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.

    Tempest Cay Card 6:
    Besmaran Priest
    Ally B

    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.

    Tempest Cay Card 7:
    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.

    Tempest Cay Card 8:
    Shipwreck
    Henchman Barrier B

    Traits
    Cache
    Aquatic
    Veteran

    Check
    Constitution
    Fortitude
    5

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If undefeated, you may banish this barrier.
    If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 9:
    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.

    Tempest Cay Card 10:
    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.

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