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

Game Master MorkXII


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

Blessing from Box: 1-Asmodeus, 2-Spy, 3-Achaekek, 4-Maat, 5-Zon-Kuthon: 1d5 ⇒ 2 Boo! Not interested!

Card Feat: Depends on what card upgrade I get.

Ally 2: 1d1000 ⇒ 330
Weapon 2: 1d1000 ⇒ 120
Item 2: 1d1000 ⇒ 867


Amaryllis' Deck

Blessing from Box: 1d22 ⇒ 7 BoIomedae - pass

Deck Upgrades:
Ally 2: 1d1000 ⇒ 927 Cleric of Nethys
Item 2: 1d1000 ⇒ 104 Gem of Mental Acuity

Card feat: Ally if I get the Ally 2, otherwise blessing (BoSivannah)


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

Did not get to this last night, but should be do so this evening.

Weapon 2: 1d1000 ⇒ 570
Armor 1: 1d1000 ⇒ 885

Card feat will be Spell (most likely Find Traps).


ADVENTURE 0-3: TREACHEROUS WATERS

Tessa Fairwind wants something, and she wants you to get it. The legendary Jalhazar, cap’n o’ the Brine Banshee, lost his ship in treacherous waters. Before his untimely demise, whoever sunk his ship managed to liberate a wondrous artifact from the helm: Jalhazar’s Wheel. Old salts claim that if you actually mounted it on a ship of yer choosing, as soon as you grabbed its polished bone handles, you would actually hear the voice of ol’ Cap’n Jalhazar whispering his guidance to you. And in troubled seas, you might even feel his ghostly hands guiding yer ship on a true course.

That may sound a wee bit spooky, but that doesn’t stop sailors from wanting that wheel, even though there’s some as say it’s cursed. Or at the very least, no one seems to hold onto those bony handles for very long. Mayhaps those tale-tellers are just afraid of the skulls. The wheel is covered with ’em! Well, yer not yellowbellied, lily-livered landlubbers, so you’ve got nothing to fear!

At any rate, rumormongers in Quent’s rollicking taverns claim that the wheel’s last owner set off on a course along the Slithering Coast. His ship was called the Devil’s Deception, and if the tales are true, he never returned. Mayhaps the old salts who spread these rumors only do it for the free drinks, but if that ship has sunk, Tessa Fairwind wants that Wheel. She’s the captain of her own ship, the Luck of the Draw, she’s the woman in charge of the city of Quent, and more importantly, she’s got a seat on the Pirate Council, so when she speaks, you’d be wise to listen.

Not too long ago, you humbly approached her in one o’ those taverns. She likes the cut of yer jib, so she’s provided you with a lead: The nagas near the Slithering Coast make a point of watching who comes and who goes... or more precisely, who lives and who dies. The first witness was a naga named Munarei. If he’s as insightful as he sounds, you might be lucky enough to liberate Jalhazar’s Wheel. It’s time to set sail.


0-3A: WRECKING BALL
Look to the east! The sun is slowly rising over turbulent seas, and you’re well on your way to the Slithering Coast. Yer here for a reason, lads and lasses: to find a nefarious naga known as Munarei. Word has it he knows about an elusive artifact that was lost at sea here months ago. Its previous owner was the captain of a ship called the Devil’s Deception, a cursed vessel that set a course through these waters and never returned.

Tessa Fairwind, one of the captains on the Pirate Council, thinks Munarei might know the location of Jalhazar’s Wheel, once the property of old Xirbal Jalhazar himself. Covered in skulls, it is. Ebony handles, it has. Grasp them, and ya might even hear the ghost of ol’ Cap’n Jalhazar whispering his secrets to ya. And if you’re lucky–or cursed, depending on which stories you hear–you might even feel his cold hands piloting that wheel, guiding yer ship to a fate kinder than his own.

But let’s not think of that, shall we? That tale sends a chill down me spine! Yer crew is facing greater dangers: A triumvirate of nagas watch over these waters. They’ve been locked in a chain of love and hate that goes back fer years. The three islands where these nagas lair form a triangle–just like the triangle that’s tangled up Munarei, Sarlis, and Sarlissa. Seems as though Munarei can never quite decide which of the two females he likes best, so he betrays his mate as often as the tides turn. There’s a chance one of ’em might have already sulked away in despair.

Now, yer not the first to drift into this drama. The natives ain’t too friendly, neither, doubtless because they’re sick of sailors searching for lost ships. Travelers attest that the natives have carved runes all over these islands, spells set to curse any who would dare approach their lands. Then again, sailors are always saying things like that. If you were scared of curses and monsters, Tessa wouldn’t have trusted you with an errand like this one.

And know this: You might not be the only pirate looking for that artifact. Keep yer cutlasses and cantrips ready, just in case.

VILLAIN:
MUNAREI
HENCHMEN:
VAKARLA THE WRECKER
CRYPTIC RUNES
LOCATIONS:
1 BEACH
1 WIDOWMAKER ISLE
1 JASPERLEAF APOTHECARY
2 SEASIDE WAREHOUSE
3 SHARKSKIN REEF
4 CANNIBAL ISLE
5 TENGU ROOKERY
6 RAKER SHOALS

DURING THIS SCENARIO:

  • Choose any Class 2 or lower ship as your ship.
  • Vakarla the Wrecker gains this power: “Before you act, a random other character summons and encounters the henchman Giles Halmis. If Giles Halmis is undefeated, a random other character who has not encountered Giles Halmis this turn summons and encounters Giles Halmis. If Giles Halmis is defeated, or if all other characters have encountered Giles Halmis this turn, banish Giles Halmis. Then continue your encounter with Vakarla the Wrecker.”
Giles Halmis:
Giles Halmis
Henchman Monster 3

Traits
Human
Assassin

Check
Combat
17

Powers
Before you act, Giles Halmis deals 1 Ranged Combat damage to you, or 3 if you have the Human trait.
If your character has the Human trait, the difficulty of your check to defeat is increased by 3.
If defeated, you may immediately attempt to close the location this henchman came from.


During This Adventure:

  • Adventure Deck Number: 3
  • LOOT LIST
  • Hand Summaries
    Summoned Banes:
    Ruffian
    Spoiler:
    Ruffian
    Henchman Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    7

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Buccaneer
    Spoiler:
    Buccaneer
    Henchman Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Riptide Grindylow
    Spoiler:
    Riptide Grindylow
    Henchman Monster 1

    Traits
    Aberration
    Goblin
    Aquatic

    Check
    Combat
    11

    Powers
    The Riptide Grindylow may not be evaded.
    If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hirgenzosk
    Spoiler:
    Hirgenzosk
    Henchman Monster B

    Traits
    Dragon
    Aquatic

    Check
    Combat
    30

    Powers
    If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
    If Hirgenzosk would be defeated, he is undefeated.

    Hammerhead Shark
    Spoiler:
    Hammerhead Shark
    Henchman Monster B

    Traits
    Animal
    Aquatic
    Veteran

    Check
    Combat
    9

    Powers
    The Hammerhead Shark may not be evaded.
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ships:
    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.

    Merchantman

    Spoiler:
    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.

    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.

    Shackles Pirate Ship

    Spoiler:
    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.

    Truewind

    Spoiler:
    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.

    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.

    Man's Promise

    Spoiler:
    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.

    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.

    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.

    Thresher

    Spoiler:
    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.

    Dowager Queen

    Spoiler:
    Dowager Queen
    Ship 3
    Class 3

    Check to Defeat
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

    When Encountered
    You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    The difficulty of your check to acquire an ally is increased by 2.

    Kraken

    Spoiler:
    Kraken
    Ship 3
    Class 3

    Check to Defeat
    Strength
    Melee
    10
    OR
    Wisdom
    Survival
    8

    When Encountered
    On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
    When Commanding
    Reduce Structural damage to this ship by 2.
    You may discard a card from the blessings deck to add 1d12 to your Strength check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.

    Sanbalot

    Spoiler:
    Sanbalot
    Ship 3
    Class 3

    Check to Defeat
    Dexterity
    Stealth
    9
    OR
    Wisdom
    Survival
    7

    When Encountered
    Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
    When Commanding
    This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
    At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.

    During This Scenario: 0-3A: WRECKING BALL

  • Choose any Class 2 or lower ship as your ship.
  • Vakarla the Wrecker gains this power: “Before you act, a random other character summons and encounters the henchman Giles Halmis. If Giles Halmis is undefeated, a random other character who has not encountered Giles Halmis this turn summons and encounters Giles Halmis. If Giles Halmis is defeated, or if all other characters have encountered Giles Halmis this turn, banish Giles Halmis. Then continue your encounter with Vakarla the Wrecker.”[/list]
    Giles Halmis:
    Giles Halmis
    Henchman Monster 3

    Traits
    Human
    Assassin

    Check
    Combat
    17

    Powers
    Before you act, Giles Halmis deals 1 Ranged Combat damage to you, or 3 if you have the Human trait.
    If your character has the Human trait, the difficulty of your check to defeat is increased by 3.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Comozant Wyrd
    Monster C

    Traits
    Outsider
    Elemental
    Incorporeal
    Elite

    Check
    Combat
    10

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

    Monster 2
    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.

    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:
    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.

    Monster 5
    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.

    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:
    Sandbar
    Barrier 3

    Traits
    Task
    Aquatic

    Check
    Strength
    Knowledge
    Wisdom
    Perception
    11

    Powers
    Before you act, move each character to this location.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

    Barrier 3
    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 4
    Spoiler:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

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

    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:
    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 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:
    Cutlass
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

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

    Weapon 4
    Spoiler:
    Cutlass +1
    Weapon C

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite

    Check
    Strength
    Melee
    8

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

    Weapon 5
    Spoiler:
    Animalbane Dagger +1
    Weapon 1

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
    When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.

    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:
    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:
    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 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:
    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.

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

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    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 3
    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.

    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:
    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.

    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:
    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 3
    Spoiler:
    Besmara's Bones
    Item 2

    Traits
    Tool
    Swashbuckling
    Besmara

    Check
    Wisdom
    Survival
    8

    Powers
    Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
    If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.

    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:
    Jellyfish Cape
    Item 2

    Traits
    Accessory
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    8

    Powers
    Recharge this card to succeed at your Constitution or Fortitude check to defeat a bane with the Aquatic trait.
    Discard this card to add 1d6 and the Electricity trait to defeat a monster with the Aquatic trait. After playing this card, succeed at a Wisdom or Survival 7 check to recharge it instead of discarding it.

    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:
    Heartbreak Hinsin
    Ally B

    Traits
    Human
    Aristocrat
    Pirate

    Check
    Dexterity
    Disable
    4
    THEN
    Charisma
    Diplomacy
    7

    Powers
    Bury this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 3
    Spoiler:
    Carver
    Ally C

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

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

    Ally 4
    Spoiler:
    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.

    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 the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 3
    Spoiler:
    Blessing of 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 the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 5
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Turn: 1 Hayato/Chthonicthul

    Top of Blessing Discard Pile: Blessing of the Gods

    Top Blessing:
    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 Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Amaryllis)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 3 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 4 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 5 Aric)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 5 (Turn 6 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 6 (Turn 7 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 7 (Turn 8 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 9 Lini)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 10 Aric)
    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 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 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 12 (Turn 13 Tarlin)
    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 13 (Turn 14 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 14 (Turn 15 Aric)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 16 Hayato)
    Spoiler:
    Blessing of Sivanah
    Blessing C

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 17 (Turn 18 Tarlin)
    Spoiler:
    Blessing of 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 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 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 20 (Turn 21 Hayato)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic 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 21 (Turn 22 Amaryllis)
    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 22 (Turn 23 Tarlin)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic 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 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 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 25 (Turn 26 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 26 (Turn 27 Amaryllis)
    Spoiler:
    Blessing of Achaekek
    Blessing C

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 27 (Turn 28 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 28 (Turn 29 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 29 (Turn 30 Aric)
    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.

    Beach
    At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
    When Closing: Each character at this location must bury a card.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M:2 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1

    Beach Card 1:
    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.

    Beach 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.

    Beach Card 3:
    Jagged Shoals
    Barrier 3

    Traits
    Obstacle
    Task
    Aquatic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    11

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

    Beach Card 4:
    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.

    Beach Card 5:
    Cryptic Runes
    Henchman Barrier 3

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Beach 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.

    Beach Card 7:
    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.

    Beach Card 8:
    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.

    Beach Card 9:
    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.

    Beach Card 10:
    Sea Tyrant's Patch
    Item 3

    Traits
    Accessory
    Magic
    Swashbuckling
    Elite

    Check
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1d6 and the Swashbuckling trait to your check to acqure an ally, or 2d6 if it has the Pirate trait.
    Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.

    Widowmaker Isle
    At This Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
    When Closing: Summon and defeat the henchman Enemy Ship.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M:3 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:2 ?:1

    Widowmaker Isle Card 1:
    Will-O'-Wisp
    Monster 3

    Traits
    Aberration

    Check
    Combat
    16
    OR
    Wisdom
    14

    Powers
    All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
    Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.

    Widowmaker Isle Card 2:
    Cryptic Runes
    Henchman Barrier 3

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Widowmaker Isle Card 3:
    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.

    Widowmaker Isle Card 4:
    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.

    Widowmaker Isle Card 5:
    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.

    Widowmaker Isle Card 6:
    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.

    Widowmaker Isle Card 7:
    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.

    Widowmaker Isle Card 8:
    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.

    Widowmaker Isle Card 9:
    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.

    Widowmaker Isle 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.

    Jasperleaf Apothecary
    At This Location: At the end of your turn, you may recharge an item to shuffle a random card from your discard pile into your deck; if the item has the Liquid trait, you may ad the card to your hand instead.
    When Closing: Summon and encounter the henchman Shimerae.
    When Permanently Closed: On closing, draw 3 random items from the box. If any have the Liquid or Alchemical trait, add them to your hand; return the rest.
    M:1 Ba:1 W:0 Sp:3 Ar:0 I:3 Al:1 Bl:0 ?:1

    Jasperleaf Apothecary Card 1:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Jasperleaf Apothecary Card 2:
    Anchor
    Item B

    Traits
    Tool

    Check
    Wisdom
    Survival
    8

    Powers
    Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.

    Jasperleaf Apothecary Card 3:
    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.

    Jasperleaf Apothecary Card 4:
    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.

    Jasperleaf Apothecary Card 5:
    Slip
    Ally 3

    Traits
    Halfling
    Spy

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.

    Jasperleaf Apothecary Card 6:
    Cryptic Runes
    Henchman Barrier 3

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Jasperleaf Apothecary Card 7:
    Inflict
    Spell C

    Traits
    Magic
    Divine
    Attack
    Basic

    Check
    Wisdom
    Divine
    6

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

    Jasperleaf Apothecary Card 8:
    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.

    Jasperleaf Apothecary Card 9:
    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.

    Jasperleaf Apothecary Card 10:
    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.

    Seaside Warehouse
    At This Location: When you acquire a card, put it under this card.
    When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
    When Permanently Closed: On closing, add any cards under this card to your hand.
    M:2 Ba:0 W:2 Sp:0 Ar:1 I:4 Al:0 Bl:0 ?:1

    Seaside Warehouse Card 1:
    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.

    Seaside Warehouse Card 2:
    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.

    Seaside Warehouse Card 3:
    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.

    Seaside Warehouse Card 4:
    Navigator Musket +1
    Weapon 3

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

    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 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.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.

    Seaside Warehouse Card 5:
    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.

    Seaside Warehouse Card 6:
    Cryptic Runes
    Henchman Barrier 3

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Seaside Warehouse Card 7:
    Great White Shark
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Great White Shark may not be evaded.
    If undefeated, put this card under the top card of the location deck, if it came from one.

    Seaside Warehouse Card 8:
    Masterwork Tools
    Item B

    Traits
    Tool
    Elite

    Check
    Dexterity
    Disable
    7

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

    Seaside Warehouse Card 9:
    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.

    Seaside Warehouse Card 10:
    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.

    Sharkskin Reef
    At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M:4 Ba:3 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

    Sharkskin Reef Card 1:
    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.

    Sharkskin Reef Card 2:
    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.

    Sharkskin Reef Card 3:
    Cryptic Runes
    Henchman Barrier 3

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Sharkskin Reef Card 4:
    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.

    Sharkskin Reef Card 5:
    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.

    Sharkskin Reef Card 6:
    Darkforest Anemone
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
    If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.

    Sharkskin Reef Card 7:
    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.

    Sharkskin Reef Card 8:
    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.

    Sharkskin Reef Card 9:
    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.

    Sharkskin Reef Card 10:
    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.

    Cannibal Isle
    At This Location: After you reset your hand, bury an ally.
    When Closing: Succeed at a Strength or Melee 6 check.
    When Permanently Closed: On closing, add all your buried allies to your hand.
    M:3 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:3 Bl:2 ?:1

    Cannibal Isle Card 1:
    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.

    Cannibal Isle Card 2:
    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.

    Cannibal Isle Card 3:
    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.

    Cannibal Isle Card 4:
    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.

    Cannibal Isle Card 5:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    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 dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Cannibal Isle Card 6:
    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.

    Cannibal Isle Card 7:
    Munarei
    Villain Monster 3

    Traits
    Aberration
    Naga
    Aquatic

    Check
    Intelligence
    Knowledge
    10

    Powers
    All damage from Munarei is Mental damage which may not be reduced.
    Before you act, Munarei deals 1d4-1 Mental damage to you.
    If you fail a check to defeat Munarei by 3 or more, bury the top card of your deck.

    Cannibal Isle Card 8:
    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.

    Cannibal Isle Card 9:
    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.

    Cannibal Isle Card 10:
    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.

    Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M:2 Ba:2 W:2 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1

    Tengu Rookery Card 1:
    Vakarla the Wrecker
    Henchman Monster 3

    Traits
    Half-Orc
    Illusionist
    Pirate

    Check
    Combat
    16
    OR
    Arcane
    Perception
    11

    Powers
    Before you act, Vakarla the Wrecker deals 4 Structural damage to your ship; characters may recharge cards instead of discarding them to reduce this damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tengu Rookery Card 2:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

    Powers
    All damage dealt by the Siren Caller is Mental damage that may not be reduced.
    The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

    Tengu Rookery Card 3:
    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.

    Tengu Rookery Card 4:
    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.

    Tengu Rookery Card 5:
    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.

    Tengu Rookery Card 6:
    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.

    Tengu Rookery Card 7:
    Master-at-Arms
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

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

    Tengu Rookery Card 8:
    Pistol +1
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    8

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

    Tengu Rookery Card 9:
    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.

    Tengu Rookery Card 10:
    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.


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

    Tarlin will start at Cannibal Isle.

    Tarlin wrote:

    Hand: Greatclub +1, Find Traps, Cure 1, Morningstar +1, Flaming Scimitar +1, Elven Chain Shirt,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes:
    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>


    Hayato will start at the Sharkskin Reef

    Hayato wrote:

    Hand: Gem of Physical Prowess, Blessing of the Samurai 1, Retriever, Cat-O'-Nine-Tails, Warhorse,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes: Blessing as needed
    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


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

    Aric will start at the Tengu Rookery

    Aric/The Red Raven wrote:

    Hand: Spyglass, Clockwork Spy, Marianix Karn, Blessing of Bastet, Blessing of the Ancients, Rapier,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes: Use blessing as needed.
    Sideboard cards: Quick-Change Mask, Social Climber, Harrow Deck,

    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).


    Amaryllis' Deck

    Amaryllis will start at Jasperleaf Apothecary

    Amaryllis wrote:

    Hand: Cape of Escape, Blessing of the Spellbound, Fire Snake, Ghost Whip, Pyrotechnic Blast, Incanter,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes: BotSpellbound 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.


    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 take the vindictive harpoon as loot. She likes the look of most of the items but has only 1 item card for now

    She starts at the widowmaker isle

    (will also suggest Hayato avoids the unnecessary fight by moving to Sharkskin reef on his first turn)

    Lini wrote:

    Hand: Wolverine, Blessing of Thoth, Frigid blast, Armour of the sands, Crow, Blessing of Pharasma,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Notes: Blessing avaiable
    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


    Hayato will pilot the Sea Chanty. He'll also don the Buccaneer's Breastplate, leaving his new Champion's Do-Maru at home.
    He'll also take Lini's advice, and switch his starting location to the Tengu Rookery.

    Turn 1: Hayato/Blessing of the Gods
    Move to Sharkskin Reef

    Hayato is glad to once again be on the waters, although he misses his crew aboard the Thresher. He traverses placed waters containing thew bathing bodies of young tengu, on his way to a reef that he heard the Wheel might be.

    Explore Sharkskin Reef card #1: Leather Armor

    He notices a crumpled pile of leather armor neglected on the deck. That's no way to treat a good set of armor! He Folds it neatly into his pack.

    Auto-succeed on roll to acquire Leather Armor. Discard Warhorse to explore Sharkskin Reef card #2: Skeleton

    His ship, the Sea Shanty, is greeted by the sight of a lone rowboat floating aimlessly in the shark-infested waters. He moves closer to inspect, and is surprised to see an animated skeleton jump of the boat onto his deck. He draws his whip to send it back where it came from.

    Combat 11 to defeat Skeleton, revealing Cat-O'-Nine-Tails and getting the bonus for first combat of turn as per Warhorse power: 1d10 + 4 + 3d4 + 1d10 ⇒ (7) + 4 + (1, 2, 3) + (3) = 20

    His powerful blow shatters the skeleton, as he expected. An auspicious start to his search!

    Reset hand and end turn, discarding Leather Armor as free discard

    Hayato wrote:

    Hand: Gem of Physical Prowess, Blessing of the Samurai 1, Retriever, Cat-O'-Nine-Tails, Four-Mirror Armor,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    Notes: Blessing as needed
    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

    Post turn: Display Four-Mirror Armor

    Hayato wrote:

    Hand: Gem of Physical Prowess, Blessing of the Samurai 1, Retriever, Cat-O'-Nine-Tails,

    Displayed: Four-Mirror Armor,
    Deck: 12 Discard: 2 Buried: 0
    Notes: Blessing as needed
    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


    Amaryllis' Deck

    Amaryllis sets out to the Jasperleaf Apothecary to find word of Munarei's whereabouts. Not to mention there may be a few trinkets, cantrips and poultices here that could be of help.

    Start of turn: flip BoErastil
    Explore Jasperleaf card #1

    Illusory Wall:

    Barrier B
    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.


    Recharge Incanter for 1d6
    Arcane 6+2=8: 1d12 + 1d6 + 4 ⇒ (1) + (1) + 4 = 6 Wow
    Shirt re-roll the d12
    Arcane 6+2=8: 1d12 + 1 + 4 ⇒ (10) + 1 + 4 = 15 defeated, banished

    Amaryllis steps from the dock to the side of the building and continues along the wall to find the entrance. She walks beside the building for a significant distance before realizing that the wall doesn't seem to end. She shares a glance with her Incanter friend and as they both place a hand on the wall it vanishes instantly.

    Examine card #2: Anchor
    Place on bottom of deck
    Discard BotSpellbound to explore card #3

    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.


    No allies to display, Discard Ghost Whip
    Combat 13: 1d12 + 4 + 2d8 ⇒ (12) + 4 + (7, 7) = 30 defeated
    Spell Recharge - Arcane 10: 1d12 + 4 ⇒ (8) + 4 = 12 recharged

    Amaryllis and the Incanter approach the Apothecary, discussing the prized wheel they seek. They are intercepted by a disheveled looking pirate.
    "After Jalhazar's Wheel, are ye? Captain will be pleased if'n I make quick work of some of the competition." As he lunges, sword drawn, Amaryllis forms an arcane whip. With a lash she disarms the man and coils the whip around his neck. He turns a bluish hue and falls unconscious at their feet.

    End of turn: recharge Cape of Escape to shuffle BotSpellbound into deck
    Reset hand and end turn

    Amaryllis wrote:

    Hand: Svingli's Eye (Loot), Prophesize, Fire Snake, Cleric of Nethys, Pyrotechnic Blast,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Notes: Svingli's Eye adds 1d4+2 to a check by a character on a ship.
    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: 3
  • LOOT LIST
  • Hand Summaries
    Summoned Banes:
    Ruffian
    Spoiler:
    Ruffian
    Henchman Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    7

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Buccaneer
    Spoiler:
    Buccaneer
    Henchman Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Riptide Grindylow
    Spoiler:
    Riptide Grindylow
    Henchman Monster 1

    Traits
    Aberration
    Goblin
    Aquatic

    Check
    Combat
    11

    Powers
    The Riptide Grindylow may not be evaded.
    If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hirgenzosk
    Spoiler:
    Hirgenzosk
    Henchman Monster B

    Traits
    Dragon
    Aquatic

    Check
    Combat
    30

    Powers
    If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
    If Hirgenzosk would be defeated, he is undefeated.

    Hammerhead Shark
    Spoiler:
    Hammerhead Shark
    Henchman Monster B

    Traits
    Animal
    Aquatic
    Veteran

    Check
    Combat
    9

    Powers
    The Hammerhead Shark may not be evaded.
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ships:
    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.

    Merchantman

    Spoiler:
    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.

    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.

    Shackles Pirate Ship

    Spoiler:
    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.

    Truewind

    Spoiler:
    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.

    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.

    Man's Promise

    Spoiler:
    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.

    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.

    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.

    Thresher

    Spoiler:
    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.

    Dowager Queen

    Spoiler:
    Dowager Queen
    Ship 3
    Class 3

    Check to Defeat
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

    When Encountered
    You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    The difficulty of your check to acquire an ally is increased by 2.

    Kraken

    Spoiler:
    Kraken
    Ship 3
    Class 3

    Check to Defeat
    Strength
    Melee
    10
    OR
    Wisdom
    Survival
    8

    When Encountered
    On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
    When Commanding
    Reduce Structural damage to this ship by 2.
    You may discard a card from the blessings deck to add 1d12 to your Strength check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.

    Sanbalot

    Spoiler:
    Sanbalot
    Ship 3
    Class 3

    Check to Defeat
    Dexterity
    Stealth
    9
    OR
    Wisdom
    Survival
    7

    When Encountered
    Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
    When Commanding
    This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
    At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.

    During This Scenario: 0-3A: WRECKING BALL

  • Choose any Class 2 or lower ship as your ship.
  • Vakarla the Wrecker gains this power: “Before you act, a random other character summons and encounters the henchman Giles Halmis. If Giles Halmis is undefeated, a random other character who has not encountered Giles Halmis this turn summons and encounters Giles Halmis. If Giles Halmis is defeated, or if all other characters have encountered Giles Halmis this turn, banish Giles Halmis. Then continue your encounter with Vakarla the Wrecker.”[/list]
    Giles Halmis:
    Giles Halmis
    Henchman Monster 3

    Traits
    Human
    Assassin

    Check
    Combat
    17

    Powers
    Before you act, Giles Halmis deals 1 Ranged Combat damage to you, or 3 if you have the Human trait.
    If your character has the Human trait, the difficulty of your check to defeat is increased by 3.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Tiger Shark
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    11

    Powers
    The Tiger Shark may not be evaded.

    Monster 2
    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 3
    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 4
    Spoiler:
    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.

    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:
    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:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

    Powers
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.

    Barrier 3
    Spoiler:
    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 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:
    Wyvern Blade Trap
    Barrier 3

    Traits
    Trap

    Check
    Dexterity
    Disable
    10
    OR
    Wisdom
    Perception
    12

    Powers
    If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.

    Random Weapons:
    Weapon 1
    Spoiler:
    Longsword
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    6

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

    Weapon 2
    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 3
    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 4
    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 5
    Spoiler:
    Boarding Axe
    Weapon B

    Traits
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

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

    Random Spells:
    Spell 1
    Spoiler:
    Dimension Leap
    Spell 3

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

    Powers
    When another character encounters a card, you may discard this card to move yourself to or from that character's location.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding 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:
    Arcane Armor
    Spell C

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Spell 4
    Spoiler:
    Cure
    Spell C

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 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:
    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 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:
    Cloth Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

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

    Armor 4
    Spoiler:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    Armor 5
    Spoiler:
    Cloth Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

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

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

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Item 2
    Spoiler:
    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 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:
    Jolly Roger
    Item 2

    Traits
    Object
    Swashbuckling

    Check
    Wisdom
    Survival
    8

    Powers
    Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.

    Item 5
    Spoiler:
    Spellmaster's Tricorne
    Item 1

    Traits
    Accessory
    Magic
    Swashbuckling
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
    Bury this card to succeed at your check to acquire or recharge a spell.

    Random Allies:
    Ally 1
    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 2
    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 3
    Spoiler:
    Imp
    Ally 3

    Traits
    Outsider
    Elite

    Check
    Charisma
    Arcane
    7

    Powers
    Recharge this card to draw a card.
    Discard this card to draw 2 cards.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Joseph "Jack" Scrimshaw
    Ally C

    Traits
    Human
    Pirate

    Check
    Charisma
    Diplomacy
    6

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

    Ally 5
    Spoiler:
    Snow Leopard
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    6

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic 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 the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 3
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of 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 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.

    Turn: 3 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: 27
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 4 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 5 Aric)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 3 (Turn 6 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 4 (Turn 7 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 5 (Turn 8 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 9 Lini)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 10 Aric)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 9 (Turn 12 Amaryllis)
    Spoiler:
    Blessing of 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 13 Tarlin)
    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 11 (Turn 14 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 12 (Turn 15 Aric)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 16 Hayato)
    Spoiler:
    Blessing of Sivanah
    Blessing C

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 15 (Turn 18 Tarlin)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 16 (Turn 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 17 (Turn 20 Aric)
    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 21 Hayato)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic 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 19 (Turn 22 Amaryllis)
    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 20 (Turn 23 Tarlin)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic 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 21 (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 22 (Turn 25 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 23 (Turn 26 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 24 (Turn 27 Amaryllis)
    Spoiler:
    Blessing of Achaekek
    Blessing C

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 25 (Turn 28 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 26 (Turn 29 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 27 (Turn 30 Aric)
    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.

    Beach
    At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
    When Closing: Each character at this location must bury a card.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M:2 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1

    Beach Card 1:
    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.

    Beach 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.

    Beach Card 3:
    Jagged Shoals
    Barrier 3

    Traits
    Obstacle
    Task
    Aquatic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    11

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

    Beach Card 4:
    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.

    Beach Card 5:
    Cryptic Runes
    Henchman Barrier 3

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Beach 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.

    Beach Card 7:
    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.

    Beach Card 8:
    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.

    Beach Card 9:
    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.

    Beach Card 10:
    Sea Tyrant's Patch
    Item 3

    Traits
    Accessory
    Magic
    Swashbuckling
    Elite

    Check
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1d6 and the Swashbuckling trait to your check to acqure an ally, or 2d6 if it has the Pirate trait.
    Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.

    Widowmaker Isle
    At This Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
    When Closing: Summon and defeat the henchman Enemy Ship.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M:3 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:2 ?:1
    Located here: Lini

    Widowmaker Isle Card 1:
    Will-O'-Wisp
    Monster 3

    Traits
    Aberration

    Check
    Combat
    16
    OR
    Wisdom
    14

    Powers
    All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
    Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.

    Widowmaker Isle Card 2:
    Cryptic Runes
    Henchman Barrier 3

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Widowmaker Isle Card 3:
    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.

    Widowmaker Isle Card 4:
    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.

    Widowmaker Isle Card 5:
    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.

    Widowmaker Isle Card 6:
    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.

    Widowmaker Isle Card 7:
    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.

    Widowmaker Isle Card 8:
    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.

    Widowmaker Isle Card 9:
    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.

    Widowmaker Isle 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.

    Jasperleaf Apothecary
    At This Location: At the end of your turn, you may recharge an item to shuffle a random card from your discard pile into your deck; if the item has the Liquid trait, you may ad the card to your hand instead.
    When Closing: Summon and encounter the henchman Shimerae.
    When Permanently Closed: On closing, draw 3 random items from the box. If any have the Liquid or Alchemical trait, add them to your hand; return the rest.
    M:0 Ba:0 W:0 Sp:3 Ar:0 I:3 Al:1 Bl:0 ?:1
    Located here: Amaryllis

    Jasperleaf Apothecary Card 1:
    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.

    Jasperleaf Apothecary Card 2:
    Slip
    Ally 3

    Traits
    Halfling
    Spy

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.

    Jasperleaf Apothecary Card 3:
    Cryptic Runes
    Henchman Barrier 3

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Jasperleaf Apothecary Card 4:
    Inflict
    Spell C

    Traits
    Magic
    Divine
    Attack
    Basic

    Check
    Wisdom
    Divine
    6

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

    Jasperleaf Apothecary Card 5:
    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.

    Jasperleaf Apothecary Card 6:
    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.

    Jasperleaf Apothecary Card 7:
    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.

    Jasperleaf Apothecary Card 8 - Anchor:
    Anchor
    Item B

    Traits
    Tool

    Check
    Wisdom
    Survival
    8

    Powers
    Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.

    Seaside Warehouse
    At This Location: When you acquire a card, put it under this card.
    When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
    When Permanently Closed: On closing, add any cards under this card to your hand.
    M:2 Ba:0 W:2 Sp:0 Ar:1 I:4 Al:0 Bl:0 ?:1

    Seaside Warehouse Card 1:
    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.

    Seaside Warehouse Card 2:
    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.

    Seaside Warehouse Card 3:
    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.

    Seaside Warehouse Card 4:
    Navigator Musket +1
    Weapon 3

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

    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 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.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.

    Seaside Warehouse Card 5:
    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.

    Seaside Warehouse Card 6:
    Cryptic Runes
    Henchman Barrier 3

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Seaside Warehouse Card 7:
    Great White Shark
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Great White Shark may not be evaded.
    If undefeated, put this card under the top card of the location deck, if it came from one.

    Seaside Warehouse Card 8:
    Masterwork Tools
    Item B

    Traits
    Tool
    Elite

    Check
    Dexterity
    Disable
    7

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

    Seaside Warehouse Card 9:
    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.

    Seaside Warehouse Card 10:
    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.

    Sharkskin Reef
    At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M:3 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Hayato

    Sharkskin Reef Card 1:
    Cryptic Runes
    Henchman Barrier 3

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Sharkskin Reef Card 2:
    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.

    Sharkskin Reef Card 3:
    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.

    Sharkskin Reef Card 4:
    Darkforest Anemone
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
    If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.

    Sharkskin Reef Card 5:
    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.

    Sharkskin Reef Card 6:
    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.

    Sharkskin Reef Card 7:
    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.

    Sharkskin Reef Card 8:
    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.

    Cannibal Isle
    At This Location: After you reset your hand, bury an ally.
    When Closing: Succeed at a Strength or Melee 6 check.
    When Permanently Closed: On closing, add all your buried allies to your hand.
    M:3 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:3 Bl:2 ?:1
    Located here: Tarlin

    Cannibal Isle Card 1:
    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.

    Cannibal Isle Card 2:
    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.

    Cannibal Isle Card 3:
    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.

    Cannibal Isle Card 4:
    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.

    Cannibal Isle Card 5:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    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 dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Cannibal Isle Card 6:
    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.

    Cannibal Isle Card 7:
    Munarei
    Villain Monster 3

    Traits
    Aberration
    Naga
    Aquatic

    Check
    Intelligence
    Knowledge
    10

    Powers
    All damage from Munarei is Mental damage which may not be reduced.
    Before you act, Munarei deals 1d4-1 Mental damage to you.
    If you fail a check to defeat Munarei by 3 or more, bury the top card of your deck.

    Cannibal Isle Card 8:
    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.

    Cannibal Isle Card 9:
    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.

    Cannibal Isle Card 10:
    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.

    Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M:2 Ba:2 W:2 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
    Located here: Aric

    Tengu Rookery Card 1:
    Vakarla the Wrecker
    Henchman Monster 3

    Traits
    Half-Orc
    Illusionist
    Pirate

    Check
    Combat
    16
    OR
    Arcane
    Perception
    11

    Powers
    Before you act, Vakarla the Wrecker deals 4 Structural damage to your ship; characters may recharge cards instead of discarding them to reduce this damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tengu Rookery Card 2:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

    Powers
    All damage dealt by the Siren Caller is Mental damage that may not be reduced.
    The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

    Tengu Rookery Card 3:
    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.

    Tengu Rookery Card 4:
    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.

    Tengu Rookery Card 5:
    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.

    Tengu Rookery Card 6:
    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.

    Tengu Rookery Card 7:
    Master-at-Arms
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

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

    Tengu Rookery Card 8:
    Pistol +1
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    8

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

    Tengu Rookery Card 9:
    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.

    Tengu Rookery Card 10:
    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.


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

    Tarlin sets sail in search of the naga trio protecting Munarei, making his way to the notorious Cannibal Isle.

    DC 5 Divine: 1d8 + 2 ⇒ (4) + 2 = 6
    He spies a weathered tricorne hat on the surf, and as he reaches for it he tries not to think of what might have befallen the previous owner. Not a great fit, he sighs, removing the hat and moving further inland.

    Rounding a corner, he startles an unsavory pirate, who frantically tries to hide some clearly ill-gotten gains from the cleric's sight.

    random card from hand: 1d6 ⇒ 1 Greatclub +1
    Tarlin spies his own weapon among the pile the woman is trying to hide. I believe that belongs to me, ma'am, he says. She is not receptive, however.

    Reveal Morningstar +1.
    DC 9 Combat: 1d10 + 3 + 1d8 + 1 ⇒ (5) + 3 + (6) + 1 = 15 success

    Recharge Elven Chain Mail, then ret hand and end turn.


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

    Hand: Find Traps, Cure 1, Morningstar +1, Flaming Scimitar +1, Holy Water, Blessing of Pharasma,

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Notes: Blessing(s) 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>


    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 explores the widowmaker Isle and sees a willow the wisp

    distracted wisdom 10: 1d10 + 2 ⇒ (3) + 2 = 5

    cards recharged: 1d4 ⇒ 2

    Crow and armour recharged

    Discarding blessing of thoth

    wisdom 14: 3d10 + 2 ⇒ (3, 4, 10) + 2 = 19

    But she is wise to the ways of the wisp and leaves it well alone her wolverine friend explores some more

    she finds some cryptic runes

    Cryptic Runes
    Henchman Barrier 3

    Traits
    Cache
    Trap
    Alchemical
    Check
    Intelligence
    Craft
    Knowledge
    10
    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    intelligence 10: 5d6 ⇒ (5, 3, 2, 3, 6) = 19 (tarlin find traps and blessing of Pharasma)

    Examine ambush and mercenary and put them back in reverse order

    Encounter enemy ship to close location
    random ship: 1d13 ⇒ 4

    Shackles pirate ship

    survival 6: 1d10 + 4 ⇒ (1) + 4 = 5
    Shirt reroll
    survival 6: 1d10 + 4 ⇒ (6) + 4 = 10

    plunder card: 1d6 ⇒ 6

    Lini finds an ally in poor health and places it in the best cabin in her ship to recover

    Lini wrote:

    Hand: Armour of the sands, Frolled Lizard, Frigid blast, Blessing of Milani, Holy Javelin,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Notes: Blessing avaiable (shirt reroll used in wrecking ball Widowmaker isle)
    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: 3
  • LOOT LIST
  • Hand Summaries
    Summoned Banes:
    Ruffian
    Spoiler:
    Ruffian
    Henchman Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    7

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Buccaneer
    Spoiler:
    Buccaneer
    Henchman Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Riptide Grindylow
    Spoiler:
    Riptide Grindylow
    Henchman Monster 1

    Traits
    Aberration
    Goblin
    Aquatic

    Check
    Combat
    11

    Powers
    The Riptide Grindylow may not be evaded.
    If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hirgenzosk
    Spoiler:
    Hirgenzosk
    Henchman Monster B

    Traits
    Dragon
    Aquatic

    Check
    Combat
    30

    Powers
    If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
    If Hirgenzosk would be defeated, he is undefeated.

    Hammerhead Shark
    Spoiler:
    Hammerhead Shark
    Henchman Monster B

    Traits
    Animal
    Aquatic
    Veteran

    Check
    Combat
    9

    Powers
    The Hammerhead Shark may not be evaded.
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ships:
    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.

    Merchantman

    Spoiler:
    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.

    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.

    Shackles Pirate Ship

    Spoiler:
    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.

    Truewind

    Spoiler:
    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.

    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.

    Man's Promise

    Spoiler:
    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.

    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.

    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.

    Thresher

    Spoiler:
    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.

    Dowager Queen

    Spoiler:
    Dowager Queen
    Ship 3
    Class 3

    Check to Defeat
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

    When Encountered
    You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    The difficulty of your check to acquire an ally is increased by 2.

    Kraken

    Spoiler:
    Kraken
    Ship 3
    Class 3

    Check to Defeat
    Strength
    Melee
    10
    OR
    Wisdom
    Survival
    8

    When Encountered
    On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
    When Commanding
    Reduce Structural damage to this ship by 2.
    You may discard a card from the blessings deck to add 1d12 to your Strength check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.

    Sanbalot

    Spoiler:
    Sanbalot
    Ship 3
    Class 3

    Check to Defeat
    Dexterity
    Stealth
    9
    OR
    Wisdom
    Survival
    7

    When Encountered
    Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
    When Commanding
    This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
    At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.

    During This Scenario: 0-3A: WRECKING BALL

  • Choose any Class 2 or lower ship as your ship.
  • Vakarla the Wrecker gains this power: “Before you act, a random other character summons and encounters the henchman Giles Halmis. If Giles Halmis is undefeated, a random other character who has not encountered Giles Halmis this turn summons and encounters Giles Halmis. If Giles Halmis is defeated, or if all other characters have encountered Giles Halmis this turn, banish Giles Halmis. Then continue your encounter with Vakarla the Wrecker.”[/list]
    Giles Halmis:
    Giles Halmis
    Henchman Monster 3

    Traits
    Human
    Assassin

    Check
    Combat
    17

    Powers
    Before you act, Giles Halmis deals 1 Ranged Combat damage to you, or 3 if you have the Human trait.
    If your character has the Human trait, the difficulty of your check to defeat is increased by 3.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Giant Anaconda
    Monster 3

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    18

    Powers
    If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
    If the check to defeat has the Cold trait, add 1d8 to it.

    Monster 2
    Spoiler:
    Giant Frog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

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

    Monster 3
    Spoiler:
    Shackled Sorcerer
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

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

    Monster 4
    Spoiler:
    Jellyfish Swarm
    Monster 2

    Traits
    Animal
    Aquatic
    Swarm

    Check
    Combat
    16
    OR
    Dexterity
    Acrobatics
    10

    Powers
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    All damage from the Jellyfish Swarm is Poison damage.
    If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.

    Monster 5
    Spoiler:
    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.

    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:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    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 dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Barrier 3
    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 4
    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 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:
    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 2
    Spoiler:
    Longsword
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    6

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

    Weapon 3
    Spoiler:
    Boarding Axe
    Weapon C

    Traits
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

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

    Weapon 4
    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 5
    Spoiler:
    Musket +2
    Weapon 3

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    Craft
    11

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

    Random Spells:
    Spell 1
    Spoiler:
    Magic Weapon
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Fireblade
    Spell 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:
    Frostbite
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Spell 4
    Spoiler:
    Illuminate
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 1d8 to any Ranged combat check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Obscure
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

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

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    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:
    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 5
    Spoiler:
    Buckler Gun
    Armor B

    Traits
    Shield
    FIrearm
    Basic

    Check
    Dexterity
    Ranged
    5
    THEN
    Constitution
    Fortitude
    5

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

    Random Items:
    Item 1
    Spoiler:
    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:
    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 3
    Spoiler:
    Jolly Roger
    Item 2

    Traits
    Object
    Swashbuckling

    Check
    Wisdom
    Survival
    8

    Powers
    Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.

    Item 4
    Spoiler:
    Potion of Flying
    Item 3

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    10

    Powers
    Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.

    Item 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Dodo
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    5

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

    Ally 2
    Spoiler:
    Old Salt
    Ally B

    Traits
    Human
    Veteran

    Check
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    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.

    Ally 4
    Spoiler:
    Haneilius Fitch
    Ally 3

    Traits
    Human
    Surgeon

    Check
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
    Recharge this card to explore your location. If you are on a ship, you may move before exploring.

    Ally 5
    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.

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 2
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 4
    Spoiler:
    Blessing of 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: 5 Aric/Greenclaw

    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: 25
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 6 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 2 (Turn 7 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 8 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 9 Lini)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 10 Aric)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 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 7 (Turn 12 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 8 (Turn 13 Tarlin)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 14 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 10 (Turn 15 Aric)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 16 Hayato)
    Spoiler:
    Blessing of Sivanah
    Blessing C

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 17 Amaryllis)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 13 (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 14 (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 15 (Turn 20 Aric)
    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 16 (Turn 21 Hayato)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessings Deck Card 17 (Turn 22 Amaryllis)
    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 18 (Turn 23 Tarlin)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic 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 19 (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 20 (Turn 25 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 21 (Turn 26 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 22 (Turn 27 Amaryllis)
    Spoiler:
    Blessing of Achaekek
    Blessing C

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 23 (Turn 28 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 24 (Turn 29 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 25 (Turn 30 Aric)
    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.

    Beach
    At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
    When Closing: Each character at this location must bury a card.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M:2 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1

    Beach Card 1:
    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.

    Beach 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.

    Beach Card 3:
    Jagged Shoals
    Barrier 3

    Traits
    Obstacle
    Task
    Aquatic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    11

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

    Beach Card 4:
    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.

    Beach Card 5:
    Cryptic Runes
    Henchman Barrier 3

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Beach 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.

    Beach Card 7:
    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.

    Beach Card 8:
    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.

    Beach Card 9:
    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.

    Beach Card 10:
    Sea Tyrant's Patch
    Item 3

    Traits
    Accessory
    Magic
    Swashbuckling
    Elite

    Check
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1d6 and the Swashbuckling trait to your check to acqure an ally, or 2d6 if it has the Pirate trait.
    Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.

    Widowmaker 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: Lini

    Jasperleaf Apothecary
    At This Location: At the end of your turn, you may recharge an item to shuffle a random card from your discard pile into your deck; if the item has the Liquid trait, you may ad the card to your hand instead.
    When Closing: Summon and encounter the henchman Shimerae.
    When Permanently Closed: On closing, draw 3 random items from the box. If any have the Liquid or Alchemical trait, add them to your hand; return the rest.
    M:0 Ba:0 W:0 Sp:3 Ar:0 I:3 Al:1 Bl:0 ?:1
    Located here: Amaryllis

    Jasperleaf Apothecary Card 1:
    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.

    Jasperleaf Apothecary Card 2:
    Slip
    Ally 3

    Traits
    Halfling
    Spy

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.

    Jasperleaf Apothecary Card 3:
    Cryptic Runes
    Henchman Barrier 3

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Jasperleaf Apothecary Card 4:
    Inflict
    Spell C

    Traits
    Magic
    Divine
    Attack
    Basic

    Check
    Wisdom
    Divine
    6

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

    Jasperleaf Apothecary Card 5:
    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.

    Jasperleaf Apothecary Card 6:
    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.

    Jasperleaf Apothecary Card 7:
    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.

    Jasperleaf Apothecary Card 8 - Anchor:
    Anchor
    Item B

    Traits
    Tool

    Check
    Wisdom
    Survival
    8

    Powers
    Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.

    Seaside Warehouse
    At This Location: When you acquire a card, put it under this card.
    When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
    When Permanently Closed: On closing, add any cards under this card to your hand.
    M:2 Ba:0 W:2 Sp:0 Ar:1 I:4 Al:0 Bl:0 ?:1

    Seaside Warehouse Card 1:
    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.

    Seaside Warehouse Card 2:
    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.

    Seaside Warehouse Card 3:
    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.

    Seaside Warehouse Card 4:
    Navigator Musket +1
    Weapon 3

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

    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 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.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.

    Seaside Warehouse Card 5:
    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.

    Seaside Warehouse Card 6:
    Cryptic Runes
    Henchman Barrier 3

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Seaside Warehouse Card 7:
    Great White Shark
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Great White Shark may not be evaded.
    If undefeated, put this card under the top card of the location deck, if it came from one.

    Seaside Warehouse Card 8:
    Masterwork Tools
    Item B

    Traits
    Tool
    Elite

    Check
    Dexterity
    Disable
    7

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

    Seaside Warehouse Card 9:
    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.

    Seaside Warehouse Card 10:
    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.

    Sharkskin Reef
    At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M:3 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Hayato

    Sharkskin Reef Card 1:
    Cryptic Runes
    Henchman Barrier 3

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Sharkskin Reef Card 2:
    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.

    Sharkskin Reef Card 3:
    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.

    Sharkskin Reef Card 4:
    Darkforest Anemone
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
    If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.

    Sharkskin Reef Card 5:
    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.

    Sharkskin Reef Card 6:
    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.

    Sharkskin Reef Card 7:
    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.

    Sharkskin Reef Card 8:
    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.

    Cannibal Isle
    At This Location: After you reset your hand, bury an ally.
    When Closing: Succeed at a Strength or Melee 6 check.
    When Permanently Closed: On closing, add all your buried allies to your hand.
    M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:3 Bl:1 ?:1
    Located here: Tarlin

    Cannibal Isle 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.

    Cannibal Isle Card 2:
    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.

    Cannibal Isle Card 3:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    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 dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Cannibal Isle 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.

    Cannibal Isle Card 5:
    Munarei
    Villain Monster 3

    Traits
    Aberration
    Naga
    Aquatic

    Check
    Intelligence
    Knowledge
    10

    Powers
    All damage from Munarei is Mental damage which may not be reduced.
    Before you act, Munarei deals 1d4-1 Mental damage to you.
    If you fail a check to defeat Munarei by 3 or more, bury the top card of your deck.

    Cannibal Isle Card 6:
    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.

    Cannibal Isle Card 7:
    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.

    Cannibal Isle Card 8:
    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.

    Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    When Closing: Banish an item.
    When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
    M:2 Ba:2 W:2 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
    Located here: Aric

    Tengu Rookery Card 1:
    Vakarla the Wrecker
    Henchman Monster 3

    Traits
    Half-Orc
    Illusionist
    Pirate

    Check
    Combat
    16
    OR
    Arcane
    Perception
    11

    Powers
    Before you act, Vakarla the Wrecker deals 4 Structural damage to your ship; characters may recharge cards instead of discarding them to reduce this damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tengu Rookery Card 2:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

    Powers
    All damage dealt by the Siren Caller is Mental damage that may not be reduced.
    The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

    Tengu Rookery Card 3:
    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.

    Tengu Rookery Card 4:
    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.

    Tengu Rookery Card 5:
    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.

    Tengu Rookery Card 6:
    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.

    Tengu Rookery Card 7:
    Master-at-Arms
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

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

    Tengu Rookery Card 8:
    Pistol +1
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    8

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

    Tengu Rookery Card 9:
    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.

    Tengu Rookery Card 10:
    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.


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

    Aric eagerly steps off the ship, keen to explore the tengu rookery. He hadn't actually net one of the crow-headed folk before, they weren't regular guests back at court in Galt. Perhaps they had the artifact tucked away among the other shiny stuff they'd collected.

    Explore Tengu Rookery

    Vakarla the Wrecker:

    Henchman Monster 3

    Traits
    Half-Orc
    Illusionist
    Pirate

    Check
    Combat
    16
    OR
    Arcane
    Perception
    11

    Powers
    Before you act, Vakarla the Wrecker deals 4 Structural damage to your ship; characters may recharge cards instead of discarding them to reduce this damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    As soon as he steps foot on the docks, however, the ship is rocked by an explosion as a cannonball blasts through the ship's starboard side.

    Recharge Blessing of Bastet, Marianix Karn, Clockwork Spy, Brine's Sting to reduce the Structural Damage

    Aric curses as half his possessions start to sink to the bottom of the sea, knowing that will be half a day's worth of salvage operations to retrieve them. He has more pressing concerns, however, as a female half-orc (and her pet monkey!?) seem to have him in their sights. With no chance to change into his costume, Aric will have face them as is. Other members of her crew disembark, no doubt seeking out Aric's friends....

    Random other character has to encounter Giles Halmis
    1-Amaryllis, 2-Hayato, 3-Lini, 4-Tarlin: 1d4 ⇒ 3 Lini!
    Aric should be self-sufficient for his check and won't have any cards left over to help, so I'll spoiler away his check while we wait for the other encounter.

    The woman starts to make some gestures with her hands and Aric's eyes and swirling colourful lights start to spray from her fingers...

    Spoiler:
    Reveal Farglass. Discard Blessing of the Ancients
    Perception DC11: 2d8 + 2 + 1d6 ⇒ (6, 6) + 2 + (6) = 20 Defeated!
    Banish Farglass to close the location.
    Reveal top card of deck: Dredge. Leave it there.

    Aric manages to avoid the illusory attack, making his escape but dropping his fancy new spyglass in his haste to retreat.

    End Turn. Reset Hand.

    Aric/The Red Raven wrote:

    Hand: Dredge, Blessing of the Spy, Sword Cane, Menacing Backsword +1, Lockpick Shield, Mask of the Red Raven,

    Displayed:
    Deck: 10 Discard: 1 Buried: 0
    Notes:
    Sideboard cards: Quick-Change Mask, Social Climber, Harrow Deck,

    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).



    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 armour to deal with the bya damage from Giles and lets fly with a holy javelin

    combat 17: 1d10 + 4 + 2d12 ⇒ (4) + 4 + (9, 8) = 25

    javelin recharge 10: 1d10 + 4 ⇒ (4) + 4 = 8

    Lini wrote:

    Hand: Frolled Lizard, Frigid blast, Blessing of Milani,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Notes: Blessing avaiable (shirt reroll used in wrecking ball Widowmaker isle)
    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


    Turn 6: Hayato/Blessing of Milani
    Encounter Hammerhead Shark as per location power

    The sharks, they circle.

    Combat 11 to defeat Hammerhead Shark, revealing Cat-O'-Nine-Tails and it being first combat of turn: 1d10 + 4 + 3d4 + 1d10 ⇒ (5) + 4 + (1, 4, 4) + (5) = 23

    Hayato ain't afraid of no shark. He takes one of those suckers out... with a whip.

    Explore Sharkskin Reef Card 1: Cryptic Runes

    As the shark goes belly up in the water, the samurai notices cryptic runes inscribed on its underbelly. His interest piqued, he peers closer.

    Intelligence 10 to defeat Cryptic Runes, recharging Gem of Physical Prowess to convert to a Dexterity roll and discarding Blessing of the Samurai 1: 2d10 + 2 ⇒ (5, 1) + 2 = 8

    He thought he had a pretty good shot at reading the runes, but the shark sinks to the bottom too quickly.

    Fire Damage: 2d4 ⇒ (2, 3) = 5
    Bury Four-Mirror Armor to reduce damage to zero. Cry a little, then reset hand and end turn.


    Turn 6 redux
    Shirt roll for Cryptic Runes reroll
    Intelligence 10 to defeat Cryptic Runes, recharging Gem of Physical Prowess to convert to a Dexterity roll and discarding Blessing of the Samurai 1: 2d10 + 2 ⇒ (7, 7) + 2 = 16
    BOOM! Thanks for the heads-up on the shirt re-roll.

    Almost impossibly, Hayato figures out what is contained in the hieroglyphic semiotics of the rune. It is a way out of this shark-infested place!

    Examine top two cards of location deck; a monster and a barrier, so leaving them in that order.
    Banish Retriever to close location

    As he wends his way through the sharks to leave the are, the ship's dog jumps overboard trying to catch a gull. What with the sharks and all, the poor canine stands no chance.

    Reset hand and end turn
    T-shirt pic for re-roll proof: https://www.myth-weavers.com/showthread.php?t=204420

    Hayato wrote:

    Hand: Portable Ram, Boarding Pike, Blessing of the Samurai 2, Cat-O'-Nine-Tails, Buccaneer's Breastplate (switched in),

    Displayed: Four-Mirror Armor,
    Deck: 9 Discard: 3 Buried: 0
    Notes: Shirt re-roll used, Scenario 0-3A: Y
    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: 3
  • LOOT LIST
  • Hand Summaries
    Summoned Banes:
    Ruffian
    Spoiler:
    Ruffian
    Henchman Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    7

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Buccaneer
    Spoiler:
    Buccaneer
    Henchman Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Riptide Grindylow
    Spoiler:
    Riptide Grindylow
    Henchman Monster 1

    Traits
    Aberration
    Goblin
    Aquatic

    Check
    Combat
    11

    Powers
    The Riptide Grindylow may not be evaded.
    If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hirgenzosk
    Spoiler:
    Hirgenzosk
    Henchman Monster B

    Traits
    Dragon
    Aquatic

    Check
    Combat
    30

    Powers
    If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
    If Hirgenzosk would be defeated, he is undefeated.

    Hammerhead Shark
    Spoiler:
    Hammerhead Shark
    Henchman Monster B

    Traits
    Animal
    Aquatic
    Veteran

    Check
    Combat
    9

    Powers
    The Hammerhead Shark may not be evaded.
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ships:
    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.

    Merchantman

    Spoiler:
    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.

    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.

    Shackles Pirate Ship

    Spoiler:
    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.

    Truewind

    Spoiler:
    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.

    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.

    Man's Promise

    Spoiler:
    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.

    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.

    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.

    Thresher

    Spoiler:
    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.

    Dowager Queen

    Spoiler:
    Dowager Queen
    Ship 3
    Class 3

    Check to Defeat
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

    When Encountered
    You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    The difficulty of your check to acquire an ally is increased by 2.

    Kraken

    Spoiler:
    Kraken
    Ship 3
    Class 3

    Check to Defeat
    Strength
    Melee
    10
    OR
    Wisdom
    Survival
    8

    When Encountered
    On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
    When Commanding
    Reduce Structural damage to this ship by 2.
    You may discard a card from the blessings deck to add 1d12 to your Strength check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.

    Sanbalot

    Spoiler:
    Sanbalot
    Ship 3
    Class 3

    Check to Defeat
    Dexterity
    Stealth
    9
    OR
    Wisdom
    Survival
    7

    When Encountered
    Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
    When Commanding
    This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
    At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.

    During This Scenario: 0-3A: WRECKING BALL

  • Choose any Class 2 or lower ship as your ship.
  • Vakarla the Wrecker gains this power: “Before you act, a random other character summons and encounters the henchman Giles Halmis. If Giles Halmis is undefeated, a random other character who has not encountered Giles Halmis this turn summons and encounters Giles Halmis. If Giles Halmis is defeated, or if all other characters have encountered Giles Halmis this turn, banish Giles Halmis. Then continue your encounter with Vakarla the Wrecker.”[/list]
    Giles Halmis:
    Giles Halmis
    Henchman Monster 3

    Traits
    Human
    Assassin

    Check
    Combat
    17

    Powers
    Before you act, Giles Halmis deals 1 Ranged Combat damage to you, or 3 if you have the Human trait.
    If your character has the Human trait, the difficulty of your check to defeat is increased by 3.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Merfolk
    Monster B

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

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

    Monster 2
    Spoiler:
    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 3
    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 4
    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 5
    Spoiler:
    Shackles Pirate
    Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

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

    Random Barriers:
    Barrier 1
    Spoiler:
    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 2
    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 3
    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.

    Barrier 4
    Spoiler:
    Taking on Water
    Barrier 1

    Traits
    Task
    Aquatic
    Basic

    Check
    Strength
    Constitution
    Craft
    7

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

    Barrier 5
    Spoiler:
    Treasure Map
    Barrier B

    Traits
    Cache
    Basic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    6

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Rapier
    Weapon C

    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 2
    Spoiler:
    Dagger
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.

    Weapon 3
    Spoiler:
    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:
    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:
    Toxic Blunderbuss +1
    Weapon 2

    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 3d6 and the Poison trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Random Spells:
    Spell 1
    Spoiler:
    Instant Armor
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

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

    Spell 2
    Spoiler:
    Freezing Sphere
    Spell 3

    Traits
    Magic
    Arcane
    Cold
    Attack

    Check
    Intelligence
    Arcane
    11

    Powers
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 3
    Spoiler:
    Freezing Sphere
    Spell 3

    Traits
    Magic
    Arcane
    Cold
    Attack

    Check
    Intelligence
    Arcane
    11

    Powers
    Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard 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:
    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:
    Wilderness Studded Leather
    Armor 3

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    Survival
    7

    Powers
    Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival 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:
    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 3
    Spoiler:
    Buckler
    Armor B

    Traits
    Shield
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 4
    Spoiler:
    Fortified Shell Armor
    Armor 3

    Traits
    Heavy Armor
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    8

    Powers
    Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Random Items:
    Item 1
    Spoiler:
    Jolly Roger
    Item 2

    Traits
    Object
    Swashbuckling

    Check
    Wisdom
    Survival
    8

    Powers
    Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.

    Item 2
    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 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:
    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:
    Old Salt
    Ally C

    Traits
    Human
    Veteran

    Check
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Coral Capuchin
    Ally 1

    Traits
    Animal
    Aquatic

    Check
    Wisdom
    Survival
    6

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

    Ally 3
    Spoiler:
    Carver
    Ally B

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

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

    Ally 4
    Spoiler:
    Sailor
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

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

    Ally 5
    Spoiler:
    Deckhand
    Ally B

    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 the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 3
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of 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: 7 Amaryllis/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of the Gods

    Top Blessing:
    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 Remaining: 23
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 8 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 9 Lini)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 10 Aric)
    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 4 (Turn 11 Hayato)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 5 (Turn 12 Amaryllis)
    Spoiler:
    Blessing of 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 13 Tarlin)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 14 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 8 (Turn 15 Aric)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 16 Hayato)
    Spoiler:
    Blessing of Sivanah
    Blessing C

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 11 (Turn 18 Tarlin)
    Spoiler:
    Blessing of 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 12 (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 13 (Turn 20 Aric)
    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 14 (Turn 21 Hayato)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessings Deck Card 15 (Turn 22 Amaryllis)
    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 16 (Turn 23 Tarlin)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessings Deck Card 17 (Turn 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 18 (Turn 25 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 19 (Turn 26 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 20 (Turn 27 Amaryllis)
    Spoiler:
    Blessing of Achaekek
    Blessing C

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 21 (Turn 28 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 22 (Turn 29 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 23 (Turn 30 Aric)
    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.

    Beach
    At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
    When Closing: Each character at this location must bury a card.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M:2 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1

    Beach Card 1:
    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.

    Beach 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.

    Beach Card 3:
    Jagged Shoals
    Barrier 3

    Traits
    Obstacle
    Task
    Aquatic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    11

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

    Beach Card 4:
    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.

    Beach Card 5:
    Cryptic Runes
    Henchman Barrier 3

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Beach 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.

    Beach Card 7:
    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.

    Beach Card 8:
    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.

    Beach Card 9:
    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.

    Beach Card 10:
    Sea Tyrant's Patch
    Item 3

    Traits
    Accessory
    Magic
    Swashbuckling
    Elite

    Check
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1d6 and the Swashbuckling trait to your check to acqure an ally, or 2d6 if it has the Pirate trait.
    Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.

    Widowmaker 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: Lini

    Jasperleaf Apothecary
    At This Location: At the end of your turn, you may recharge an item to shuffle a random card from your discard pile into your deck; if the item has the Liquid trait, you may ad the card to your hand instead.
    When Closing: Summon and encounter the henchman Shimerae.
    When Permanently Closed: On closing, draw 3 random items from the box. If any have the Liquid or Alchemical trait, add them to your hand; return the rest.
    M:0 Ba:0 W:0 Sp:3 Ar:0 I:3 Al:1 Bl:0 ?:1
    Located here: Amaryllis

    Jasperleaf Apothecary Card 1:
    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.

    Jasperleaf Apothecary Card 2:
    Slip
    Ally 3

    Traits
    Halfling
    Spy

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.

    Jasperleaf Apothecary Card 3:
    Cryptic Runes
    Henchman Barrier 3

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Jasperleaf Apothecary Card 4:
    Inflict
    Spell C

    Traits
    Magic
    Divine
    Attack
    Basic

    Check
    Wisdom
    Divine
    6

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

    Jasperleaf Apothecary Card 5:
    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.

    Jasperleaf Apothecary Card 6:
    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.

    Jasperleaf Apothecary Card 7:
    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.

    Jasperleaf Apothecary Card 8 - Anchor:
    Anchor
    Item B

    Traits
    Tool

    Check
    Wisdom
    Survival
    8

    Powers
    Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.

    Seaside Warehouse
    At This Location: When you acquire a card, put it under this card.
    When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
    When Permanently Closed: On closing, add any cards under this card to your hand.
    M:2 Ba:0 W:2 Sp:0 Ar:1 I:4 Al:0 Bl:0 ?:1

    Seaside Warehouse Card 1:
    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.

    Seaside Warehouse Card 2:
    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.

    Seaside Warehouse Card 3:
    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.

    Seaside Warehouse Card 4:
    Navigator Musket +1
    Weapon 3

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

    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 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.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.

    Seaside Warehouse Card 5:
    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.

    Seaside Warehouse Card 6:
    Cryptic Runes
    Henchman Barrier 3

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Seaside Warehouse Card 7:
    Great White Shark
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Great White Shark may not be evaded.
    If undefeated, put this card under the top card of the location deck, if it came from one.

    Seaside Warehouse Card 8:
    Masterwork Tools
    Item B

    Traits
    Tool
    Elite

    Check
    Dexterity
    Disable
    7

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

    Seaside Warehouse Card 9:
    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.

    Seaside Warehouse Card 10:
    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.

    Sharkskin Reef
    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: Hayato

    Cannibal Isle
    At This Location: After you reset your hand, bury an ally.
    When Closing: Succeed at a Strength or Melee 6 check.
    When Permanently Closed: On closing, add all your buried allies to your hand.
    M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:3 Bl:1 ?:1
    Located here: Tarlin

    Cannibal Isle 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.

    Cannibal Isle Card 2:
    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.

    Cannibal Isle Card 3:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    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 dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Cannibal Isle 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.

    Cannibal Isle Card 5:
    Munarei
    Villain Monster 3

    Traits
    Aberration
    Naga
    Aquatic

    Check
    Intelligence
    Knowledge
    10

    Powers
    All damage from Munarei is Mental damage which may not be reduced.
    Before you act, Munarei deals 1d4-1 Mental damage to you.
    If you fail a check to defeat Munarei by 3 or more, bury the top card of your deck.

    Cannibal Isle Card 6:
    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.

    Cannibal Isle Card 7:
    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.

    Cannibal Isle Card 8:
    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.

    Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    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


  • Amaryllis' Deck

    Start of turn: Flip BotGods

    After dispatching the Scalawag, Amaryllis continues into the Apothecary.

    Explore card #1

    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 you 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.


    Arcane 8: 1d12 + 4 ⇒ (11) + 4 = 15 acquired

    As Amaryllis enters the Apothecary she is greeted by the shop keep. "You look like the sort who knows her way around a spell," the owner says to her, smiling. "Perhaps you'd like to take a look at this parchment. A patron dropped it off thinking I could use it but I can't make heads or tails of it." Amaryllis reviews the scroll and is able to make out a fairly powerful spell.

    Discard Cleric of Nethys to examine top two cards:
    Slip (Ally 3) and Cryptic Runes (Henchman Barrier 3)
    Place Slip on top, then Cryptic Runes

    Slip:

    Ally 3
    Traits
    Halfling
    Spy

    Check
    Intelligence
    Knowledge
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.

    As Amaryllis pockets the parchment she runs into a Cleric who tells her of a halfling spy examining a strange inscription just outside. Amaryllis thinks to herself, I had best find that Slip before he blasts his own arm off.

    Charisma 9: 1d12 + 2 ⇒ (2) + 2 = 4 failed
    Bury Safe Harbor to re-roll
    Charisma 9: 1d12 + 2 ⇒ (3) + 2 = 5 failed
    Well, in for a penny, in for a pound as they say
    Shirt re-roll:
    Charisma 9: 1d12 + 2 ⇒ (8) + 2 = 10 acquired

    She reaches the halfling just as he is about to activate the rune and calls out to him, "Wait! I trust you know your way around a dagger but perhaps this rune is best left for those with skills in the arcane?" The spy agrees and steps aside to let Amaryllis have a look.

    Discard Slip to examine Cryptic Runes
    Explore check: discard Svingli's Eye for extra 1d8+2 (BotGods flipped)
    Intelligence 7: 1d4 + 1d8 + 2 ⇒ (4) + (7) + 2 = 13 explore Runes

    Cryptic Runes:

    Henchman Barrier 3
    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.


    Discard Fire Snake to use Arcane skill, Discard Lini's BoMilani for extra die
    Intelligence 10: 2d12 + 4 ⇒ (11, 2) + 4 = 17 defeated
    Spell Recharge - Arcane 8: 1d12 + 4 ⇒ (5) + 4 = 9 recharged
    Examine next two cards: Inflict (Spell C) and Potion of Healing (Item B)
    Place Potion of Healing on top, then Inflict

    As Amaryllis focuses her arcane energy and reaches out to touch the rune, she sees a strange vision of a divine spellcaster attacking a small bottle. She is troubled and confused by the image but as it fades, so does the arcane energy and glow of the rune. Shaken, she looks up to see a shadowy figure.

    Pausing for card text for Shimerae


    Shimerae:
    Shimerae
    Henchman Monster 3

    Traits
    Aberration

    Check
    Combat
    15

    Powers
    All damage dealt by Shimerae is Poison damage.
    During this encounter, other characters at your location may not play cards or use powers.
    If defeated, you may immediately attempt to close the location this henchman came from.


    Amaryllis' Deck

    A Shimerae appears on the rooftop of the Apothecary. Amaryllis reels back and fires a Pyrotechnic Blast.

    Discard Pyrotechnic Blast, discard Hayato's BotSamurai for extra die
    Combat 15: 1d12 + 4 + 2d4 ⇒ (7) + 4 + (1, 3) = 15 defeated, location closed
    On closing, draw 3 random items: Jolly Roger, Blast Stone (alchemical), Caltrops
    Add Blast Stone to hand

    The blast incinerates the aberration and Amaryllis collects herself. The shop keep comes running out of the Apothecary and thanks Amaryllis profusely for dealing with the Shimerae. He offers her a peculiar stone as a reward.

    Reset hand and end turn

    Amaryllis wrote:

    Hand: Blast Stone (acquired), Prophesize, Clinging Venom, Wand of Detect Magic, Pyrotechnic Blast, Blessing of the Spellbound,

    Displayed:
    Deck: 10 Discard: 3 Buried: 1
    Notes: 0-3A Shirt re-roll used: Y
    BotSpellbound 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

    Before exploring further, Tarlin calls upon the grace of Iomedae to salve his wounds.
    Cure 1: 1d4 + 1 ⇒ (3) + 1 = 4 all cards shuffled back in
    DC 8 Divine to recharge: 1d8 + 2 ⇒ (5) + 2 = 7 Cure 1 to discard pile

    Tarlin explores and finds a blessing of another sort, which brings a smile to his face as he thinks of the day he first heard Iomedae call to him.
    Automatically acquire BotG, discard it to explore again.

    The cleric meets a cranky dwarf who isn't much interested in anything on Cannibal Isle except getting off of it. Tarlin offers him passage and pfft, just like that, the officer is gone.

    Reset hand and end turn.


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

    Hand: Morningstar +1, Flaming Scimitar +1, Holy Water, Find Traps, Blessing of Cayden Cailean 1, Holy Light,

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Notes: Blessing(s) 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: 3
  • LOOT LIST
  • Hand Summaries
    Summoned Banes:
    Ruffian
    Spoiler:
    Ruffian
    Henchman Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    7

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Buccaneer
    Spoiler:
    Buccaneer
    Henchman Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Riptide Grindylow
    Spoiler:
    Riptide Grindylow
    Henchman Monster 1

    Traits
    Aberration
    Goblin
    Aquatic

    Check
    Combat
    11

    Powers
    The Riptide Grindylow may not be evaded.
    If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hirgenzosk
    Spoiler:
    Hirgenzosk
    Henchman Monster B

    Traits
    Dragon
    Aquatic

    Check
    Combat
    30

    Powers
    If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
    If Hirgenzosk would be defeated, he is undefeated.

    Hammerhead Shark
    Spoiler:
    Hammerhead Shark
    Henchman Monster B

    Traits
    Animal
    Aquatic
    Veteran

    Check
    Combat
    9

    Powers
    The Hammerhead Shark may not be evaded.
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ships:
    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.

    Merchantman

    Spoiler:
    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.

    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.

    Shackles Pirate Ship

    Spoiler:
    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.

    Truewind

    Spoiler:
    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.

    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.

    Man's Promise

    Spoiler:
    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.

    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.

    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.

    Thresher

    Spoiler:
    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.

    Dowager Queen

    Spoiler:
    Dowager Queen
    Ship 3
    Class 3

    Check to Defeat
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

    When Encountered
    You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    The difficulty of your check to acquire an ally is increased by 2.

    Kraken

    Spoiler:
    Kraken
    Ship 3
    Class 3

    Check to Defeat
    Strength
    Melee
    10
    OR
    Wisdom
    Survival
    8

    When Encountered
    On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
    When Commanding
    Reduce Structural damage to this ship by 2.
    You may discard a card from the blessings deck to add 1d12 to your Strength check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.

    Sanbalot

    Spoiler:
    Sanbalot
    Ship 3
    Class 3

    Check to Defeat
    Dexterity
    Stealth
    9
    OR
    Wisdom
    Survival
    7

    When Encountered
    Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
    When Commanding
    This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
    At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.

    During This Scenario: 0-3A: WRECKING BALL

  • Choose any Class 2 or lower ship as your ship.
  • Vakarla the Wrecker gains this power: “Before you act, a random other character summons and encounters the henchman Giles Halmis. If Giles Halmis is undefeated, a random other character who has not encountered Giles Halmis this turn summons and encounters Giles Halmis. If Giles Halmis is defeated, or if all other characters have encountered Giles Halmis this turn, banish Giles Halmis. Then continue your encounter with Vakarla the Wrecker.”[/list]
    Giles Halmis:
    Giles Halmis
    Henchman Monster 3

    Traits
    Human
    Assassin

    Check
    Combat
    17

    Powers
    Before you act, Giles Halmis deals 1 Ranged Combat damage to you, or 3 if you have the Human trait.
    If your character has the Human trait, the difficulty of your check to defeat is increased by 3.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Blood Moon Pirate
    Monster B

    Traits
    Lycanthrope
    Pirate
    Elite

    Check
    Combat
    13

    Powers
    Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
    If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.

    Monster 2
    Spoiler:
    Will-O'-Wisp
    Monster 3

    Traits
    Aberration

    Check
    Combat
    16
    OR
    Wisdom
    14

    Powers
    All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
    Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.

    Monster 3
    Spoiler:
    Reefclaw
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    11

    Powers
    If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.

    Monster 4
    Spoiler:
    Giant Jellyfish
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    18
    OR
    Dexterity
    Acrobatics
    11

    Powers
    All damage dealt by the Giant Jellyfish is Poison damage.
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.

    Monster 5
    Spoiler:
    Draugr
    Monster C

    Traits
    Undead
    Aquatic
    Basic

    Check
    Combat
    9

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Treasure Hunt
    Barrier B

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. Then banish this barrier.

    Barrier 2
    Spoiler:
    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 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:
    Hull Damage
    Barrier 1

    Traits
    Obstacle
    Aquatic
    Veteran

    Check
    Intelligence
    Craft
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

    Barrier 5
    Spoiler:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Rapier
    Weapon C

    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 2
    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 3
    Spoiler:
    Pistol
    Weapon C

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic

    Check
    Dexterity
    Ranged
    Craft
    6

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

    Weapon 4
    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 5
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Frostbite
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Spell 2
    Spoiler:
    Frostbite
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Spell 3
    Spoiler:
    Phantasmal Minion
    Spell C

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Spell 4
    Spoiler:
    Skeleton Crew
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Discard this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
    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 9 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:
    Magic Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    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 3
    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 4
    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 5
    Spoiler:
    Sniper's Studded Leather
    Armor 3

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    Stealth
    8

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

    Random Items:
    Item 1
    Spoiler:
    Powder Keg
    Item 3

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.

    Item 2
    Spoiler:
    Tot Flask
    Item B

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Item 3
    Spoiler:
    Onyx of Constitution
    Item B

    Traits
    Object
    Magic

    Check
    Constitution
    7

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

    Item 4
    Spoiler:
    Amulet of Life
    Item B

    Traits
    Accessory
    Magic
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.

    Item 5
    Spoiler:
    Jolly Roger
    Item 2

    Traits
    Object
    Swashbuckling

    Check
    Wisdom
    Survival
    8

    Powers
    Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.

    Random Allies:
    Ally 1
    Spoiler:
    Acolyte
    Ally C

    Traits
    Human
    Elite

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    6

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

    Ally 2
    Spoiler:
    Deckhand
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

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

    Ally 3
    Spoiler:
    Sailor
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

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

    Ally 4
    Spoiler:
    Boatswain
    Ally B

    Traits
    Dwarf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    9

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

    Ally 5
    Spoiler:
    Boatswain
    Ally B

    Traits
    Dwarf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    9

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

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

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 4
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of 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: 9 Lini/Merisal The Risen

    Top of Blessing Discard Pile: Blessing of Erastil

    Top Blessing:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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


    Blessings Remaining: 21
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 10 Aric)
    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 2 (Turn 11 Hayato)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 3 (Turn 12 Amaryllis)
    Spoiler:
    Blessing of 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 13 Tarlin)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 14 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 6 (Turn 15 Aric)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 16 Hayato)
    Spoiler:
    Blessing of Sivanah
    Blessing C

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 17 Amaryllis)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 9 (Turn 18 Tarlin)
    Spoiler:
    Blessing of 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 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 11 (Turn 20 Aric)
    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 12 (Turn 21 Hayato)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic 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 13 (Turn 22 Amaryllis)
    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 14 (Turn 23 Tarlin)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessings Deck Card 15 (Turn 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 16 (Turn 25 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 17 (Turn 26 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 18 (Turn 27 Amaryllis)
    Spoiler:
    Blessing of Achaekek
    Blessing C

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 19 (Turn 28 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 20 (Turn 29 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 21 (Turn 30 Aric)
    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.

    Beach
    At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
    When Closing: Each character at this location must bury a card.
    When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
    M:2 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1

    Beach Card 1:
    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.

    Beach 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.

    Beach Card 3:
    Jagged Shoals
    Barrier 3

    Traits
    Obstacle
    Task
    Aquatic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    11

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

    Beach Card 4:
    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.

    Beach Card 5:
    Cryptic Runes
    Henchman Barrier 3

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Beach 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.

    Beach Card 7:
    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.

    Beach Card 8:
    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.

    Beach Card 9:
    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.

    Beach Card 10:
    Sea Tyrant's Patch
    Item 3

    Traits
    Accessory
    Magic
    Swashbuckling
    Elite

    Check
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1d6 and the Swashbuckling trait to your check to acqure an ally, or 2d6 if it has the Pirate trait.
    Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.

    Widowmaker 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: Lini

    Jasperleaf Apothecary
    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

    Seaside Warehouse
    At This Location: When you acquire a card, put it under this card.
    When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
    When Permanently Closed: On closing, add any cards under this card to your hand.
    M:2 Ba:0 W:2 Sp:0 Ar:1 I:4 Al:0 Bl:0 ?:1

    Seaside Warehouse Card 1:
    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.

    Seaside Warehouse Card 2:
    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.

    Seaside Warehouse Card 3:
    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.

    Seaside Warehouse Card 4:
    Navigator Musket +1
    Weapon 3

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

    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 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.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.

    Seaside Warehouse Card 5:
    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.

    Seaside Warehouse Card 6:
    Cryptic Runes
    Henchman Barrier 3

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Seaside Warehouse Card 7:
    Great White Shark
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Great White Shark may not be evaded.
    If undefeated, put this card under the top card of the location deck, if it came from one.

    Seaside Warehouse Card 8:
    Masterwork Tools
    Item B

    Traits
    Tool
    Elite

    Check
    Dexterity
    Disable
    7

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

    Seaside Warehouse Card 9:
    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.

    Seaside Warehouse Card 10:
    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.

    Sharkskin Reef
    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: Hayato

    Cannibal Isle
    At This Location: After you reset your hand, bury an ally.
    When Closing: Succeed at a Strength or Melee 6 check.
    When Permanently Closed: On closing, add all your buried allies to your hand.
    M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1
    Located here: Tarlin

    Cannibal Isle Card 1:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    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 dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Cannibal Isle Card 2:
    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.

    Cannibal Isle Card 3:
    Munarei
    Villain Monster 3

    Traits
    Aberration
    Naga
    Aquatic

    Check
    Intelligence
    Knowledge
    10

    Powers
    All damage from Munarei is Mental damage which may not be reduced.
    Before you act, Munarei deals 1d4-1 Mental damage to you.
    If you fail a check to defeat Munarei by 3 or more, bury the top card of your deck.

    Cannibal Isle Card 4:
    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.

    Cannibal Isle Card 5:
    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.

    Cannibal Isle Card 6:
    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.

    Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    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


  • Random Ally:
    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.


    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 has a fifty fifty chance of a close check by discarding a card she will head to the warehouse

    Discards blessing of Milani on Amaryllis turn

    She explores and finds an icy boarding pike

    Nice weapon but only a B not chasing that

    But its frozen to the wall she asks frilled lizard to explore ahead

    it finds a stinky bomb

    intelligence 5: 1d6 ⇒ 2

    But she does not like the smell of that

    Ends turn and resets hand

    Draws charm animal so casts the spell at start of Arics turn

    Lini wrote:

    Hand: Turtle, Armour of the sands, Frigid blast, Vulture, Crow,

    Displayed:
    Deck: 9 Discard: 3 Buried: 1
    Notes: Blessing avaiable (shirt reroll used in wrecking ball Widowmaker isle)
    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: Ally 6 > Armor 6 > Item 6

    It is the hour of Cayden Cailean

    Aric heads to the beach...who knows, an artifact might wash up onto the shore while he is sunbathing or cavorting in the waves.

    Move to Beach. Explore

    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.

    It seems he's not the only one who's decided it's a nice day to be out in the sun. "Ahoy there, friend! How's the water today?"

    The man looks a bit wary, giving Aric a nervous smile. Aric isn't sure why, until he realises he's got his sharp looking sword hanging off from his hip.

    Reveal Menacing Backsword +1
    Strength DC8: 1d6 + 1 + 1d6 + 1 ⇒ (1) + 1 + (3) + 1 = 6 Nup!

    The man backs away up the beach, deciding that the water up the other end from Aric is more to his liking. Aric just shrugs and decides he may as well look for artifacts while he is here.

    Discard Blessing of the Spy to explore again.

    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.

    Aric feels a faint tingling sensation, as if there is a magical aura somewhere nearby. He starts digging in the sand near his feet.

    Intelligence DC2: 1d8 + 2 ⇒ (5) + 2 = 7 Acquired!

    Finding nothing but a scrap of paper, he digs a bit further.

    Discard Detect Magic to examine top card of location: Jagged Shoals

    Finding nothing but sharp rocks, Aric suddenly worries about the ship. It seems the tide was going out and he didn't want it to be wrecked on the nearby shoals. Who knows what other dangers may be lurking around on the beach. Time to make a quick change and to become...The Red Raven.

    Upon examine, switch to The Red Raven. Swap in Harrow Deck from kit for Mask of the Red Raven.


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

    Oh, and a quick check of the cards for some insight might also be helpful.

    Bury Harrow Deck to examine top 3 cards of the location and put them back in any order: Jagged Shoals, Magic Chain Shirt, Cryptic Runes.. Put the henchman on top, then the armor, then the nasty barrier.

    Yep, the ship is definitely close to some jagged rock, but nothing dangerous on the shore. Perhaps changing into costume was a little bit hasty. Switch back to Aric on this examine. Switch in Quick-Change Mask from kit for Sword Cane.


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

    Calling over his new retainer, the somewhat shady little Aspis halfling, Aric sends the rogueish fellow to check out the nearby rocks for any clues.

    Discard Dredge to explore again.

    Cryptic Runes:

    Henchman Barrier 3

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    "Some strange lookin' writin on one of them rocks, boss! P'raps you should come check it out...I never did learn me letters!"

    With a sigh, Aric heads over to check out the runes. Feeling a little bit frivolous, he dons a fancy dress mask as he joins his companion. "Now, now my good man, don't undersell yourself. I'm sure together we can work it out, yes?"

    Recharge Quick-Change Mask to use Diplomacy for the check. Ask for Blessing of Cayden Cailean from Tarlin which recharges due to it matching the top card of the blessings discards.
    Diplomacy DC10: 2d10 + 4 ⇒ (5, 5) + 4 = 14 Defeated!

    "See, that wasn't too hard now was it? Here, let's head back to the ship and see how the others are doing." In his haste, Aric leaves his shield lying near the rocks.

    Bury Lockpick Shield to close the location. Not items in discard pile. End Turn. Reset Hand.

    Aric/The Red Raven wrote:

    Hand: Blackcloth Armor, Captain's Cutlass, Sharper, Menacing Backsword +1, Dandy Brute, Blessing of Abadar,

    Displayed:
    Deck: 5 Discard: 4 Buried: 2
    Notes: Blessing available as needed.
    Sideboard cards: Sword Cane, Social Climber, Mask of the Red Raven,

    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 11: Hayato/Blessing of the Gods
    Move to Cannibal Isle

    Hayato steers his ship in to a series of narrow straits, finally spotting Tarlin's ship up ahead. The samurai waves, and then feels a bit foolish, as he realizes there is no way his companion could spot him from this far off.

    Explore cannibal Isle card #1: Cannonade

    Without warning, Hayato's ship is hit broadside by a furious barrage of cannon fire!

    Auto fail this one; I'll just take the damage, I think.
    Cannonade damage to ship: 1d4 + 1 ⇒ (1) + 1 = 2
    Reveal Buccaneer's Breastplate to reduce ship damage by one, discard Boarding Pike to absorb other point of damage. Reset hand and end turn.

    Hayato wrote:

    Hand: Portable Ram, Jinfu, Banner, Cat-O'-Nine-Tails, Buccaneer's Breastplate (switched in),

    Displayed: Four-Mirror Armor,
    Deck: 7 Discard: 5 Buried: 0
    Notes: Portable Ram and Banner available at this location. Shirt re-roll used, Scenario 0-3A: Y
    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: 3
  • LOOT LIST
  • Hand Summaries
    Summoned Banes:
    Ruffian
    Spoiler:
    Ruffian
    Henchman Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    7

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Buccaneer
    Spoiler:
    Buccaneer
    Henchman Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Riptide Grindylow
    Spoiler:
    Riptide Grindylow
    Henchman Monster 1

    Traits
    Aberration
    Goblin
    Aquatic

    Check
    Combat
    11

    Powers
    The Riptide Grindylow may not be evaded.
    If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hirgenzosk
    Spoiler:
    Hirgenzosk
    Henchman Monster B

    Traits
    Dragon
    Aquatic

    Check
    Combat
    30

    Powers
    If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
    If Hirgenzosk would be defeated, he is undefeated.

    Hammerhead Shark
    Spoiler:
    Hammerhead Shark
    Henchman Monster B

    Traits
    Animal
    Aquatic
    Veteran

    Check
    Combat
    9

    Powers
    The Hammerhead Shark may not be evaded.
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ships:
    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.

    Merchantman

    Spoiler:
    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.

    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.

    Shackles Pirate Ship

    Spoiler:
    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.

    Truewind

    Spoiler:
    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.

    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.

    Man's Promise

    Spoiler:
    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.

    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.

    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.

    Thresher

    Spoiler:
    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.

    Dowager Queen

    Spoiler:
    Dowager Queen
    Ship 3
    Class 3

    Check to Defeat
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

    When Encountered
    You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    The difficulty of your check to acquire an ally is increased by 2.

    Kraken

    Spoiler:
    Kraken
    Ship 3
    Class 3

    Check to Defeat
    Strength
    Melee
    10
    OR
    Wisdom
    Survival
    8

    When Encountered
    On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
    When Commanding
    Reduce Structural damage to this ship by 2.
    You may discard a card from the blessings deck to add 1d12 to your Strength check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.

    Sanbalot

    Spoiler:
    Sanbalot
    Ship 3
    Class 3

    Check to Defeat
    Dexterity
    Stealth
    9
    OR
    Wisdom
    Survival
    7

    When Encountered
    Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
    When Commanding
    This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
    At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.

    During This Scenario: 0-3A: WRECKING BALL

  • Choose any Class 2 or lower ship as your ship.
  • Vakarla the Wrecker gains this power: “Before you act, a random other character summons and encounters the henchman Giles Halmis. If Giles Halmis is undefeated, a random other character who has not encountered Giles Halmis this turn summons and encounters Giles Halmis. If Giles Halmis is defeated, or if all other characters have encountered Giles Halmis this turn, banish Giles Halmis. Then continue your encounter with Vakarla the Wrecker.”[/list]
    Giles Halmis:
    Giles Halmis
    Henchman Monster 3

    Traits
    Human
    Assassin

    Check
    Combat
    17

    Powers
    Before you act, Giles Halmis deals 1 Ranged Combat damage to you, or 3 if you have the Human trait.
    If your character has the Human trait, the difficulty of your check to defeat is increased by 3.
    If defeated, you may immediately attempt to close the location this henchman came from.

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

    Random Monsters:
    Monster 1
    Spoiler:
    Marine
    Monster B

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

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

    Monster 2
    Spoiler:
    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:
    Manticore
    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    12

    Powers
    Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

    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:
    Shackles Pirate
    Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

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

    Random Barriers:
    Barrier 1
    Spoiler:
    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.

    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:
    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 4
    Spoiler:
    Treasure Map
    Barrier B

    Traits
    Cache
    Basic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    6

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

    Barrier 5
    Spoiler:
    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:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

    Weapon 2
    Spoiler:
    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 3
    Spoiler:
    Cat-o'-Nine-Tails
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Elite

    Check
    Strength
    Melee
    11

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

    Weapon 4
    Spoiler:
    Cutlass +1
    Weapon C

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite

    Check
    Strength
    Melee
    8

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

    Weapon 5
    Spoiler:
    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.

    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:
    Inflict
    Spell C

    Traits
    Magic
    Divine
    Attack
    Basic

    Check
    Wisdom
    Divine
    6

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

    Spell 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:
    Confusion
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    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.

    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:
    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:
    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 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:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Random Items:
    Item 1
    Spoiler:
    Rum Bottle
    Item C

    Traits
    Object
    Liquid
    Basic

    Check
    Constitution
    Fortitude
    7
    OR
    Craft
    5

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

    Item 2
    Spoiler:
    Ring of Wave Walking
    Item 1

    Traits
    Accessory
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    6

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

    Item 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:
    Jolly Roger
    Item 2

    Traits
    Object
    Swashbuckling

    Check
    Wisdom
    Survival
    8

    Powers
    Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.

    Item 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Joseph "Jack" Scrimshaw
    Ally C

    Traits
    Human
    Pirate

    Check
    Charisma
    Diplomacy
    6

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

    Ally 2
    Spoiler:
    Sandara Quinn
    Ally 1

    Traits
    Human
    Cleric
    Pirate

    Check
    Charisma
    Diplomacy
    5

    Powers
    If you fail a combat check, you may reveal this card to immediately recharge a card.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Ally 3
    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 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:
    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.

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 3
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 4
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 5
    Spoiler:
    Blessing of 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 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: 18
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 13 Tarlin)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 14 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 3 (Turn 15 Aric)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 16 Hayato)
    Spoiler:
    Blessing of Sivanah
    Blessing C

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 17 Amaryllis)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 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 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 9 (Turn 21 Hayato)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessings Deck Card 10 (Turn 22 Amaryllis)
    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 11 (Turn 23 Tarlin)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessings Deck Card 12 (Turn 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 13 (Turn 25 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 14 (Turn 26 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 15 (Turn 27 Amaryllis)
    Spoiler:
    Blessing of Achaekek
    Blessing C

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 28 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 17 (Turn 29 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 18 (Turn 30 Aric)
    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.

    Beach
    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

    Widowmaker 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

    Jasperleaf Apothecary
    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

    Seaside Warehouse
    At This Location: When you acquire a card, put it under this card.
    When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
    When Permanently Closed: On closing, add any cards under this card to your hand.
    M:2 Ba:0 W:1 Sp:0 Ar:1 I:3 Al:0 Bl:0 ?:1
    Located here: Lini

    Seaside Warehouse Card 1:
    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.

    Seaside Warehouse Card 2:
    Navigator Musket +1
    Weapon 3

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

    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 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.
    Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.

    Seaside Warehouse Card 3:
    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.

    Seaside Warehouse Card 4:
    Cryptic Runes
    Henchman Barrier 3

    Traits
    Cache
    Trap
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    10

    Powers
    If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
    If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

    Seaside Warehouse Card 5:
    Great White Shark
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Great White Shark may not be evaded.
    If undefeated, put this card under the top card of the location deck, if it came from one.

    Seaside Warehouse Card 6:
    Masterwork Tools
    Item B

    Traits
    Tool
    Elite

    Check
    Dexterity
    Disable
    7

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

    Seaside Warehouse Card 7:
    Magic Buckler
    Armor B

    Traits
    Shield
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

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

    Seaside Warehouse Card 8:
    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.

    Sharkskin Reef
    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: After you reset your hand, bury an ally.
    When Closing: Succeed at a Strength or Melee 6 check.
    When Permanently Closed: On closing, add all your buried allies to your hand.
    M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1
    Located here: Hayato, Tarlin
    Notes: Cannonade

    Cannibal Isle Card 1:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    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 dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Cannibal Isle Card 2:
    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.

    Cannibal Isle Card 3:
    Munarei
    Villain Monster 3

    Traits
    Aberration
    Naga
    Aquatic

    Check
    Intelligence
    Knowledge
    10

    Powers
    All damage from Munarei is Mental damage which may not be reduced.
    Before you act, Munarei deals 1d4-1 Mental damage to you.
    If you fail a check to defeat Munarei by 3 or more, bury the top card of your deck.

    Cannibal Isle Card 4:
    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.

    Cannibal Isle Card 5:
    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.

    Cannibal Isle Card 6:
    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.

    Tengu Rookery
    At This Location: At the end of your turn, you may examine the top card of another location deck.
    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

    End of last turn: Attempt spell recharge of Pyrotechnic Blast
    Arcane 8: 1d12 + 4 ⇒ (10) + 4 = 14 recharged
    Draw up to hand size: BoSivannah added

    Amaryllis heads down the wharf from the Apothecary to the Seaside Warehouse.

    Move to Seaside Warehouse
    Bury Wand of Detect Magic to examine top card: Merfolk
    Wand Recharge - Arcane 6: 1d12 + 4 ⇒ (5) + 4 = 9 recharged
    Encounter Merfolk

    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.


    Discard Clinging Venom
    Combat 8: 1d12 + 4 + 1d8 ⇒ (5) + 4 + (1) = 10 defeated
    Spell Recharge - Arcane 6: 1d12 + 4 ⇒ (7) + 4 = 11 recharged

    As she travels along the surf she is confronted by a merfolk scout but quickly dispatches it with a spray of clinging venom. She uses her arcane powers to foresee any further danger.

    Discard Prophesize and name monster
    Examine top two cards of location deck: Navigator Musket +1 (Weapon 3) and Potion of Glibness (Item B)
    Shuffle location deck
    Spell Recharge - Arcane 6: 1d12 + 4 ⇒ (9) + 4 = 13 recharged

    She foresees an impressive looking musket next to a small, dusty bottle but no threats for the foreseeable future.

    Reset hand and end turn

    Amaryllis wrote:

    Hand: Blast Stone (acquired), Blessing of Pharasma 1, Surgeon, Blessing of Sivannah, Blessing of Pharasma 2, Blessing of the Spellbound,

    Displayed:
    Deck: 10 Discard: 3 Buried: 1
    Notes: 0-3A Shirt re-roll used: Y
    Blessings and Blast Stone 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 takes Hayato's advance warning about the Cannonade to heart and plots a course to avoid it.
    Discard Find Traps for 2 extra dice.

    DC 10+3 WIS: 3d8 + 1 ⇒ (7, 3, 8) + 1 = 19 success

    Reset hand and end turn.


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

    Hand: Morningstar +1, Flaming Scimitar +1, Holy Water, Holy Light, Blessing of Pharasma, Blessing of Cayden Cailean 2,

    Displayed:
    Deck: 9 Discard: 3 Buried: 0
    Notes: Blessing(s) 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>


    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 cannibal isle and explores and finds a scalywag who takes 1d4 ⇒ 4 hostage 1d3 ⇒ 3 (sorry thought I had 4 allies not 3) crow is the hostage

    She gives the scallywag a firgid blast aided by amaryllis prayer to Pharasma

    combat 13: 3d10 + 4 + 2d4 ⇒ (2, 1, 7) + 4 + (4, 3) = 21

    frigid recharge 8: 1d10 + 4 ⇒ (3) + 4 = 7

    Crow buried as scalywag defeated but not in swasshbuckling style discard turtle to explore again
    and find

    Munarei
    Villain Monster 3

    Traits
    Aberration
    Naga
    Aquatic
    Check
    Intelligence
    Knowledge
    10
    Powers
    All damage from Munarei is Mental damage which may not be reduced.
    Before you act, Munarei deals 1d4-1 Mental damage to you.
    If you fail a check to defeat Munarei by 3 or more, bury the top card of your deck.


    Amaryllis' Deck

    Seaside Warehouse close check:
    Discard BotSpellbound and Tarlin's BoPharasma for extra dice
    Dexterity 7: 3d8 ⇒ (6, 1, 2) = 9 location temp closed

    After a quick sweep of the building, Amaryllis posts up at the door and keeps an eye out for Munarei.

    Amaryllis wrote:

    Hand: Blast Stone (acquired), Surgeon, Blessing of Sivannah, Blessing of Pharasma 2,

    Displayed:
    Deck: 10 Discard: 5 Buried: 1
    Notes: 0-3A Shirt re-roll used: Y
    Blessings and Blast Stone 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.


    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 takes mental damage: 1d4 - 1 ⇒ (4) - 1 = 3

    Reveal vulture and give armour 1d4 ⇒ 4

    1 Aric 2 Hayato 3 Amaryllis 4 Tarlin

    Sivanah and cayden from Tarlin

    intelligence 10: 4d6 ⇒ (3, 6, 1, 5) = 15

    Yay win


    DEVELOPMENT:
    You’ve humbled Munarei. He lies before you now, wounded and bitter, as he whispers his concessions to you: “Ssssso ssssstrong,” he hisses. “You sssssseek the Wheel of Jalhazar, ssso you will need thissss.” The serpentine naga offers you a ponderous iron key, one that’s been worn down by the salt of the seas. “I know not where that ssship now liesss, but you’ll need this key to get insssside!”

    The naga regards you with a bloodshot eye, glaring at the brave souls who dare to take his treasure. “The treacherousss Ssssarlisss betrayed me,” he says, “and now ssshe must pay. Ssssarlis knowssss where that ssship isssss. Ssssarlisss knowssssss!”

    Yer serpentine captive hisses directions to a faraway island, a distant locale near the Eye of Abendego. Then he withdraws from your presence, slithering back towards the salty sea. Sounds like Sarlis is on another island, so it seems your search must continue. So it seems.

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

    Characters who have completed their first scenario at this tier gain a Skill feat.

    ACQUIRED CARDS:
    Weapon 2 Toxic Blunderbuss +1

    Spell 2 Safe Harbor
    Spell B Detect Magic

    Armor B Leather Armor
    Item C Blast Stone

    Ally 3 Slip
    Ally 3 Tessa Fairwind
    Ally B Heartbreak Hinsin
    Ally C Turtle

    Blessing 1 Blessing of Besmara
    Blessing B Blessing of the Gods


    Hayato will choose to draw an item
    Item I don't already have: 1d8 ⇒ 7 Grappler's Mask. Yes, please, for my Banner

    Loot rolls:
    Ally 3: 1d1000 ⇒ 947
    Weapon 2: 1d1000 ⇒ 371

    Skill Feat: Constitution [X]+1


    Amaryllis' Deck

    Amaryllis will choose Item for the random boon
    Random B-3 Item: 1d21 ⇒ 17 Wand of Shield Nice! Swap in for Spell Book

    Deck upgrades:
    Ally 3: 1d1000 ⇒ 538 Cat
    Spell 2: 1d1000 ⇒ 5 Marionette
    Blessing B: 1d1000 ⇒ 445 BotSpellbound

    Skill feat:
    Charisma d12 [X] +3


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

    Aric chooses to draw an item.
    Random B-3 Item: 1d11 ⇒ 2 Lasso. No!

    Deck upgrades:
    Ally 3: 1d1000 ⇒ 541
    Blessing 1: 1d1000 ⇒ 325

    Skill feats:
    Aric: Intelligence [X]+1
    The Red Raven: Wisdom [X]+1


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

    Tarlin will draw a random armor when I get to my whole deck at home.

    For a deck upgrade, Tarlin will take either the Armor B or decline an upgrade altogether (depending on the above random draw).

    Skill feat:
    Wisdom d8 [x] +2


    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

    armour: 1d11 ⇒ 1 pass
    ally 3: 1d1000 ⇒ 73
    blessing 1: 1d1000 ⇒ 703 blessing of Sivannah

    Skill feat wisdom


    0-3B: ON TOP OF THE WORLD
    The key to the hold of a long-lost ship lies heavy in your hand. That ship may be at the bottom of the sea, but if the legends are true, it holds a wondrous artifact called Jalhazar’s Wheel. To get it, you’ll need to navigate past two more nefarious nagas. Mayhaps one of them knows where you’ll find the Devil’s Deception, the last vessel to set its course by the cursed Wheel.

    Now yer approaching Pinnacle Atoll, a perilous chain of islands many leagues from your last nautical locale. One of those blighted isles is the home of Sarlis, a naga who used to be Munarei’s mate... at least, she was before Munarei betrayed her location to you. Finding the right island might take a bit of work. The scaly naga gave you directions, but the route is somewhat circuitous. And ya might have noticed: A lot of these islands look the same. Maybe he didn’t think you’d survive the journey…

    Wait a moment! That island? Is it moving? No, that’s impossible. There’s no way that could happen unless it’s… aye, that might be Hirgenzosk! Have ya heard the tale? The dreaded dragon turtle has ways to sink wayward ships, so you’d best proceed carefully. There’s an old saying: All unknown islands are Hirgenzosk until proven otherwise.

    That weather doesn’t look good, neither. There’s a storm rolling in, full of thunder and lightning. At least, I hope it’s just thunder and lightning. A chum of mine once told me a terrifying tale about elementals: creatures consisting of living energy that dwell on the outskirts of creation. As long as you can avoid lightning elementals and Hirgenzosk, you should be able to find that treacherous naga in no time at all. Find the right island, and you’ll find Munarei’s murderous mate.

    VILLAIN:
    SARLIS
    HENCHMEN:
    BUCCANEERS
    LOCATIONS
    1-6 PINNACLE ATOLL

    DURING THIS SCENARIO:

    • Treat the henchman Buccaneer as if it is the set 3 henchman Lightning Elemental.
    • Using the deck list from Pinnacle Atoll, build a number of Pinnacle Atoll locations equal to the number of characters plus 1. When you close a location, do not flip the Pinnacle Atoll card over.
    • When you would shuffle the henchman Hirgenzosk into a location deck, if it is already in a location deck, shuffle the henchman Buccaneer into that location instead.
    • If Hirgenzosk is undefeated, banish it and shuffle the location deck it came from.


    During This Adventure:

  • Adventure Deck Number: 3
  • LOOT LIST
  • Hand Summaries
    Summoned Banes:
    Ruffian
    Spoiler:
    Ruffian
    Henchman Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    7

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Buccaneer
    Spoiler:
    Buccaneer
    Henchman Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Riptide Grindylow
    Spoiler:
    Riptide Grindylow
    Henchman Monster 1

    Traits
    Aberration
    Goblin
    Aquatic

    Check
    Combat
    11

    Powers
    The Riptide Grindylow may not be evaded.
    If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hirgenzosk
    Spoiler:
    Hirgenzosk
    Henchman Monster B

    Traits
    Dragon
    Aquatic

    Check
    Combat
    30

    Powers
    If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
    If Hirgenzosk would be defeated, he is undefeated.

    Hammerhead Shark
    Spoiler:
    Hammerhead Shark
    Henchman Monster B

    Traits
    Animal
    Aquatic
    Veteran

    Check
    Combat
    9

    Powers
    The Hammerhead Shark may not be evaded.
    The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ships:
    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.

    Merchantman

    Spoiler:
    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.

    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.

    Shackles Pirate Ship

    Spoiler:
    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.

    Truewind

    Spoiler:
    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.

    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.

    Man's Promise

    Spoiler:
    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.

    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.

    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.

    Thresher

    Spoiler:
    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.

    Dowager Queen

    Spoiler:
    Dowager Queen
    Ship 3
    Class 3

    Check to Defeat
    Wisdom
    Survival
    8
    OR
    Charisma
    Diplomacy
    10

    When Encountered
    You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
    When Commanding
    You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    The difficulty of your check to acquire an ally is increased by 2.

    Kraken

    Spoiler:
    Kraken
    Ship 3
    Class 3

    Check to Defeat
    Strength
    Melee
    10
    OR
    Wisdom
    Survival
    8

    When Encountered
    On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
    When Commanding
    Reduce Structural damage to this ship by 2.
    You may discard a card from the blessings deck to add 1d12 to your Strength check.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.

    Sanbalot

    Spoiler:
    Sanbalot
    Ship 3
    Class 3

    Check to Defeat
    Dexterity
    Stealth
    9
    OR
    Wisdom
    Survival
    7

    When Encountered
    Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
    When Commanding
    This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
    At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.

    During This Scenario: 0-3B: ON TOP OF THE WORLD

  • Using the deck list from Pinnacle Atoll, build a number of Pinnacle Atoll locations equal to the number of characters plus 1. When you close a location, do not flip the Pinnacle Atoll card over.
  • When you would shuffle the henchman Hirgenzosk into a location deck, if it is already in a location deck, shuffle the henchman Lightning Elemental into that location instead. (Total Lightning Elementals available: 8 with C deck, 6 without.)
  • If Hirgenzosk is undefeated, banish it and shuffle the location deck it came from. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Werecrocodile
    Monster 3

    Traits
    Lycanthrope
    Aquatic

    Check
    Combat
    18

    Powers
    If the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
    If undefeated, shuffle this card into a random open location.
    If the check to defeat has the Cold trait, add 1d6 to it.

    Monster 2
    Spoiler:
    Water Elemental
    Monster C

    Traits
    Elemental
    Aquatic
    Basic

    Check
    Combat
    12

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

    Monster 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:
    Darkforest Anemone
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
    If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.

    Monster 5
    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.

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

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

    Barrier 3
    Spoiler:
    Treasure Hunt
    Barrier B

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. Then banish this barrier.

    Barrier 4
    Spoiler:
    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 5
    Spoiler:
    Jagged Shoals
    Barrier 3

    Traits
    Obstacle
    Task
    Aquatic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    11

    Powers
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

    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:
    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 3
    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 4
    Spoiler:
    Seaborne Trident +1
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    Survival
    11

    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.
    Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.

    Weapon 5
    Spoiler:
    Boarding Axe
    Weapon B

    Traits
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

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

    Random Spells:
    Spell 1
    Spoiler:
    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 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:
    Instant Armor
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

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

    Spell 4
    Spoiler:
    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:
    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.

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

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Besmaran Vestments
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    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:
    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.

    Armor 4
    Spoiler:
    Fortified Shell Armor
    Armor 3

    Traits
    Heavy Armor
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    8

    Powers
    Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Random Items:
    Item 1
    Spoiler:
    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 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:
    Conch Shell
    Item B

    Traits
    Object
    Aquatic
    Basic

    Check
    Wisdom
    Perception
    5

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

    Item 4
    Spoiler:
    Jolly Roger
    Item 2

    Traits
    Object
    Swashbuckling

    Check
    Wisdom
    Survival
    8

    Powers
    Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.

    Item 5
    Spoiler:
    Eye Patch
    Item B

    Traits
    Accessory
    Swashbuckling
    Basic

    Check
    Charisma
    Dexterity
    5

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

    Random Allies:
    Ally 1
    Spoiler:
    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 2
    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 3
    Spoiler:
    Coral Capuchin
    Ally 1

    Traits
    Animal
    Aquatic

    Check
    Wisdom
    Survival
    6

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

    Ally 4
    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 5
    Spoiler:
    Master Gunner
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

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

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

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 3
    Spoiler:
    Blessing of Achaekek
    Blessing C

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 5
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Turn: 1 Aric/Greenclaw

    Top of Blessing Discard Pile: Blessing of Cayden Cailean

    Top Blessing:
    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 Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Hayato)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 3 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 4 Tarlin)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic 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 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 5 (Turn 6 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 6 (Turn 7 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 8 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 8 (Turn 9 Tarlin)
    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 9 (Turn 10 Lini)
    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 10 (Turn 11 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 11 (Turn 12 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 12 (Turn 13 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 13 (Turn 14 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 14 (Turn 15 Lini)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 15 (Turn 16 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 16 (Turn 17 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 17 (Turn 18 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 18 (Turn 19 Tarlin)
    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 19 (Turn 20 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 20 (Turn 21 Aric)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 21 (Turn 22 Hayato)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 22 (Turn 23 Amaryllis)
    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 Tarlin)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic 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 24 (Turn 25 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 25 (Turn 26 Aric)
    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 26 (Turn 27 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 27 (Turn 28 Amaryllis)
    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 28 (Turn 29 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 29 (Turn 30 Lini)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Pinnacle Atoll
    At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
    When Closing: Discard a card from the blessings deck.
    When Permanently Closed: On closing, stash a plunder card.
    M:2 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:2 ?:1

    Pinnacle Atoll Card 1:
    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.

    Pinnacle Atoll Card 2:
    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.

    Pinnacle Atoll Card 3:
    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.

    Pinnacle Atoll Card 4:
    Jolly Roger
    Item 2

    Traits
    Object
    Swashbuckling

    Check
    Wisdom
    Survival
    8

    Powers
    Display this card next to your character. While displayed, add 1d6 to your checks to defeat ships.

    Pinnacle Atoll Card 5:
    Wyvern Blade Trap
    Barrier 3

    Traits
    Trap

    Check
    Dexterity
    Disable
    10
    OR
    Wisdom
    Perception
    12

    Powers
    If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.

    Pinnacle Atoll Card 6:
    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.

    Pinnacle Atoll Card 7:
    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.

    Pinnacle Atoll Card 8:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Pinnacle Atoll Card 9:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Pinnacle Atoll Card 10:
    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.

    Pinnacle Atoll 2
    At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
    When Closing: Discard a card from the blessings deck.
    When Permanently Closed: On closing, stash a plunder card.
    M:2 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:2 ?:1

    Pinnacle Atoll 2 Card 1:
    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.

    Pinnacle Atoll 2 Card 2:
    Sandbar
    Barrier 3

    Traits
    Task
    Aquatic

    Check
    Strength
    Knowledge
    Wisdom
    Perception
    11

    Powers
    Before you act, move each character to this location.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

    Pinnacle Atoll 2 Card 3:
    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.

    Pinnacle Atoll 2 Card 4:
    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.

    Pinnacle Atoll 2 Card 5:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Pinnacle Atoll 2 Card 6:
    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.

    Pinnacle Atoll 2 Card 7:
    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.

    Pinnacle Atoll 2 Card 8:
    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.

    Pinnacle Atoll 2 Card 9:
    Spellmaster's Tricorne
    Item 1

    Traits
    Accessory
    Magic
    Swashbuckling
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
    Bury this card to succeed at your check to acquire or recharge a spell.

    Pinnacle Atoll 2 Card 10:
    Parrot
    Ally B

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    7

    Powers
    If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
    Discard this card to explore your location.

    Pinnacle Atoll 3
    At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
    When Closing: Discard a card from the blessings deck.
    When Permanently Closed: On closing, stash a plunder card.
    M:2 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:2 ?:1

    Pinnacle Atoll 3 Card 1:
    Pierce Jerrell
    Ally 3

    Traits
    Human
    Sorcerer
    Captain
    Pirate

    Check
    Intelligence
    Arcane
    6
    OR
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Pinnacle Atoll 3 Card 2:
    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.

    Pinnacle Atoll 3 Card 3:
    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.

    Pinnacle Atoll 3 Card 4:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    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 dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Pinnacle Atoll 3 Card 5:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Pinnacle Atoll 3 Card 6:
    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.

    Pinnacle Atoll 3 Card 7:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Pinnacle Atoll 3 Card 8:
    Comozant Wyrd
    Monster C

    Traits
    Outsider
    Elemental
    Incorporeal
    Elite

    Check
    Combat
    10

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

    Pinnacle Atoll 3 Card 9:
    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.

    Pinnacle Atoll 3 Card 10:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine 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.

    Pinnacle Atoll 4
    At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
    When Closing: Discard a card from the blessings deck.
    When Permanently Closed: On closing, stash a plunder card.
    M:2 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:2 ?:1

    Pinnacle Atoll 4 Card 1:
    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.

    Pinnacle Atoll 4 Card 2:
    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.

    Pinnacle Atoll 4 Card 3:
    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 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.

    Pinnacle Atoll 4 Card 4:
    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.

    Pinnacle Atoll 4 Card 5:
    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.

    Pinnacle Atoll 4 Card 6:
    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.

    Pinnacle Atoll 4 Card 7:
    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.

    Pinnacle Atoll 4 Card 8:
    Will-O'-Wisp
    Monster 3

    Traits
    Aberration

    Check
    Combat
    16
    OR
    Wisdom
    14

    Powers
    All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
    Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.

    Pinnacle Atoll 4 Card 9:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Pinnacle Atoll 4 Card 10:
    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.

    Pinnacle Atoll 5
    At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
    When Closing: Discard a card from the blessings deck.
    When Permanently Closed: On closing, stash a plunder card.
    M:2 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:2 ?:1

    Pinnacle Atoll 5 Card 1:
    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.

    Pinnacle Atoll 5 Card 2:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Pinnacle Atoll 5 Card 3:
    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.

    Pinnacle Atoll 5 Card 4:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Pinnacle Atoll 5 Card 5:
    Sea Tyrant's Patch
    Item 3

    Traits
    Accessory
    Magic
    Swashbuckling
    Elite

    Check
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1d6 and the Swashbuckling trait to your check to acqure an ally, or 2d6 if it has the Pirate trait.
    Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.

    Pinnacle Atoll 5 Card 6:
    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.

    Pinnacle Atoll 5 Card 7:
    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.

    Pinnacle Atoll 5 Card 8:
    Blood Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

    Powers
    All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
    Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    If defeated, the Blood Hag deals 3 Fire damage to each character at your location.

    Pinnacle Atoll 5 Card 9:
    Giant Anaconda
    Monster 3

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    18

    Powers
    If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
    If the check to defeat has the Cold trait, add 1d8 to it.

    Pinnacle Atoll 5 Card 10:
    Dindreann
    Ally 3

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    11

    Powers
    On your turn, discard this card to examine the top card of your location deck. You may then explore your location.

    Pinnacle Atoll 6
    At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
    When Closing: Discard a card from the blessings deck.
    When Permanently Closed: On closing, stash a plunder card.
    M:2 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:2 ?:1

    Pinnacle Atoll 6 Card 1:
    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.

    Pinnacle Atoll 6 Card 2:
    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.

    Pinnacle Atoll 6 Card 3:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

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

    Pinnacle Atoll 6 Card 4:
    Masterwork Tools
    Item B

    Traits
    Tool
    Elite

    Check
    Dexterity
    Disable
    7

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

    Pinnacle Atoll 6 Card 5:
    Corlan
    Ally 3

    Traits
    Tengu
    Smuggler

    Check
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to give a card to another character at any location.
    Discard this card to explore your location.

    Pinnacle Atoll 6 Card 6:
    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.

    Pinnacle Atoll 6 Card 7:
    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.

    Pinnacle Atoll 6 Card 8:
    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.

    Pinnacle Atoll 6 Card 9:
    Sarlis
    Villain Monster 3

    Traits
    Aberration
    Naga
    Aquatic

    Check
    Charisma
    Diplomacy
    10

    Powers
    All damage from Sarlis is Force damage.
    Before you act, Sarlis deals 1d4-1 Force damage to you.
    If you fail a check to defeat Sarlis by 3 or more, bury the top card of your deck.

    Pinnacle Atoll 6 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.

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