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

Game Master MorkXII


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Amaryllis' Deck

With enemy ships on all sides the crew is scrambling to open sails and ready cannons. Amaryllis consults her crystal ball to foresee any future dangers.

Discard Scrying and name Monster
card #1: Ambush (Barrier C)
card #2: Falcata +1 (Weapon 1)
card #3: Giant Rock Crab (Monster 1)
Place crab on top after shuffling remainder of location deck.
Spell Recharge - Arcane 12: 1d12 + 6 ⇒ (11) + 6 = 17 recharged
Free explore to encounter:

Giant Rock Crab:

Monster 1
Traits
Animal
Aquatic

Check
Combat
13

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


Combat 13: 1d12 + 6 + 2d8 + 3 ⇒ (1) + 6 + (6, 8) + 3 = 24 re-roll
Combat 13: 1d12 + 6 + 2d8 + 3 ⇒ (3) + 6 + (7, 7) + 3 = 26 2nd roll successful, defeated and banished
Spell Recharge - Arcane 12: 1d12 + 6 ⇒ (10) + 6 = 16 recharged

As if the ambush that has fallen upon them wasn't enough, Amaryllis foresees a Giant Rock Crab climbing the hull of the ship. She leans over the rail and fries the crab with an arcane blast before it can reach the deck.

Reset hand, shuffle deck and end turn

Amaryllis wrote:

Hand: Blessing of Pharasma, Dimension Leap, Gem of Mental Acuity, Blessing of the Gods 3, Vampire Bat, Incanter, Fire Snake,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5A: N
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [ X ] +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 [ X ] +3 [ X ] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [ X ] 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 ( [ ] or a random card from your discard pile) 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.
[ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
[ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).


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

Lini will begin at the widowmaker isle

Lini wrote:

Hand: Life drain, pteranodon, Mammoth hide armour, Mastiff, Vampire Bat, Control Weather,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: Blessing avaiable Pharasma 2 dice to any check that has a spell applied, Sivanah 2 dice to int and cha checks, Erastil 2 dice to any fex based combat check Thoth 2 dice to Non Combat wisdom or any cold check. Snow leopard can be recharged to add 1d4 to any combat check Gozreh 2 on check to close
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d6 [ ]+1 [ ]+2 [ ]+3
Constitution d8 [AR ]+1 [ ]+2 [ ] +3
Fortitude +2 d8+2
Intelligence d6 [ ]+1
Wisdom d10 [X1 ]+1 [X2 ]+2 [X3 ]+3 [X4]+4
Divine +2 d10+6
Survival +2 d10+6
Charisma d8 [ ]+1

Hand Size 5 [X3 ] 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
"□ When you succeed at a check to recharge a spell that has the Attack trait, you may
put it on top of your deck instead."
□ Recharge a card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (□ 2).
X Add 2 (□ 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).
□ If you defeat a monster that has the Aquatic trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to any combat check at your location.


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

Tarlin will start at Holy Isle.

Tarlin wrote:

Hand: Holy Light, Greatclub +1, Greatclub +3, Blessing of Iomedae, Find Traps, Elven Chain Shirt,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d10 [x] +1 [x] +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 [x] +2 [ ] +3
Divine: WIS +1
Charisma d6 [ ] +1 [ ] +2

Favored Card: Weapon
Hand Size 4 [x] 5 [x] 6 [ ] 7
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 ([x] +2) 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.
* You may recharge a weapon to recharge a random card from your discard pile.
* When a character plays a blessing on your combat or Charisma check, that character may recharge a random card from her discard pile; if the played blessing is Blessing of Iomedae, the character may first recharge the blessing.
<Power 5>


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

Tarlin shouts orders to the crew as he races to the side of the Kraken, the Holy Isle in between he and the fleet that has accosted the party. As he tries to count them, he is almost immediately distracted by the telltale dorsal fin breaking the waves below. Shark!

Reveal, then discard, Greatclub +1. Discard Blessing of Iomedae for an extra 1d10. 86% chance.

DC 22 Combat: 1d10 + 5 + 1d10 + 1 + 1d10 + 1d10 ⇒ (1) + 5 + (7) + 1 + (8) + (6) = 28 success

Tarlin makes short work of the cartilaginous fish, never losing sight of the looming cannonade assault.

Explore again using location power.

Slipping from about the Holy Isle is random ship: 1d16 ⇒ 7 the Dowager Queen, guns loaded and ready to fire!

Request Amaryllis' BotG3 for an extra 1d12.

DC 8 WIS: 1d8 + 2 + 1d12 ⇒ (4) + 2 + (12) = 18 success, no seize as I think Kraken is still better.

Tarlin's victory allows him to try and leave the isle behind him.

DC 7 Divine to close: 1d8 + 3 ⇒ (5) + 3 = 8 whew!

Reset hand, recharging Elven Chain Shirt, and end turn.

Tarlin wrote:

Hand: Holy Light, Greatclub +3, Find Traps, Wanderer, Chainmail of Cold Resistance, Cure,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d10 [x] +1 [x] +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 [x] +2 [ ] +3
Divine: WIS +1
Charisma d6 [ ] +1 [ ] +2

Favored Card: Weapon
Hand Size 4 [x] 5 [x] 6 [ ] 7
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 ([x] +2) 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.
* You may recharge a weapon to recharge a random card from your discard pile.
* When a character plays a blessing on your combat or Charisma check, that character may recharge a random card from her discard pile; if the played blessing is Blessing of Iomedae, the character may first recharge the blessing.
<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 widow maker isle

It is the hour of the gods

The cyclops hands are crawling

divine 10: 1d10 + 6 ⇒ (10) + 6 = 16

Lini calm them displays mastiff to draw holy javelin and seaborne trident +1

Discard vampire bat to examine the canopy creeper and encounter it

wisdom 10: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (3) = 16 revealing trident

Recharge mammoth hide armour and cast life drain

divine 12: 1d10 + 6 + 1d6 + 2d4 ⇒ (2) + 6 + (2) + (1, 3) = 14

Canopy creeper defeated

divine 11: 1d10 + 6 + 1d4 ⇒ (4) + 6 + (1) = 11 life drain recharged

Move to windward isle with pteranodon draw fly spell

And finds a sapphire jellyfish

sting damage: 1d4 ⇒ 3 discard fly control weather and trident

divine 18: 1d10 + 2d8 + 6 + 2 ⇒ (1) + (6, 3) + 6 + 2 = 18

divine 10: 1d10 + 6 ⇒ (3) + 6 = 9

Ends turn and resets hand

Lini wrote:

Hand: Blessing of milani, Cure, Blessing of Sivanah, Vindictive harpoon +1, Armor of the sands, Blessing of Thoth,

Displayed:
Deck: 11 Discard: 4 Buried: 0
Notes: Blessing avaiable Pharasma 2 dice to any check that has a spell applied, Sivanah 2 dice to int and cha checks, Erastil 2 dice to any fex based combat check Thoth 2 dice to Non Combat wisdom or any cold check. Snow leopard can be recharged to add 1d4 to any combat check Gozreh 2 on check to close
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d6 [ ]+1 [ ]+2 [ ]+3
Constitution d8 [AR ]+1 [ ]+2 [ ] +3
Fortitude +2 d8+2
Intelligence d6 [ ]+1
Wisdom d10 [X1 ]+1 [X2 ]+2 [X3 ]+3 [X4]+4
Divine +2 d10+6
Survival +2 d10+6
Charisma d8 [ ]+1

Hand Size 5 [X3 ] 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
"□ When you succeed at a check to recharge a spell that has the Attack trait, you may
put it on top of your deck instead."
□ Recharge a card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (□ 2).
X Add 2 (□ 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).
□ If you defeat a monster that has the Aquatic trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to any combat check at your location.


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

As the ships start to attack the Kraken, Aric suddenly realises that he has been caught up on deck without a weapon in hand. Rushing towards the windward side of the ship, he looks for a sword.

Moving to Windward Isle and drawing a card: Shadowless Sword. Phew!
Explore

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.


Display next to location.

Grabbing his favourite sword from the rack, Aric is then tossed violently into the rails of the ship as a wild storm suddenly breaks all around them. Eager to get back and help with the fight, Aric struggles to keep his feet as the deck rolls underneath him. Across the deck, the ship's latest passenger, the Qadiran mesmerist, seems to be struggling quite badly. No doubt used to endless sand dunes, not endless waves of water, the man looks like he'll either feint or be be washed overboard...possibly both.

Place Vizier on top of character deck to examine next card in location: Jakaw Razorbeak - a henchman!
Upon examine switch to The Red Raven
Discard (Recharge) Vizier to explore


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

Before Aric can reach the Vizier, a tengu with a sharp sword and an even sharper looking beak leaps over from one of the pirate ships attacking the Kraken. You think you're a tough bird? Aric laughs as he sizes up the black feathered tengu. Wait till you get a load of...The Red Raven!

Jakaw Razorbeak:

Henchman Monster 5

Traits
Tengu
Ranger
Pirate

Check
Combat
20

Powers
Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.

Carrying no items at present, so skipping the BYA check.
Reveal Shadowless Sword. Recharge Blessing of Zon-Kuthon. Recharge Dandy Brute
Combat (Melee) DC26: 3d12 + 6 + 1d8 + 2 + 1d6 ⇒ (7, 10, 3) + 6 + (7) + 2 + (1) = 36 Defeated!

Slipping below deck for just a moment, Aric disappears and in his place appears the red and black garbed vigilante. Crossing the tossing deck with ease, the masked man leaps in front of the tengu just as he was about to run the mesmerist through, running his sword through the piratical tengu instead. The bird's blood runs red all over his shiny black feathers and for a moment the two combatants look like they could be long lost brothers. "Watch it pal, this costume's my legal trademark, you're treading on dangerous waters looking like that!" Dangerous waters indeed, although the tengu isn't stepping on them, he's soon sinking beneath them as his body is washed overboard and quickly disappears under a massive wave.

Attempt to Close
Reveal Shadowless Sword
Perception DC7: 1d8 + 3 + 1d8 ⇒ (3) + 3 + (4) = 10 Location Closed!
On closing, draw a card: Dreamstalker
Recharge Diviner's Blight when Reset Hand. End Turn.

Aric/The Red Raven wrote:

Hand: Dreamstalker, Evangelist, Shadowless Sword, Blessing of the Ancients,

Displayed:
Deck: 16 Discard: 0 Buried: 0
Notes: Use blessings as needed. Reroll used: N
Sideboard cards: Blessing of the Midnight Lord, Lockpick Shield, Marianix Karn,

Skills and Powers:
SKILLS

Aric
Strength d6 [X]+1 [ ]+2
Dexterity d4 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [X]+1 [X]+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) ([X]or when a character encounters a villain or henchman), 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 ([X] 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.
[X] You may discard a card to evade a bane you encounter

The Red Raven
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [X]+2 [X]+3 [ ]+4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d8 [X]+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) ([X} or when you defeat a monster), 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. ([X] If it is a monster, you may encounter it).
[X] On your combat check, you may discard a card that has the Accessory or Clothing trait or an Armor to add 1d8


Turn 5: Hayato/Blessing of Cayden Cailean

Hayato steers the ship with desperation, trying to avoid the broadside. He is pursued by the flotilla, which he hopes is leaving his companions alone. The samurai navigates to a small archipelago, hoping to lose his pursuers.

Explore Cannibal Isle card #1: Barefoot Samms Toppin. Auto-fail check to acquire.

One of the cabin boys rushes by, saluting. Hayato belatedly salutes him as the boy disappears into the hold.

Discard Legionnaire Chaplain to explore Cannibal Isle card #2: Rotgut.
Survival 8 to acquire Rotgut: 1d6 + 2 ⇒ (2) + 2 = 4

One of the sailors emerges from the hatch that has just swallowed the cabin boy. He staggers about, clearly drunk. "Control yourself, sailor!" Hayato barks. The man disappears back into the hold.

Rotgut banished
Discard Hatchetbird to move to Sharkskin Reef and explore card #1: Pirate Guard

Off the port bow, the lookout spies a pirate boat coming straight for them - apparently the ronin did not evade their pursuers. A pirate jumps from that ship onto the deck - Hayato meets him with steel.

Combat 19 to defeat Pirate Guard, revealing Dwarven Earthbreaker +1, adding d6 for Hatchetbird power, and it being first combat of turn: 1d10 + 1d6 + 1d10 + 5 + 2d6 + 1 ⇒ (8) + (4) + (2) + 5 + (6, 3) + 1 = 29

Hayato crushes the dwarf's skull with his mighty hammer. No one gets on his ship, not unless bidden.

Reset hand and end turn.

Hayato wrote:

Hand: Frost Lance +2, Cat-O'-Nine-Tails, Grappler's Mask, Spirit Sword, Dwarven Earthbreaker +1,

Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes: Shirt re-roll used, Scenario 0-5A N
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +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).
[X] When you are the only character at your location, add 1 [X]2 to your checks

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


During This Adventure:
Loot || Ships || Summoned Banes || Hand Summaries

During This Scenario:
0-5A: MEANWHILE, IN THE SHACKLES...

  • Choose any Class 5 or lower ship other than the Wormwood as your ship: Kraken
  • Kraken: Reduce Structural damage to this ship by 2.
  • Kraken: You may discard a card from the blessings deck to add 1d12 to your Strength check.
  • When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Storm:
    Storm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None

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


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

    Random Monsters:
    Monster 1
    Spoiler:
    Sea Hag
    Monster B

    Traits
    Hag
    Aquatic

    Check
    Combat
    11

    Powers
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

    Monster 2
    Spoiler:
    Dire Shark
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    22

    Powers
    The Dire Shark may not be evaded.
    If undefeated, recharge your hand.
    After you act, the Dire Shark deals 1 Structural damage to your ship.

    Monster 3
    Spoiler:
    Canopy Creeper
    Monster 2

    Traits
    Plant

    Check
    Combat
    12

    Powers
    The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
    If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
    Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.

    Monster 4
    Spoiler:
    Galvo
    Monster 5

    Traits
    Aberration
    Aquatic
    Swarm

    Check
    Combat
    18

    Powers
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics check or be dealt 1d6 Electricity damage.
    If the check to defeat has the Fire trait, add 1d6 to it.
    If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.

    Monster 5
    Spoiler:
    Kapre
    Monster 5

    Traits
    Plant

    Check
    Combat
    20

    Powers
    The Kapre is immune to the Mental and Poison traits.
    You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
    Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.

    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:
    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:
    Social Niceties
    Barrier 5

    Traits
    Task

    Check
    Charisma
    Diplomacy
    14

    Powers
    If defeated, you may bury a card to add a random ally from the box to your hand.
    If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Barrier 4
    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.

    Barrier 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Invigorating Kukri +1
    Weapon 4

    Traits
    Knife
    Melee
    Slashing
    Healing
    Finesse
    Magic

    Check
    Strength
    Melee
    Divine
    9

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.
    When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.

    Weapon 2
    Spoiler:
    Blasting Pistol +2
    Weapon 5

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    13

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force 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 check.
    If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

    Weapon 3
    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 4
    Spoiler:
    Saltbox
    Weapon 4

    Traits
    Firearm
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    Craft
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Weapon 5
    Spoiler:
    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 to your combat check.

    Random Spells:
    Spell 1
    Spoiler:
    Raise Dead
    Spell 5

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

    Powers
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Obscure
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 3
    Spoiler:
    Wall of Fire
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 4
    Spoiler:
    Rage
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    Display this card next to the deck of a character at your location; you may play this card during her check. 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 5
    Spoiler:
    Control Weather
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
    At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
    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 13 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal 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.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal 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.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    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 4
    Spoiler:
    Fortified Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Eel Skin Armor
    Armor 4

    Traits
    Light Armor
    Magic
    Aquatic
    Swashbuckling

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Ring of Regeneration
    Item 5

    Traits
    Accessory
    Magic
    Healing

    Check
    Constitution
    Fortitude
    Divine
    11

    Powers
    At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
    At the end of your turn, reveal this card to recharge 1 random card from your discard pile.

    Item 2
    Spoiler:
    Alkali Flask
    Item 4

    Traits
    Liquid
    Attack
    Acid
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that 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 character. While displayed, add 1d6 to your checks to defeat ships.

    Item 4
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

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

    Item 5
    Spoiler:
    Spyglass
    Item B

    Traits
    Object

    Check
    Wisdom
    Perception
    4

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

    Random Allies:
    Ally 1
    Spoiler:
    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 2
    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 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:
    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.

    Ally 5
    Spoiler:
    Mase Darimar
    Ally 4

    Traits
    Half-Elf
    Druid
    Captain
    Pirate

    Check
    Wisdom
    Perception
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 3
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of 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: 6 Amaryllis/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Sivanah

    Top Blessing:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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


    Blessings Remaining: 24
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 7 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 2 (Turn 8 Lini)
    Spoiler:
    Blessing of Norgorber
    Blessing 5

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    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 acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 4 (Turn 10 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 5 (Turn 11 Amaryllis)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 12 Tarlin)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 13 Lini)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 9 (Turn 15 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 16 Amaryllis)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 11 (Turn 17 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 12 (Turn 18 Lini)
    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 13 (Turn 19 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 14 (Turn 20 Hayato)
    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 21 Amaryllis)
    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 16 (Turn 22 Tarlin)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 17 (Turn 23 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 24 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 19 (Turn 25 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 20 (Turn 26 Amaryllis)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 27 Tarlin)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 22 (Turn 28 Lini)
    Spoiler:
    Blessing of Erastil
    Blessing C

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

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

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 24 (Turn 30 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.

    Gannet Island
    At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
    When Closing: Discard 1d4 cards from the blessings deck.
    When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
    M:2 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
    Located here: Amaryllis
    Notes: Ambush, Falcata +1

    Gannet Island Card 1:
    Fever Sea Marauder
    Monster 3

    Traits
    Human
    Pirate
    Elite

    Check
    Combat
    17

    Powers
    After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.

    Gannet Island Card 2:
    Cannoneer
    Monster 3

    Traits
    Human
    Pirate
    Elite

    Check
    Combat
    17

    Powers
    All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
    Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
    If the check to defeat has the Swashbuckling trait, add 1d8 to it.

    Gannet Island Card 3:
    Ambush
    Barrier C

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Gannet Island Card 4:
    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.

    Gannet Island Card 5:
    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.

    Gannet Island Card 6:
    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.

    Gannet Island Card 7:
    Adelita Doloruso
    Villain Monster 5

    Traits
    Human
    Evoker
    Pirate

    Check
    Combat
    19
    THEN
    Combat
    22

    Powers
    Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
    After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.

    Gannet Island Card 8:
    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.

    Gannet Island Card 9:
    Flaming Longbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

    Holy 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: Tarlin

    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:2 Ba:3 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:2 ?:1

    Widowmaker Isle Card 1:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Widowmaker Isle Card 2:
    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.

    Widowmaker Isle Card 3:
    Insanity Daemon
    Monster 5

    Traits
    Outsider

    Check
    Combat
    20

    Powers
    The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.

    Widowmaker Isle Card 4:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

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

    Widowmaker Isle Card 5:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Widowmaker Isle Card 6:
    Crawling Cyclops Hands
    Barrier 4

    Traits
    Skirmish
    Undead

    Check
    Wisdom
    Perception
    14
    OR
    Divine
    10

    Powers
    If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

    Widowmaker Isle Card 7:
    Sargassum Fiend
    Monster 4

    Traits
    Plant
    Aquatic

    Check
    Wisdom
    Perception
    12

    Powers
    The Sargassum Fiend is immune to the Mental and Poison traits.
    If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.

    Widowmaker Isle Card 8:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

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

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

    Tempest Cay Card 1:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

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

    Tempest Cay Card 2:
    Cut-Throat Grok
    Ally 1

    Traits
    Half-Orc
    Fighter
    Pirate

    Check
    Constitution
    Fortitude
    5
    OR
    Charisma
    Diplomacy
    7

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

    Tempest Cay Card 3:
    Dire Shark
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    22

    Powers
    The Dire Shark may not be evaded.
    If undefeated, recharge your hand.
    After you act, the Dire Shark deals 1 Structural damage to your ship.

    Tempest Cay Card 4:
    Symbol of Insanity
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Wisdom
    Divine
    14

    Powers
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

    Tempest Cay Card 5:
    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.

    Tempest Cay Card 6:
    Animate Water
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
    Discard this card to evade a bane that has the Aquatic trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Tempest Cay Card 7:
    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.

    Tempest Cay Card 8:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 9:
    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.

    Tempest Cay Card 10:
    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.

    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:1 Bl:2 ?:1

    Cannibal Isle Card 1:
    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.

    Cannibal Isle Card 2:
    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.

    Cannibal Isle Card 3:
    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.

    Cannibal Isle Card 4:
    Monkey
    Ally 3

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    9

    Powers
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.

    Cannibal Isle Card 5:
    Port Peril Corsair
    Monster 2

    Traits
    Elf
    Pirate
    Veteran

    Check
    Combat
    13

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

    Cannibal Isle Card 6:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Cannibal Isle Card 7:
    Gilbrok the Tongue
    Henchman Monster 5

    Traits
    Human
    Witch
    Pirate

    Check
    Combat
    18

    Powers
    If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
    If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cannibal Isle Card 8:
    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.

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

    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:1 I:1 Al:0 Bl:0 ?:1
    Located here: Hayato

    Sharkskin Reef Card 1:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Sharkskin Reef Card 2:
    Sabotage
    Barrier 5

    Traits
    Task
    Fire

    Check
    Dexterity
    Disable
    Wisdom
    Perception
    12

    Powers
    If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Sharkskin Reef Card 3:
    Giant Sea Anemone
    Monster 5

    Traits
    Animal
    Aquatic

    Check
    Combat
    20

    Powers
    The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
    If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

    Sharkskin Reef Card 4:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

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

    Sharkskin Reef Card 5:
    Kipper
    Henchman Monster 5

    Traits
    Human
    Rogue
    Pirate

    Check
    Combat
    19

    Powers
    Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character.
    If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6.
    If defeated, you may immediately attempt to close the location this hanchman came from.

    Sharkskin Reef Card 6:
    Galvo
    Monster 5

    Traits
    Aberration
    Aquatic
    Swarm

    Check
    Combat
    18

    Powers
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics check or be dealt 1d6 Electricity damage.
    If the check to defeat has the Fire trait, add 1d6 to it.
    If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.

    Sharkskin Reef Card 7:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

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

    Sharkskin Reef Card 8:
    Cyclops
    Monster 4

    Traits
    Giant
    Cyclops

    Check
    Combat
    22

    Powers
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.

    Sharkskin Reef Card 9:
    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.


  • Amaryllis' Deck

    The chaos explodes around Amaryllis. Storms brewing, pirates boarding, cannons firing and monsters being dispatched. She feels unprepared for the combat exploding around her and searches the deck for her trusty spell book.

    Recharge Vampire Bat to examine top card of Gannet Island:
    Fever Sea Marauder (Monster 3)
    Shuffle random card for discard: BotGods

    As she is searching she hears a shout and the ring of sharpened steel from behind her. Without her staff or her spellbook she quickly heads to the hold before she is caught unprepared. She decides to continue searching for her equipment before she heads back up to the deck.

    Discard Dimension Leap and reset hand
    Attempt Dimension Leap spell recharge:
    Arcane 12: 1d12 + 6 ⇒ (2) + 6 = 8 remains in discard
    End turn

    Amaryllis wrote:

    Hand: Blessing of Pharasma, Pyrotechnic Blast, Gem of Mental Acuity, Cleric of Nethys, Surgeon, Incanter, Fire Snake,

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    Notes: All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5A: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [ X ] +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 [ X ] +3 [ X ] +4
    Arcane: Charisma +2

    Favored Card: Spell
    Hand Size 6 [ X ] 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 ( [ ] or a random card from your discard pile) 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.
    [ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
    [ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).


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

    Tarlin sails over to Cannibal Isle this time, hoping to leave the pirate armada behind him.

    Unfortunately, he steers the Kraken into a section of jagged shoals!

    Discard Find Traps, which yields a 89% chance to succeed.

    DC 11 WIS: 1d8 + 2 + 2d8 ⇒ (3) + 2 + (3, 2) = 10 I'll use my die bump on that, so success.

    Tarlin manages to navigate the vessel safely through! Iomedae be praised!

    DC 8 Divine to recharge: 1d8 + 3 ⇒ (4) + 3 = 7 nope

    The cleric sends a landlubber ashore to investigate the island further, and the gent returns with a curious bauble carved of scrimshaw.

    DC 5 Divine: 1d8 + 3 ⇒ (5) + 3 = 8 success

    A holy symbol of Kelizandri! How fortuitous here in these waters!

    Discard BoK to explore again.

    I believe that be mine, says a gruff voice. Tarlin turns to face a Pirate Captain, most displeased by the cleric holding his prized charm. I'll be takin' it back, and teachin' ye a lesson as well!

    BYA: recharge Holy Light. Reveal, then discard, Greatclub +3. 94% chance.

    DC 12+5 Combat: 1d10 + 5 + 1d10 + 3 + 1d10 ⇒ (9) + 5 + (8) + 3 + (10) = 35 success

    Tarlin does not take threats particularly well, and demonstrates that on the wayward Pirate Captain. He pauses to salve some wounds cast Cure and decides this little part of his adventure is doen.

    Cure: 1d4 + 1 ⇒ (2) + 1 = 3
    shuffled in: 1d6 ⇒ 5 Blessing of Kelizandri (found)
    shuffled in: 1d5 ⇒ 1 Greatclub +1
    shuffled in: 1d4 ⇒ 4 Greatclub +3

    DC 8 Divine to recharge: 1d8 + 3 ⇒ (5) + 3 = 8 yay!

    Reset hand, recharging Chainmail of Cold Resistance, and end turn.

    Tarlin wrote:

    Hand: Blessing of Sivanah, Greatclub +3, Blessing of Kelizandri (found)

    , Major Cure, Blessing of Cayden Cailean 1, Belt of Giant Strength,
    Displayed:
    Deck: 11 Discard: 3 Buried: 0
    Notes:
    Belt of Giant Strength is Impossible Bottle.
    Blessing(s) available if needed.

    Skills and Powers:
    SKILLS

    Strength d10 [x] +1 [x] +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 [x] +2 [ ] +3
    Divine: WIS +1
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Weapon
    Hand Size 4 [x] 5 [x] 6 [ ] 7
    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 ([x] +2) 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.
    * You may recharge a weapon to recharge a random card from your discard pile.
    * When a character plays a blessing on your combat or Charisma check, that character may recharge a random card from her discard pile; if the played blessing is Blessing of Iomedae, the character may first recharge the blessing.
    <Power 5>


    During This Adventure:
    Loot || Ships || Summoned Banes || Hand Summaries

    During This Scenario:
    0-5A: MEANWHILE, IN THE SHACKLES...

  • Choose any Class 5 or lower ship other than the Wormwood as your ship: Kraken
  • Kraken: Reduce Structural damage to this ship by 2.
  • Kraken: You may discard a card from the blessings deck to add 1d12 to your Strength check.
  • When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Storm:
    Storm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None

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


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

    Random 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:
    Giant Spyglass Octopus
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18
    THEN
    Combat
    18

    Powers
    Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
    If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.

    Monster 3
    Spoiler:
    Saltwater Ogre
    Monster C

    Traits
    Giant
    Ogre
    Aquatic

    Check
    Combat
    14

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

    Monster 4
    Spoiler:
    Pirate Guard
    Monster 4

    Traits
    Dwarf
    Fighter
    Pirate

    Check
    Combat
    19

    Powers
    If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

    Monster 5
    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.

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    Social Niceties
    Barrier 5

    Traits
    Task

    Check
    Charisma
    Diplomacy
    14

    Powers
    If defeated, you may bury a card to add a random ally from the box to your hand.
    If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Barrier 3
    Spoiler:
    Treasure Hunt
    Barrier B

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

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

    Barrier 4
    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 5
    Spoiler:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Keen Rapier +3
    Weapon 5

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.

    Weapon 2
    Spoiler:
    Flaming Falcata +3
    Weapon 5

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 5.

    Weapon 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:
    Grayflame Mace +2
    Weapon 5

    Traits
    Mace
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    Divine
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.

    Weapon 5
    Spoiler:
    Humanbane Gladius +2
    Weapon 5

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Random Spells:
    Spell 1
    Spoiler:
    Righteousness
    Spell 5

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 2
    Spoiler:
    Wall of Fire
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 3
    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 4
    Spoiler:
    Raise Dead
    Spell 5

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

    Powers
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Random Armors:
    Armor 1
    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 2
    Spoiler:
    Reflecting Buckler
    Armor 5

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 3
    Spoiler:
    Brine Dragonhide Breastplate
    Armor 4

    Traits
    Heavy Armor
    Magic
    Aquatic

    Check
    Constitution
    Fortitude
    9

    Powers
    Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

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

    Armor 5
    Spoiler:
    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.

    Random Items:
    Item 1
    Spoiler:
    Tot Flask
    Item C

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Item 2
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 3
    Spoiler:
    Tot Flask
    Item B

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Item 4
    Spoiler:
    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.

    Item 5
    Spoiler:
    Alkali Flask
    Item 4

    Traits
    Liquid
    Attack
    Acid
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

    Random Allies:
    Ally 1
    Spoiler:
    Pteranodon
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

    Powers
    On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.

    Ally 2
    Spoiler:
    Barefoot Samms Toppin
    Ally B

    Traits
    Human
    Rogue
    Pirate

    Check
    Charisma
    Diplomacy
    8

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

    Ally 3
    Spoiler:
    Royster McCleagh
    Ally 2

    Traits
    Human
    Fighter
    Pirate

    Check
    Charisma
    Diplomacy
    7

    Powers
    Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile. You may not use this power more than once per turn.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 4
    Spoiler:
    Rotgut
    Ally 2

    Traits
    Animal
    Pirate

    Check
    Wisdom
    Survival
    8

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

    Ally 5
    Spoiler:
    Ederleigh Baines
    Ally 4

    Traits
    Human
    Rogue
    Pirate

    Check
    Charisma
    Diplomacy
    10

    Powers
    Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your 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 Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of 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 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 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.

    Turn: 8 Lini/Merisal The Risen

    Top of Blessing Discard Pile: Blessing of Norgorber

    Top Blessing:
    Blessing of Norgorber
    Blessing 5

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    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 acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.


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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 2 (Turn 10 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 3 (Turn 11 Amaryllis)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 12 Tarlin)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 13 Lini)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 7 (Turn 15 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 8 (Turn 16 Amaryllis)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 9 (Turn 17 Tarlin)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 18 Lini)
    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 19 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 12 (Turn 20 Hayato)
    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 21 Amaryllis)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 14 (Turn 22 Tarlin)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 23 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 24 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 17 (Turn 25 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 18 (Turn 26 Amaryllis)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 19 (Turn 27 Tarlin)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 20 (Turn 28 Lini)
    Spoiler:
    Blessing of Erastil
    Blessing C

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

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

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 22 (Turn 30 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.

    Gannet Island
    At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
    When Closing: Discard 1d4 cards from the blessings deck.
    When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
    M:2 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
    Located here: Amaryllis
    Notes: Ambush, Falcata +1

    Gannet Island Card 1 - Fever Sea Marauder:
    Fever Sea Marauder
    Monster 3

    Traits
    Human
    Pirate
    Elite

    Check
    Combat
    17

    Powers
    After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.

    Gannet Island Card 2:
    Cannoneer
    Monster 3

    Traits
    Human
    Pirate
    Elite

    Check
    Combat
    17

    Powers
    All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
    Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
    If the check to defeat has the Swashbuckling trait, add 1d8 to it.

    Gannet Island Card 3:
    Ambush
    Barrier C

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Gannet Island Card 4:
    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.

    Gannet Island Card 5:
    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.

    Gannet Island Card 6:
    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.

    Gannet Island Card 7:
    Adelita Doloruso
    Villain Monster 5

    Traits
    Human
    Evoker
    Pirate

    Check
    Combat
    19
    THEN
    Combat
    22

    Powers
    Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
    After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.

    Gannet Island Card 8:
    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.

    Gannet Island Card 9:
    Flaming Longbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

    Holy 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

    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:2 Ba:3 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:2 ?:1

    Widowmaker Isle Card 1:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Widowmaker Isle Card 2:
    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.

    Widowmaker Isle Card 3:
    Insanity Daemon
    Monster 5

    Traits
    Outsider

    Check
    Combat
    20

    Powers
    The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
    After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.

    Widowmaker Isle Card 4:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

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

    Widowmaker Isle Card 5:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Widowmaker Isle Card 6:
    Crawling Cyclops Hands
    Barrier 4

    Traits
    Skirmish
    Undead

    Check
    Wisdom
    Perception
    14
    OR
    Divine
    10

    Powers
    If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

    Widowmaker Isle Card 7:
    Sargassum Fiend
    Monster 4

    Traits
    Plant
    Aquatic

    Check
    Wisdom
    Perception
    12

    Powers
    The Sargassum Fiend is immune to the Mental and Poison traits.
    If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.

    Widowmaker Isle Card 8:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

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

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

    Tempest Cay Card 1:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

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

    Tempest Cay Card 2:
    Cut-Throat Grok
    Ally 1

    Traits
    Half-Orc
    Fighter
    Pirate

    Check
    Constitution
    Fortitude
    5
    OR
    Charisma
    Diplomacy
    7

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

    Tempest Cay Card 3:
    Dire Shark
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    22

    Powers
    The Dire Shark may not be evaded.
    If undefeated, recharge your hand.
    After you act, the Dire Shark deals 1 Structural damage to your ship.

    Tempest Cay Card 4:
    Symbol of Insanity
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Wisdom
    Divine
    14

    Powers
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

    Tempest Cay Card 5:
    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.

    Tempest Cay Card 6:
    Animate Water
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
    Discard this card to evade a bane that has the Aquatic trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Tempest Cay Card 7:
    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.

    Tempest Cay Card 8:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 9:
    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.

    Tempest Cay Card 10:
    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.

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

    Cannibal Isle Card 1:
    Monkey
    Ally 3

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    9

    Powers
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.

    Cannibal Isle Card 2:
    Port Peril Corsair
    Monster 2

    Traits
    Elf
    Pirate
    Veteran

    Check
    Combat
    13

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

    Cannibal Isle Card 3:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Cannibal Isle Card 4:
    Gilbrok the Tongue
    Henchman Monster 5

    Traits
    Human
    Witch
    Pirate

    Check
    Combat
    18

    Powers
    If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
    If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cannibal Isle Card 5:
    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.

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

    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:1 I:1 Al:0 Bl:0 ?:1
    Located here: Hayato

    Sharkskin Reef Card 1:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Sharkskin Reef Card 2:
    Sabotage
    Barrier 5

    Traits
    Task
    Fire

    Check
    Dexterity
    Disable
    Wisdom
    Perception
    12

    Powers
    If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Sharkskin Reef Card 3:
    Giant Sea Anemone
    Monster 5

    Traits
    Animal
    Aquatic

    Check
    Combat
    20

    Powers
    The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
    If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

    Sharkskin Reef Card 4:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

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

    Sharkskin Reef Card 5:
    Kipper
    Henchman Monster 5

    Traits
    Human
    Rogue
    Pirate

    Check
    Combat
    19

    Powers
    Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character.
    If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6.
    If defeated, you may immediately attempt to close the location this hanchman came from.

    Sharkskin Reef Card 6:
    Galvo
    Monster 5

    Traits
    Aberration
    Aquatic
    Swarm

    Check
    Combat
    18

    Powers
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics check or be dealt 1d6 Electricity damage.
    If the check to defeat has the Fire trait, add 1d6 to it.
    If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.

    Sharkskin Reef Card 7:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

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

    Sharkskin Reef Card 8:
    Cyclops
    Monster 4

    Traits
    Giant
    Cyclops

    Check
    Combat
    22

    Powers
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.

    Sharkskin Reef Card 9:
    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.


  • 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 sails back to the widowmaker isle but one of the enemy flotilla has anticpated her move

    enemy ship: 1d16 ⇒ 10

    The blood moon Dc is not increased as it is the hour of Norborger

    survival 9: 1d10 + 6 + 2 ⇒ (9) + 6 + 2 = 17

    plunder: 1d6 ⇒ 1

    The blood moon is quickly dispatched but it was bait for another ship

    ship to close: 1d16 ⇒ 6

    The thresher
    Control weather is buried from discard pile

    survival 7: 1d10 + 6 + 2 ⇒ (4) + 6 + 2 = 12

    plunder: 1d6 ⇒ 4

    Location closed no allies in discard

    Casts cure on herself 1d4 + 1 ⇒ (3) + 1 = 4

    cure recharge 8: 1d10 + 6 ⇒ (5) + 6 = 11

    Ends turn and resets hand

    Lini wrote:

    Hand: Blessing of milani, Holy Janelin, Blessing of Sivanah, Vindictive harpoon +1, Armor of the sands, Blessing of Thoth,

    Displayed:
    Deck: 15 Discard: 0 Buried: 1
    Notes: Blessing avaiable Pharasma 2 dice to any check that has a spell applied, Sivanah 2 dice to int and cha checks, Erastil 2 dice to any fex based combat check Thoth 2 dice to Non Combat wisdom or any cold check. Snow leopard can be recharged to add 1d4 to any combat check Gozreh 2 on check to close
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1 [ ]+2 [ ]+3
    Dexterity d6 [ ]+1 [ ]+2 [ ]+3
    Constitution d8 [AR ]+1 [ ]+2 [ ] +3
    Fortitude +2 d8+2
    Intelligence d6 [ ]+1
    Wisdom d10 [X1 ]+1 [X2 ]+2 [X3 ]+3 [X4]+4
    Divine +2 d10+6
    Survival +2 d10+6
    Charisma d8 [ ]+1

    Hand Size 5 [X3 ] 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
    "□ When you succeed at a check to recharge a spell that has the Attack trait, you may
    put it on top of your deck instead."
    □ Recharge a card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (□ 2).
    X Add 2 (□ 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).
    □ If you defeat a monster that has the Aquatic trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to any combat check at your location.

    opps forgot the storm: 1d6 ⇒ 1

    1 Structural damage taken by the ship (absorbed by Kraken)

    storm heads to: 1d7 ⇒ 2

    The storm heads to the holy Isle (already closed prayers answered)


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

    It is the hour of the Gods
    Start of turn. Windward Isle effect. Draw a card: Blessing of Bastet

    Seeing across the deck that Amaryllis is being chased by a nasty looking pirate, The Red Raven rushes to his friend's aid...as any hero worth his salt would do without hesitation.

    Move to Gannet Island. Explore

    Fever Sea Marauder:

    Monster 3

    Traits
    Human
    Pirate
    Elite

    Check
    Combat
    17

    Powers
    After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.


    Display Shadowless Sword. Reveal Evangelist
    Combat (Melee) DC17: 1d10 + 6 + 1d8 + 2 + 1 ⇒ (3) + 6 + (2) + 2 + 1 = 14
    Recharge Blessing of Bastet to reroll the 1d10
    Combat (Melee) DC17: 1d10 + 11 ⇒ (9) + 11 = 20 Defeated!

    On his way, the masked vigilante almost slips on a wet plank, but with a bit of luck keeps his feet and runs the marauding pirate through with his sword. Damsel in distress saved - Check!

    Upon defeat of monster, change to Aric. Swap in Marianix Karn for Dreamstalker
    Recharge Blessing of the Ancients to examine top card of location: Canoneer. Switch back to The Red Raven upon examine. Swap in Blessing of the Midnight Lord from kit for Marianix Karn. Explore

    Cannoneer:

    Monster 3

    Traits
    Human
    Pirate
    Elite

    Check
    Combat
    17

    Powers
    All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
    Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
    If the check to defeat has the Swashbuckling trait, add 1d8 to it.

    For a moment, The Red Raven thinks things have calmed down and he can change back out of his costume...but then another pirate ship sails up to broadside the Kraken. The vigilante sees he has a clear line to a pirate manning a cannon. The pirate looks all set to unleash a huge projectile from the weapon into this ship! An urgent job for...The Red Raven!

    BYA Structural Damage: 1d4 - 1 ⇒ (1) - 1 = 0
    Reveal Shadowless Sword. Recharge Blessing of the Midnight Lord. Reveal Evangelist
    Combat (Melee) DC17: 3d10 + 6 + 1d8 + 2 ⇒ (1, 10, 7) + 6 + (6) + 2 = 32 Defeated!

    The Red Raven leaps over the gap between the ships. He hits the pirate at the very instant he lights the wick to unleash the cannon. The weapon misfires and the cannoneer ends up hanging limp off the Red Raven's blade. Ship saved from attack - Check!

    Switch to Aric upon defeat of monster. Swap in Marianix Karn from kit for Evangelist


    Turn 10: Hayato/Blessing of Kelizandri
    Combat 14 to defeat Hammerhead Shark, revealing Dwarven Earthbreaker +1: 1d10 + 5 + 2 + 1d10 + 2d6 + 1 ⇒ (2) + 5 + 2 + (6) + (2, 6) + 1 = 24

    The sharks are a nuisance in this part of the sea.

    Explore Sharkskin Reef card #1: Token of Remembrance
    Intelligence 5 to acquire Token of Remembrance: 1d6 ⇒ 1

    There is a bracelet in the shark's belly, but.... that's gross. Hayato tosses it overboard.

    End turn and reset hand, discarding Cat-O'-Nine-Tails as free discard.

    Hayato wrote:

    Hand: Frost Lance +2, Four-Mirror Armor, Grappler's Mask, Spirit Sword, Dwarven Earthbreaker +1,

    Displayed:
    Deck: 13 Discard: 3 Buried: 0
    Notes: Shirt re-roll used, Scenario 0-5A N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
    Melee: Strength +2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d8 [X] +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).
    [X] When you are the only character at your location, add 1 [X]2 to your checks

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


    Display Four-Mirror Armor
    Hayato wrote:

    Hand: Frost Lance +2, Grappler's Mask, Spirit Sword, Dwarven Earthbreaker +1,

    Displayed: Four-Mirror Armor,
    Deck: 13 Discard: 3 Buried: 0
    Notes: Shirt re-roll used, Scenario 0-5A N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
    Melee: Strength +2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d8 [X] +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).
    [X] When you are the only character at your location, add 1 [X]2 to your checks

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


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

    Discard (Recharge) Marianix Karn to explore the location

    Ambush:

    Barrier C

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.


    Reveal Shadowless Sword to add 1d8 to perception check.
    Perception DC14: 2d8 + 2 ⇒ (1, 3) + 2 = 6 Fail!
    Examine deck for monster: Card 4: Powder Keg, Card 5: Sniper's Studded Leather, Card 6: Potion of Flying, Card 7: Adelita Doloruso - THE VILLAIN!

    As Aric heads below decks to get changed out of his red and black costume, he is almost caught in the act by a woman bursting through his cabin's door. Expecting, or more accurately hoping, it may be Marianix, his heart almost stops as he sees it is the enemy pirate captain herself! Having obviously snuck aboard the Kraken in the recent chaos, she looks like she means to dispose of the crew one by one...and guess who's on top of her list!

    With no time to fight back in these closed quarters, Aric thinks fast. He reaches for and throws his best sword at the woman, who instintively reaches out to grab it. The moment's distraction gives Aric the chance to roll onto the floor, under her legs and out the cabin door. He'll have to regroup and hopefully meet her again as...The Red Raven!

    Discard Shadowless Sword for Aric's discard a card to evade a bane power. Shuffle her and the rest of the cards back into the deck. End Turn. Reset Hand.

    Aric/The Red Raven wrote:

    Hand: Quick-Change Mask, Menacing Backsword +1, Blighted Myrmidon, Captain's Cutlass, Slip, Mask of Stolen Mien,

    Displayed:
    Deck: 13 Discard: 1 Buried: 0
    Notes: Use blessings as needed. Reroll used: N
    Sideboard cards: Evangelist, Lockpick Shield, Dreamstalker,

    Skills and Powers:
    SKILLS

    Aric
    Strength d6 [X]+1 [ ]+2
    Dexterity d4 [ ]+1
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [X]+1 [X]+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) ([X]or when a character encounters a villain or henchman), 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 ([X] 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.
    [X] You may discard a card to evade a bane you encounter

    The Red Raven
    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [X]+1 [X]+2 [X]+3 [ ]+4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [ ]+1 [ ]+2 [ ]+3
    Wisdom d8 [X]+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) ([X} or when you defeat a monster), 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. ([X] If it is a monster, you may encounter it).
    [X] On your combat check, you may discard a card that has the Accessory or Clothing trait or an Armor to add 1d8


    During This Adventure:
    Loot || Ships || Summoned Banes || Hand Summaries

    During This Scenario:
    0-5A: MEANWHILE, IN THE SHACKLES...

  • Choose any Class 5 or lower ship other than the Wormwood as your ship: Kraken
  • Kraken: Reduce Structural damage to this ship by 2.
  • Kraken: You may discard a card from the blessings deck to add 1d12 to your Strength check.
  • When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Storm:
    Storm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None

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


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

    Random Monsters:
    Monster 1
    Spoiler:
    Tetrolimulus
    Monster 5

    Traits
    Animal
    Aquatic

    Check
    Combat
    23

    Powers
    If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
    If undefeated, reset your hand and end your turn.

    Monster 2
    Spoiler:
    Pirate Guard
    Monster 4

    Traits
    Dwarf
    Fighter
    Pirate

    Check
    Combat
    19

    Powers
    If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

    Monster 3
    Spoiler:
    Giant Rock Crab
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    13

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

    Monster 4
    Spoiler:
    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.

    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:
    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.

    Barrier 2
    Spoiler:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Barrier 3
    Spoiler:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

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

    Barrier 4
    Spoiler:
    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. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated

    Barrier 5
    Spoiler:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Animalbane Dagger +1
    Weapon 1

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    7

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

    Weapon 2
    Spoiler:
    Rapier +2
    Weapon 4

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 3
    Spoiler:
    Blasting Pistol +2
    Weapon 5

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    13

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force 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 check.
    If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

    Weapon 4
    Spoiler:
    Flaming Longbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

    Weapon 5
    Spoiler:
    Invigorating Kukri +1
    Weapon 4

    Traits
    Knife
    Melee
    Slashing
    Healing
    Finesse
    Magic

    Check
    Strength
    Melee
    Divine
    9

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.
    When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.

    Random Spells:
    Spell 1
    Spoiler:
    Raise Dead
    Spell 5

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

    Powers
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Divine Fortune
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.

    Spell 3
    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 4
    Spoiler:
    Geyser
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Fire
    Attack

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

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

    Spell 5
    Spoiler:
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

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

    Armor 2
    Spoiler:
    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:
    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 4
    Spoiler:
    Breastplate of the Deep
    Armor 5

    Traits
    Heavy Armor
    Magic
    Aquatic

    Check
    Constitution
    Fortitude
    11

    Powers
    Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 5
    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.

    Random Items:
    Item 1
    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 2
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

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

    Item 3
    Spoiler:
    Net of Snaring
    Item 4

    Traits
    Object
    Magic

    Check
    Dexterity
    Ranged
    12

    Powers
    Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.

    Item 4
    Spoiler:
    Ring of Regeneration
    Item 5

    Traits
    Accessory
    Magic
    Healing

    Check
    Constitution
    Fortitude
    Divine
    11

    Powers
    At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
    At the end of your turn, reveal this card to recharge 1 random card from your discard pile.

    Item 5
    Spoiler:
    Wizard's Hook
    Item 5

    Traits
    Accessory
    Piercing
    Magic

    Check
    Arcane
    Melee
    Divine
    10

    Powers
    If you play a spell that has the Attack trait on a check, reveal this card to add 1d6 to the check. You may additionally discard this card to add another 1d6; after playing this card, succeed at a Melee 10 check to recharge it instead of discarding it.
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon on the check.

    Random Allies:
    Ally 1
    Spoiler:
    Lady Cerise Bloodmourn
    Ally 4

    Traits
    Human
    Aristocrat
    Captain
    Pirate

    Check
    Intelligence
    Knowledge
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    Bury this card and recharge another card to succeed at your check to close a location.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    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:
    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 4
    Spoiler:
    Albatross
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

    Powers
    Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.

    Ally 5
    Spoiler:
    Ederleigh Baines
    Ally 4

    Traits
    Human
    Rogue
    Pirate

    Check
    Charisma
    Diplomacy
    10

    Powers
    Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your 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 Norgorber
    Blessing 5

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    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 acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 4
    Spoiler:
    Blessing of 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 5
    Spoiler:
    Blessing of Milani
    Blessing C

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Turn: 11 Amaryllis/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Gozreh

    Top Blessing:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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


    Blessings Remaining: 19
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 12 Tarlin)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 13 Lini)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 14 Aric)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 4 (Turn 15 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 5 (Turn 16 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 17 Tarlin)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 18 Lini)
    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 8 (Turn 19 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 9 (Turn 20 Hayato)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 21 Amaryllis)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 22 Tarlin)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 23 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 24 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 14 (Turn 25 Hayato)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 15 (Turn 26 Amaryllis)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 27 Tarlin)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 17 (Turn 28 Lini)
    Spoiler:
    Blessing of Erastil
    Blessing C

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 18 (Turn 29 Aric)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 19 (Turn 30 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.

    Gannet Island
    At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
    When Closing: Discard 1d4 cards from the blessings deck.
    When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
    M:0 Ba:0 W:2 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
    Located here: Aric, Amaryllis
    Notes: Adelita Doloruso (villain!)

    Gannet Island Card 1:
    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.

    Gannet Island Card 2:
    Adelita Doloruso
    Villain Monster 5

    Traits
    Human
    Evoker
    Pirate

    Check
    Combat
    19
    THEN
    Combat
    22

    Powers
    Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
    After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.

    Gannet Island Card 3:
    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.

    Gannet Island Card 4:
    Flaming Longbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

    Gannet Island Card 5:
    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.

    Gannet Island Card 6:
    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.

    Holy Isle
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes: Storm displayed

    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,

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

    Tempest Cay Card 1:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

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

    Tempest Cay Card 2:
    Cut-Throat Grok
    Ally 1

    Traits
    Half-Orc
    Fighter
    Pirate

    Check
    Constitution
    Fortitude
    5
    OR
    Charisma
    Diplomacy
    7

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

    Tempest Cay Card 3:
    Dire Shark
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    22

    Powers
    The Dire Shark may not be evaded.
    If undefeated, recharge your hand.
    After you act, the Dire Shark deals 1 Structural damage to your ship.

    Tempest Cay Card 4:
    Symbol of Insanity
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Wisdom
    Divine
    14

    Powers
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

    Tempest Cay Card 5:
    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.

    Tempest Cay Card 6:
    Animate Water
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
    Discard this card to evade a bane that has the Aquatic trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Tempest Cay Card 7:
    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.

    Tempest Cay Card 8:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 9:
    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.

    Tempest Cay Card 10:
    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.

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

    Cannibal Isle Card 1:
    Monkey
    Ally 3

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    9

    Powers
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.

    Cannibal Isle Card 2:
    Port Peril Corsair
    Monster 2

    Traits
    Elf
    Pirate
    Veteran

    Check
    Combat
    13

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

    Cannibal Isle Card 3:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Cannibal Isle Card 4:
    Gilbrok the Tongue
    Henchman Monster 5

    Traits
    Human
    Witch
    Pirate

    Check
    Combat
    18

    Powers
    If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
    If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cannibal Isle Card 5:
    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.

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

    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:1 I:0 Al:0 Bl:0 ?:1
    Located here: Hayato

    Sharkskin Reef Card 1:
    Sabotage
    Barrier 5

    Traits
    Task
    Fire

    Check
    Dexterity
    Disable
    Wisdom
    Perception
    12

    Powers
    If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Sharkskin Reef Card 2:
    Giant Sea Anemone
    Monster 5

    Traits
    Animal
    Aquatic

    Check
    Combat
    20

    Powers
    The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
    If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

    Sharkskin Reef Card 3:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

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

    Sharkskin Reef Card 4:
    Kipper
    Henchman Monster 5

    Traits
    Human
    Rogue
    Pirate

    Check
    Combat
    19

    Powers
    Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character.
    If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6.
    If defeated, you may immediately attempt to close the location this hanchman came from.

    Sharkskin Reef Card 5:
    Galvo
    Monster 5

    Traits
    Aberration
    Aquatic
    Swarm

    Check
    Combat
    18

    Powers
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics check or be dealt 1d6 Electricity damage.
    If the check to defeat has the Fire trait, add 1d6 to it.
    If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.

    Sharkskin Reef Card 6:
    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.

    Sharkskin Reef Card 7:
    Cyclops
    Monster 4

    Traits
    Giant
    Cyclops

    Check
    Combat
    22

    Powers
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.

    Sharkskin Reef Card 8:
    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.


  • Amaryllis' Deck

    Amaryllis returned to the deck of the ship as that dashing and debonair duck, the Red Raven ran through the dour devil, Fever Sea Marauder. He gives her a wink and dashes away to a cannoneer readying a blast from a sidling ship. Amaryllis can't help but be dazzled by his charm, but turns her focus to the threats appearing from Tempest Cay.

    Move to Tempest Cay
    Free explore of 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 to add 1d6
    Arcane 6+5=11: 1d12 + 6 + 1d6 ⇒ (10) + 6 + (3) = 19 defeated, banished
    Examine top card of location deck: Cut-Throat Grok (Ally 1) (leave on top)
    Discard Surgeon to encounter

    Cut-Throat Grok:

    Ally 1
    Traits
    Half-Orc
    Fighter
    Pirate

    Check
    Constitution
    Fortitude
    5
    OR
    Charisma
    Diplomacy
    7

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


    Charisma 7: 1d12 + 4 ⇒ (7) + 4 = 11 acquired

    Amaryllis runs into a strange walled-off portion of the ship that she had not noticed before. It dawns on her that this is another of those arcane illusions that has been plaguing her. She reaches out and with a touch dispells the magic. Inside is a half-orc pirate from the crew who thought she was going mad being trapped in that box. She thanks Amaryllis for her help.

    Discard Cleric of Nethys to examine top 2 cards:
    Dire Shark (Monster 4) and Symbol of Insanity (Barrier 4)
    Leave Dire Shark on top and encounter

    Dire Shark:

    Monster 4
    Traits
    Animal
    Aquatic

    Check
    Combat
    22

    Powers
    The Dire Shark may not be evaded.
    If undefeated, recharge your hand.
    After you act, the Dire Shark deals 1 Structural damage to your ship.


    Discard Pyrotechnic Blast and BoPharasma for combat check
    Combat 22: 3d12 + 6 + 2d4 ⇒ (8, 11, 1) + 6 + (1, 2) = 29 defeated
    Structural damage 1+1=2 (location power) absorbed by The Kraken
    Spell Recharge - Arcane 8: 1d12 + 6 ⇒ (10) + 6 = 16 recharged

    She leans over the side of the ship to see a massive shark gnawing on the hull. She fries it with a pyrotechnic display.

    Attempt Dimension Leap spell recharge:
    Arcane 12: 1d12 + 6 ⇒ (3) + 6 = 9 remains in discard
    Reset hand
    Recharge attempt #2: Arcane 12: 1d12 + 6 ⇒ (5) + 6 = 11 remains in discard
    End turn

    Amaryllis wrote:

    Hand: Ice and Fire, Vampire Bat, Gem of Mental Acuity, Blessing of the Gods 2, Cut-Throat Grok (acquired), Blessing of the Gods 1, Fire Snake,

    Displayed:
    Deck: 11 Discard: 4 Buried: 0
    Notes: All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5A: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [ X ] +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 [ X ] +3 [ X ] +4
    Arcane: Charisma +2

    Favored Card: Spell
    Hand Size 6 [ X ] 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 ( [ ] or a random card from your discard pile) 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.
    [ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
    [ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).


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

    Tarlin moves deeper into Cannibal Isle keeping his eyes peeled for, well, cannibals. You know, cos of the name.

    He sees a friendly-looking monkey in the tree, rather like a squirrel would be back home.

    DC 9 WIS: 1d8 + 2 ⇒ (3) + 2 = 5 nope

    The little primate scampers off, and the cleric isn't especially surprised. Perhaps if Lini was here, he thinks, as he meanders on. Discard Blessing of Kelizandri (found) to explore again.

    He is completely distracted as a rough-and-tumble elven corsair decks him from out of nowhere.
    combat dmg: 1d4 - 1 ⇒ (2) - 1 = 1 That could've been much worse. Discard Impossible Bottle.
    Get away, ya cannibal! she shouts, and no amount of words seems to dissuade her that Tarlin is there to eat her flesh.

    Yikes, no Swashbuckling trait so the DC jumps from 13 to 23. o_O Okay then. Reveal, then discard, Greatclub +3. Request Lini's Blessing of Milani (recharges due to BoMilani being top card of Blessings deck) for an extra die, then one of Amaryllis' Blessing of the Gods to add a d12 (Amaryllis can recharge a random card from her discard before the BotG goes in), then discard Blessing of Cayden Cailean 2 for another die. That leads to a 94% chance to succeed.

    DC 13+10 Combat: 1d10 + 5 + 1d10 + 1d10 + 1d12 + 1d10 ⇒ (5) + 5 + (9) + (9) + (6) + (1) = 35 success

    Despite being caught totally off guard by the pirate, Tarlin is able to defeat her. Breathing hard as he falls to one knee, he asks for a bit of Iomedae's grace. Cast Major Cure.

    Major Cure: 1d4 + 1 ⇒ (1) + 1 = 2 plus one additional card
    card 1: 1d7 ⇒ 5 Impossible Bottle
    card 2: 1d6 ⇒ 5 Greatclub +3
    card 3: 1d5 ⇒ 3 Wanderer
    DC 10 Divine to recharge: 1d8 + 3 ⇒ (2) + 3 = 5 nope

    Reset hand, and end turn. No allies.

    Tarlin wrote:

    Hand: Blessing of Sivanah, Icy Hooked Hammer +1, Greatclub +1, Belt of Giant Strength, Greatclub +3, Chainmail of Cold Resistance,

    Displayed:
    Deck: 9 Discard: 5 Buried: 0
    Notes: Belt of Giant Strength is Impossible Bottle. Blessing(s) available if needed.

    Skills and Powers:
    SKILLS

    Strength d10 [x] +1 [x] +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 [x] +2 [ ] +3
    Divine: WIS +1
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Weapon
    Hand Size 4 [x] 5 [x] 6 [ ] 7
    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 ([x] +2) 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.
    * You may recharge a weapon to recharge a random card from your discard pile.
    * When a character plays a blessing on your combat or Charisma check, that character may recharge a random card from her discard pile; if the played blessing is Blessing of Iomedae, the character may first recharge the blessing.
    <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 checks the wind It is the hour of Achaekek and sials for sharkskin reef

    Encounters Sabotage

    wisdom 12: 3d10 + 4 ⇒ (9, 9, 3) + 4 = 25 discarding blessing of thoth

    Ends turn drawing vampire bat and charm animal cast charm animal to draw coral capuchin aka ally to be banished if reef needs temp closing

    Lini wrote:

    Hand: Vampire bat, Holy Janelin, Blessing of Sivanah, Vindictive harpoon +1, Armor of the sands, Coral capuchin,

    Displayed:
    Deck: 14 Discard: 1 Buried: 2
    Notes: Blessing avaiable Pharasma 2 dice to any check that has a spell applied, Sivanah 2 dice to int and cha checks, Erastil 2 dice to any fex based combat check Thoth 2 dice to Non Combat wisdom or any cold check. Snow leopard can be recharged to add 1d4 to any combat check Gozreh 2 on check to close
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1 [ ]+2 [ ]+3
    Dexterity d6 [ ]+1 [ ]+2 [ ]+3
    Constitution d8 [AR ]+1 [ ]+2 [ ] +3
    Fortitude +2 d8+2
    Intelligence d6 [ ]+1
    Wisdom d10 [X1 ]+1 [X2 ]+2 [X3 ]+3 [X4]+4
    Divine +2 d10+6
    Survival +2 d10+6
    Charisma d8 [ ]+1

    Hand Size 5 [X3 ] 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
    "□ When you succeed at a check to recharge a spell that has the Attack trait, you may
    put it on top of your deck instead."
    □ Recharge a card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (□ 2).
    X Add 2 (□ 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).
    □ If you defeat a monster that has the Aquatic trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to any combat check at your location.


    During This Adventure:
    Loot || Ships || Summoned Banes || Hand Summaries

    During This Scenario:
    0-5A: MEANWHILE, IN THE SHACKLES...

  • Choose any Class 5 or lower ship other than the Wormwood as your ship: Kraken
  • Kraken: Reduce Structural damage to this ship by 2.
  • Kraken: You may discard a card from the blessings deck to add 1d12 to your Strength check.
  • When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Storm:
    Storm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None

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


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

    Random Monsters:
    Monster 1
    Spoiler:
    Sargassum Fiend
    Monster 4

    Traits
    Plant
    Aquatic

    Check
    Wisdom
    Perception
    12

    Powers
    The Sargassum Fiend is immune to the Mental and Poison traits.
    If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.

    Monster 2
    Spoiler:
    Fever Sea Marauder
    Monster 3

    Traits
    Human
    Pirate
    Elite

    Check
    Combat
    17

    Powers
    After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.

    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:
    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.

    Monster 5
    Spoiler:
    Coral Golem
    Monster 4

    Traits
    Construct
    Golem

    Check
    Combat
    19

    Powers
    You may not play spells that have the Attack trait.
    If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    Hull Damage
    Barrier 1

    Traits
    Obstacle
    Aquatic
    Veteran

    Check
    Intelligence
    Craft
    6

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

    Barrier 3
    Spoiler:
    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 4
    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.

    Barrier 5
    Spoiler:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Random Weapons:
    Weapon 1
    Spoiler:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Weapon 2
    Spoiler:
    Dagger Pistol +1
    Weapon 2

    Traits
    Knife
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Weapon 3
    Spoiler:
    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.

    Weapon 4
    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 5
    Spoiler:
    Falcata +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

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

    Random Spells:
    Spell 1
    Spoiler:
    Wall of Fire
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 2
    Spoiler:
    Rage
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    Display this card next to the deck of a character at your location; you may play this card during her check. 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 3
    Spoiler:
    Divine Fortune
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.

    Spell 4
    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 5
    Spoiler:
    Rage
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    Display this card next to the deck of a character at your location; you may play this card during her check. 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:
    Reflecting Buckler
    Armor 5

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 2
    Spoiler:
    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:
    Reflecting Buckler
    Armor 5

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 4
    Spoiler:
    Breastplate of the Deep
    Armor 5

    Traits
    Heavy Armor
    Magic
    Aquatic

    Check
    Constitution
    Fortitude
    11

    Powers
    Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

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

    Random Items:
    Item 1
    Spoiler:
    Potion of the Ocean
    Item 3

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

    Powers
    Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.

    Item 2
    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 3
    Spoiler:
    Sniper Goggles
    Item 4

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Ranged
    Perception
    13

    Powers
    Reveal this card to add 4 to your Ranged combat or Perception check.

    Item 4
    Spoiler:
    Spyglass
    Item B

    Traits
    Object

    Check
    Wisdom
    Perception
    4

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

    Item 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:
    Albatross
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

    Powers
    Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.

    Ally 2
    Spoiler:
    Audessa Reyquio
    Ally 4

    Traits
    Human
    Aristocrat

    Check
    Dexterity
    Acrobatics
    7
    THEN
    Charisma
    Diplomacy
    10

    Powers
    Reveal this card to add 1 to your check. You may play another ally on this check.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Barefoot Samms Toppin
    Ally B

    Traits
    Human
    Rogue
    Pirate

    Check
    Charisma
    Diplomacy
    8

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

    Ally 4
    Spoiler:
    Pteranodon
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

    Powers
    On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.

    Ally 5
    Spoiler:
    Pteranodon
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

    Powers
    On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.

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

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing 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 Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Turn: 14 Aric/Greenclaw

    Top of Blessing Discard Pile: Blessing of the Gods

    Top Blessing:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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


    Blessings Remaining: 16
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 15 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 2 (Turn 16 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 17 Tarlin)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 18 Lini)
    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 5 (Turn 19 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 20 Hayato)
    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 21 Amaryllis)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 22 Tarlin)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 23 Lini)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 10 (Turn 24 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 11 (Turn 25 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 26 Amaryllis)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 27 Tarlin)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 14 (Turn 28 Lini)
    Spoiler:
    Blessing of Erastil
    Blessing C

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 29 Aric)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 30 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.

    Gannet Island
    At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
    When Closing: Discard 1d4 cards from the blessings deck.
    When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
    M:0 Ba:0 W:2 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
    Located here: Aric,
    Notes: Adelita Doloruso (villain!)

    Gannet Island Card 1:
    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.

    Gannet Island Card 2:
    Adelita Doloruso
    Villain Monster 5

    Traits
    Human
    Evoker
    Pirate

    Check
    Combat
    19
    THEN
    Combat
    22

    Powers
    Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
    After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.

    Gannet Island Card 3:
    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.

    Gannet Island Card 4:
    Flaming Longbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

    Gannet Island Card 5:
    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.

    Gannet Island Card 6:
    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.

    Holy Isle
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes: Storm displayed

    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

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

    Tempest Cay Card 1 - Symbol of Insanity:
    Symbol of Insanity
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Wisdom
    Divine
    14

    Powers
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

    Tempest Cay Card 2:
    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.

    Tempest Cay Card 3:
    Animate Water
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
    Discard this card to evade a bane that has the Aquatic trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Tempest Cay Card 4:
    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.

    Tempest Cay Card 5:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 6:
    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.

    Tempest Cay Card 7:
    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.

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

    Cannibal Isle Card 1:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Cannibal Isle Card 2:
    Gilbrok the Tongue
    Henchman Monster 5

    Traits
    Human
    Witch
    Pirate

    Check
    Combat
    18

    Powers
    If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
    If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cannibal Isle Card 3:
    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.

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

    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:2 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Lini, Hayato

    Sharkskin Reef Card 1:
    Giant Sea Anemone
    Monster 5

    Traits
    Animal
    Aquatic

    Check
    Combat
    20

    Powers
    The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
    If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

    Sharkskin Reef Card 2:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

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

    Sharkskin Reef Card 3:
    Kipper
    Henchman Monster 5

    Traits
    Human
    Rogue
    Pirate

    Check
    Combat
    19

    Powers
    Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character.
    If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6.
    If defeated, you may immediately attempt to close the location this hanchman came from.

    Sharkskin Reef Card 4:
    Galvo
    Monster 5

    Traits
    Aberration
    Aquatic
    Swarm

    Check
    Combat
    18

    Powers
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics check or be dealt 1d6 Electricity damage.
    If the check to defeat has the Fire trait, add 1d6 to it.
    If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.

    Sharkskin Reef Card 5:
    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.

    Sharkskin Reef Card 6:
    Cyclops
    Monster 4

    Traits
    Giant
    Cyclops

    Check
    Combat
    22

    Powers
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.

    Sharkskin Reef Card 7:
    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.


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

    Expecting Adelita to be upon him again at any moment, Aric ducks down to a lower hold and looks around for something that might be of use against her.

    Explore Gannet Isle

    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.


    Intelligence 10: 1d8 + 2 ⇒ (6) + 2 = 8 Fail

    Seeing a potion, he doesn't have time to check what its contents actually are, so decides against downing it. It could be poison, or maybe a vial of Amaryllis's perfume!

    He sighs in relief as he sees little Slip, sneaking around in the cabins. The little halfling gives him a wink as he stealthily keeps an eye out for the pirate captain.

    Discard (Recharge) Slip to examine top card of location: Adelita Doloruso!

    Slip suddenly starts gesturing frantically, pointing to the stairs leading up to the next deck. It seems Captain Deloruso is on her way down!

    Pausing here to discuss whether we are ready to have an encounter with the villain right now. With Slip, Aric has the choice to put the villain on the bottom of the deck or pass a Knowledge 7 check to leave her on top. For the encounter he can switch to the Red Raven but will probably need to use all the available blessings at the table (I count 3) to get through the BYA check and the two Combat checks confidently.


    Amaryllis' Deck

    Out-of-turn temp close check of Tempest Cay:
    Discard Fire Snake for 1d12+6 against Intelligence 7 check (auto-succeed)
    Tempest Cay is temporarily closed
    Spell Recharge - Arcane 8: 1d12 + 6 ⇒ (4) + 6 = 10 recharged

    Amaryllis wrote:

    Hand: Ice and Fire, Vampire Bat, Gem of Mental Acuity, Blessing of the Gods 2, Cut-Throat Grok (acquired), Blessing of the Gods 1,

    Displayed:
    Deck: 12 Discard: 4 Buried: 0
    Notes: All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5A: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [ X ] +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 [ X ] +3 [ X ] +4
    Arcane: Charisma +2

    Favored Card: Spell
    Hand Size 6 [ X ] 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 ( [ ] or a random card from your discard pile) 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.
    [ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
    [ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).


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

    Ok, sounds like consensus from the chat is that we're going for this. But first I still need to make the check to even put the villain on top of the location, so it may all be moot.
    Knowledge 7 to put villain on top: 1d8 + 4 ⇒ (6) + 4 = 10
    Explore

    Adelita Doloruso:

    Villain Monster 5

    Traits
    Human
    Evoker
    Pirate

    Check
    Combat
    19
    THEN
    Combat
    22

    Powers
    Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
    After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.

    Slip and Aric give each other pre-arranged signals and little halfling causes a diversion, calling out curses to the pirate captain as ducks in and out of sight. This gives Aric just the time he needs to pop into the nearest cabin and take off his outer garments. Taking on an imposing and fearsome pirate with magical powers. Definitely a job for...The Red Raven!

    Using Aric's when any character encounters a villain or a henchman power, switching to the Red Raven.


    1 person marked this as a favorite.
    Character Deck Upgrade Prefs: Blessing 3/2 > Weapon 3 > Item 3 > Armor 3 > Ally 3/2

    Had villain encounter spoilered, but just saw Tarlin made his check and Lini had already said she'd discard an ally, so unspoilering for general release.

    Using Blessing of Sivanah from Lini
    BYA Acrobatics 12: 2d10 + 5 ⇒ (8, 6) + 5 = 19 Only 2 damage
    Discard Mask of Stolen Mien and Blighted Myrmidon
    Other Random Occupied Location: 1d3 ⇒ 2 Cannibal Isle
    Tarlin must attempt a Dexterity or Acrobatics 12 check. If he succeeds he's dealt 2 Fire damage; if he fails he's dealt 1d4+1 Fire damage.

    As Adelita finally makes her way down the stairs, she spots the masked vigilante and snarls. "Ah, I've 'eard you were on board. I've been lookin' for the chance ta defeat the famed Red Raven. A bit shorter than I expected but at least you look pleased ta see me! Here, catch this, little birdy!" She shoots a ball of fire out of her hand which The Red Raven only barely manages to duck underneath. As the wood panels behind him catch fire he still gets a bit singed, but it definitely could have been worse. Up on deck he hears the sounds of combat breaking out and hopes his companions are faring all right as well.

    As the one armed woman readies another burst of magical fire, she raises her hooked hand as if ready to strike. Seeing the moment is right, the Red Raven lunges forward with his smaller backsword, swinging at the pirate's hooked arm.

    Using Blessing of Sivanah from Tarlin. Reveal and Discard Menacing Backsword +1
    Combat 19: 2d10 + 6 + 1d6 + 1 + 2d4 ⇒ (7, 4) + 6 + (6) + 1 + (3, 1) = 28

    The woman's hooked hand goes rattling across the deck and she screams out in anger and pain. Her eyes seem to glow with rage and her inner magic as she lets out a roar and raises a glowing hand to send another burst of fire straight into the vigilante from point blank range. The Red Raven is ready for the counter-strike, however, and feints to the right before swinging a second sword from the left with his off-hand, in an arc up and under and into the pirate's ribcage.

    Using Blessing of the Gods from Amaryllis. Reveal and Discard Captain's Cutlass. Discard Quick-Change Mask to add 1d8 with Red Raven's power.
    Combat 22: 1d10 + 1d12 + 6 + 1d6 + 1 + 1d8 + 1d8 ⇒ (10) + (1) + 6 + (4) + 1 + (6) + (2) = 30 Defeated! No cards left in hand to take the AYA damage. Pending temp closes check, that could be the win!

    With a burst of magical flames, the pirate's heart is pierced by The Red Raven's blade. She tumbles down onto the decks, and the vigilante, exhausted himself, slumps down beside her onto his knees. "Holy, fireballs! She was almost too hot to handle!"

    THE WIN!


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

    DC 6 STR check to temp close Cannibal Isle: 1d10 + 3 ⇒ (9) + 3 = 12


    DEVELOPMENT:
    Your cutlass rests at Doloruso’s throat as she kneels before you. “Captain’s orders,” she sullenly snarls. “We weren’t here looking for you, though. We were hunting some upstart landlubbers who think they’re pirates. You just got in the way.” Well, at least you didn’t put the wind up two of the most infamous pirates to sail the Shackles. Still, something’s not right. When Doloruso saw that someone accidentally got in the way of her plans, she decided to make sure there were no witnesses. That’s positively cutthroat, not to mention seriously lacking in style.

    Since you don’t want the wrath of Harrigan bearing down on you, perhaps it would be prudent to let his first mate go on about her business. She’s generously offered you a promising map and some information about a shrine to some old god. It’s just waiting to be plundered, which is just what you need, since your crew never gets tired of plunder.

    SCENARIO REWARD:
    Each character draws a blessing from the box.

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

    ACQUIRED CARDS:
    Weapon 5 Keen Rapier +3
    Item 4 Net of Snaring
    Item B Ruby of Charisma
    Ally 1 Cut-Throat Grok
    Ally 3 Dindreann
    Blessing 3 Blessing of Kelizandri


    Amaryllis' Deck

    Scenario Reward:
    Random Blessing: 1d29 ⇒ 2 Blessing of Pharasma (Blessing B) - sure!
    Swap in for Blessing of the Spellbound

    Tier Reward:
    Skill feat: Dexterity [ X ] +2

    Deck Upgrades:
    Item 4: 1d1000 ⇒ 376 Wand of Treasure Finding
    Blessing 3: 1d1000 ⇒ 368 Blessing of Qi Zhong


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

    random B-5 blessing: 1d19 ⇒ 1 haha, Blessing of the Gods, I'll pass.

    Skill feat: Wisdom d8 [x] +1 [x] +2 [x] +3

    Ally 3: 1d1000 ⇒ 896 Evangelist


    Random Blessing from Ultimate Combat: 1d15 ⇒ 2 Gorum, pass
    Deck Upgrade
    Weapon 5: 1d1000 ⇒ 774
    Item 4: 1d1000 ⇒ 8

    Skill feat: Strength [X]+4


    Hayato will take whatever is leftover - looks like that is the Blessing 3? If not, he'll take the Ally 1.


    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

    blessings: 1d28 ⇒ 28 blessing of the starsong pass

    Pass on deck upgrades

    skill feat Str +1


    0-5B: THE PLAY’S THE THING
    Adelita Doloruso’s information led you back to Hell Harbor, but this time, you’re staying out of the taverns. No more rum, no more old men telling tales. You’ve learned your lesson. Yessir.

    To pass the time while you wait on an informant, you wander along the waterfront and come across a ramshackle building with a sign out front that reads “THEATER OF CORRUPTION —SHOWS NIGHTLY AT DUSK. BE AFRAID.” Now that sounds like as good a time as you can have sober!

    You return at nightfall, pay your handful of coppers, and sit down. As the curtain goes up, you are startled to see an amazingly realistic combat acted out between a human in filthy, scruffy rags and a player dressed as a massive spiny devil. It’s an impressive costume—you can’t see any seams or eye holes. The props department in this place must be worth its weight in gold.

    With a yell and a heave, the barbarian smashes the devil downstage, and it lands with bone-crushing impact on the front row. Screams ring out, blood f lies, and you realize that the devil is real. Everybody’s screaming and shoving, and unless somebody takes control of this situation soon, nobody will be escaping this place alive.

    VILLAIN:
    ISAWYN THE DIVA
    HENCHMEN:
    GOREBEARD TRENCH
    LADY NIGHTSHADE
    SENTINEL DEVILS
    LOCATIONS
    1 THEATER OF CORRUPTION
    1 SAFE HOUSE
    1 HOUSE OF STOLEN KISSES
    2 TORTURE PIT
    3 FESTHALL
    4 TENGU ROOKERY
    5 MERCHANT MARINE
    6 CHAPEL

    DURING THIS SCENARIO:

  • Choose a class 5 or lower ship.
  • Your ship is anchored at the Theater of Corruption
  • When you acquire an ally from a location deck, put it under this card.


  • During This Adventure:
    Loot || Ships || Summoned Banes || Hand Summaries

    During This Scenario:
    0-5B: THE PLAY’S THE THING

  • Choose any Class 5 or lower ship as your ship: Kraken
  • Kraken: Reduce Structural damage to this ship by 2.
  • Kraken: You may discard a card from the blessings deck to add 1d12 to your Strength check.
  • Your ship is anchored at the Theater of Corruption
  • When you acquire an ally from a location deck, put it under this card.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Marine
    Monster B

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

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

    Monster 2
    Spoiler:
    Cyclops
    Monster 4

    Traits
    Giant
    Cyclops

    Check
    Combat
    22

    Powers
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.

    Monster 3
    Spoiler:
    Giant Sea Anemone
    Monster 5

    Traits
    Animal
    Aquatic

    Check
    Combat
    20

    Powers
    The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
    You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
    If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

    Monster 4
    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 5
    Spoiler:
    Sea Troll
    Monster 5

    Traits
    Troll
    Aquatic

    Check
    Combat
    20

    Powers
    If the check to defeat has the Fire trait, add 1d8 to it.
    If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.

    Random Barriers:
    Barrier 1
    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 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.

    Barrier 2
    Spoiler:
    Symbol of Insanity
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Wisdom
    Divine
    14

    Powers
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

    Barrier 3
    Spoiler:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

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

    Barrier 4
    Spoiler:
    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:
    Sabotage
    Barrier 5

    Traits
    Task
    Fire

    Check
    Dexterity
    Disable
    Wisdom
    Perception
    12

    Powers
    If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. 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:
    Humanbane Gladius +2
    Weapon 5

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 2
    Spoiler:
    Falcata +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 3
    Spoiler:
    Spellsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Arcane
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Weapon 4
    Spoiler:
    Animalbane Dagger +1
    Weapon 1

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    7

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

    Weapon 5
    Spoiler:
    Icy Boarding Pike +1
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

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

    Random Spells:
    Spell 1
    Spoiler:
    Animated Weapon
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

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

    Spell 2
    Spoiler:
    Safe Harbor
    Spell 2

    Traits
    Magic
    Arcane
    Healing

    Check
    Magic
    Arcane
    Healing
    8

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

    Spell 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:
    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 5
    Spoiler:
    Raise Dead
    Spell 5

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

    Powers
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    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 2
    Spoiler:
    Fortified Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Reflecting Buckler
    Armor 5

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 4
    Spoiler:
    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:
    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.

    Random Items:
    Item 1
    Spoiler:
    Potion of the Ocean
    Item 3

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

    Powers
    Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.

    Item 2
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 3
    Spoiler:
    Spyglass
    Item B

    Traits
    Object

    Check
    Wisdom
    Perception
    4

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

    Item 4
    Spoiler:
    Ring of Rat Fangs
    Item 4

    Traits
    Accessory
    Magic
    Healing

    Check
    Constitution
    Fortitude
    10

    Powers
    If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile.

    Item 5
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Random Allies:
    Ally 1
    Spoiler:
    Ambrose "Fishguts" Kroop
    Ally 1

    Traits
    Human
    Rogue
    Pirate

    Check
    Charisma
    Diplomacy
    6

    Powers
    Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Ally 2
    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 3
    Spoiler:
    Rotgut
    Ally 2

    Traits
    Animal
    Pirate

    Check
    Wisdom
    Survival
    8

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

    Ally 4
    Spoiler:
    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.

    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 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 Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of 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 Gorum

    Top Blessing:
    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 Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Amaryllis)
    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 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 Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 4 (Turn 5 Aric)
    Spoiler:
    Blessing of 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 5 (Turn 6 Hayato)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 7 Amaryllis)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 8 (Turn 9 Lini)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 9 (Turn 10 Aric)
    Spoiler:
    Blessing of 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 11 Hayato)
    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 12 Amaryllis)
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 14 Lini)
    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 14 (Turn 15 Aric)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing C

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 16 Hayato)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you 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 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 18 Tarlin)
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 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 Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you 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 Milani
    Blessing C

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 22 (Turn 23 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 23 (Turn 24 Lini)
    Spoiler:
    Blessing of Norgorber
    Blessing 5

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    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 acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 24 (Turn 25 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 25 (Turn 26 Hayato)
    Spoiler:
    Blessing of Norgorber
    Blessing 5

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    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 acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 26 (Turn 27 Amaryllis)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 27 (Turn 28 Tarlin)
    Spoiler:
    Blessing of 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 28 (Turn 29 Lini)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 29 (Turn 30 Aric)
    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.

    Theater of Corruption
    At This Location: After you play an ally, banish it.
    When Closing: Choose a random other location and succeed at its When Closing requirement.
    When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
    M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:2 Bl:0 ?:1
    Notes: Kraken anchored here.

    Theater of Corruption Card 1:
    Crown of Swords
    Item 2

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    Melee
    8

    Powers
    Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.

    Theater of Corruption Card 2:
    Besmaran Priest
    Ally C

    Traits
    Human
    Cleric
    Pirate

    Check
    Divine
    Charisma
    Diplomacy
    6

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

    Theater of Corruption Card 3:
    Sword Cane Pistol +2
    Weapon 4

    Traits
    Firearm
    Ranged
    Piercing
    Reliable
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.

    Theater of Corruption Card 4:
    Charm Animal
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Bury this card to draw 1 random Animal ally from the box and add it to your hand.
    If you do not have either the Arcane or Divine skill, banish this card after playing it.

    Theater of Corruption Card 5:
    Canopy Creeper
    Monster 2

    Traits
    Plant

    Check
    Combat
    12

    Powers
    The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
    If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
    Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.

    Theater of Corruption Card 6:
    Giant Rock Crab
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    13

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

    Theater of Corruption Card 7:
    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.

    Theater of Corruption Card 8:
    Pteranodon
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

    Powers
    On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.

    Theater of Corruption Card 9:
    Gorebeard Trench
    Henchman Monster 5

    Traits
    Human
    Barbarian

    Check
    Combat
    22

    Powers
    If this is not the first exploration of your turn, Gorebeard Trench may not be evaded.
    If you play a weapon, the difficulty of the check to defeat is increased by 5.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Theater of Corruption Card 10:
    Ambush
    Barrier C

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Safe House
    At This Location: At the start of your turn, you may exchange a card to examine the top card of the location deck; then you may shuffle it.
    When Closing: You may close this location automatically.
    When Permanently Closed: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
    M:0 Ba:3 W:0 Sp:0 Ar:3 I:0 Al:3 Bl:0 ?:1

    Safe House Card 1:
    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.

    Safe House Card 2:
    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.

    Safe House Card 3:
    Fortified Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Safe House Card 4:
    Breastplate of the Deep
    Armor 5

    Traits
    Heavy Armor
    Magic
    Aquatic

    Check
    Constitution
    Fortitude
    11

    Powers
    Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Safe House Card 5:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal 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.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Safe House Card 6:
    Sabotage
    Barrier 5

    Traits
    Task
    Fire

    Check
    Dexterity
    Disable
    Wisdom
    Perception
    12

    Powers
    If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Safe House Card 7:
    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.

    Safe House Card 8:
    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.

    Safe House Card 9:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

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

    Safe House Card 10:
    Isawyn the Diva
    Villain Monster 5

    Traits
    Human
    Bard

    Check
    Combat
    21
    OR
    Arcane
    15

    Powers
    Before you act, succeed at a Wisdom 11 check or you may not play cars that have the Attack trait or weapons.

    House of Stolen Kisses
    At This Location: When you acquire an ally, discard a card.
    When Closing: Succeed at a Dexterity or Acrobatics 7 check.
    When Permanently Closed: On closing, add a random card from your discard pile to your hand.
    M:1 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:4 Bl:0 ?:1

    House of Stolen Kisses Card 1:
    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.

    House of Stolen Kisses Card 2:
    Lady Nightshade
    Henchman Monster 5

    Traits
    Outsider
    Illusionist

    Check
    Combat
    19

    Powers
    Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
    If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
    If defeated, you may immediately attempt to close the location this henchman came from.

    House of Stolen Kisses Card 3:
    Blazing Servant
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this 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 14 check to recharge this card instead of discarding it.

    House of Stolen Kisses Card 4:
    Ederleigh Baines
    Ally 4

    Traits
    Human
    Rogue
    Pirate

    Check
    Charisma
    Diplomacy
    10

    Powers
    Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    House of Stolen Kisses Card 5:
    Wall of Fire
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    House of Stolen Kisses Card 6:
    Treasure Hunt
    Barrier B

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

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

    House of Stolen Kisses Card 7:
    Port Peril Corsair
    Monster 2

    Traits
    Elf
    Pirate
    Veteran

    Check
    Combat
    13

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

    House of Stolen Kisses Card 8:
    Royster McCleagh
    Ally 2

    Traits
    Human
    Fighter
    Pirate

    Check
    Charisma
    Diplomacy
    7

    Powers
    Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile. You may not use this power more than once per turn.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    House of Stolen Kisses Card 9:
    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.

    House of Stolen Kisses Card 10:
    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.

    Torture Pit
    At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
    When Closing: Succeed at a Dexterity or Acrobatics 11 check.
    When Permanently Closed: On closing, bury a card.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:2 Bl:0 ?:1

    Torture Pit Card 1:
    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.

    Torture Pit Card 2:
    Speed
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Torture Pit Card 3:
    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.

    Torture Pit Card 4:
    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.

    Torture Pit Card 5:
    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.

    Torture Pit Card 6:
    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.

    Torture Pit Card 7:
    Crimson Cogward
    Ally 1

    Traits
    Human
    Rogue
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    7

    Powers
    Discard this card and bury another card to succeed at your check to acquire a boon.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Torture Pit Card 8:
    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.

    Torture Pit Card 9:
    Sentinel Devil
    Henchman Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    20

    Powers
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Torture Pit Card 10:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

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

    Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M:2 Ba:0 W:2 Sp:1 Ar:0 I:1 Al:2 Bl:1 ?:1

    Festhall Card 1:
    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.

    Festhall Card 2:
    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.

    Festhall Card 3:
    Norgorber Cultist
    Monster 5

    Traits
    Elf
    Cultist

    Check
    Combat
    19

    Powers
    If undefeated, discard the top 1d4 cards of the blessings deck.

    Festhall Card 4:
    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.

    Festhall Card 5:
    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.

    Festhall Card 6:
    Rage
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    Display this card next to the deck of a character at your location; you may play this card during her check. 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.

    Festhall 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.

    Festhall Card 8:
    Cannoneer
    Monster 3

    Traits
    Human
    Pirate
    Elite

    Check
    Combat
    17

    Powers
    All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
    Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
    If the check to defeat has the Swashbuckling trait, add 1d8 to it.

    Festhall Card 9:
    Monkey
    Ally 3

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    9

    Powers
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.

    Festhall Card 10:
    Sentinel Devil
    Henchman Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    20

    Powers
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.

    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:
    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.

    Tengu Rookery Card 2:
    Trident +2
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.

    Tengu Rookery Card 3:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

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

    Tengu Rookery Card 4:
    Sentinel Devil
    Henchman Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    20

    Powers
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tengu Rookery Card 5:
    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.

    Tengu Rookery Card 6:
    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.

    Tengu Rookery Card 7:
    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.

    Tengu Rookery Card 8:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Tengu Rookery Card 9:
    Nirento
    Monster 2

    Traits
    Plant

    Check
    Combat
    11

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

    Tengu Rookery Card 10:
    Ring of Regeneration
    Item 5

    Traits
    Accessory
    Magic
    Healing

    Check
    Constitution
    Fortitude
    Divine
    11

    Powers
    At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
    At the end of your turn, reveal this card to recharge 1 random card from your discard pile.

    Merchant Marina
    At This Location: Add the adventure deck number of the current scenario to your checks to acquire bons and checks to defeat banes.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, each character at this location must discard a card.
    M:1 Ba:1 W:2 Sp:0 Ar:1 I:3 Al:1 Bl:0 ?:1

    Merchant Marina Card 1:
    Phantom Fog
    Barrier 5

    Traits
    Obstacle
    Weather

    Check
    Wisdom
    Survival
    15

    Powers
    If undefeated, move to a random open location and shuffle this card into that location.

    Merchant Marina Card 2:
    Alchemical Glue
    Item 1

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

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

    Merchant Marina Card 3:
    Crystal of Healing Hands
    Item 3

    Traits
    Accessory
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
    After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.

    Merchant Marina Card 4:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal 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.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Merchant Marina Card 5:
    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.

    Merchant Marina Card 6:
    Flaming Longbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

    Merchant Marina Card 7:
    Dagger Pistol +1
    Weapon 2

    Traits
    Knife
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Merchant Marina Card 8:
    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.

    Merchant Marina Card 9:
    Sentinel Devil
    Henchman Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    20

    Powers
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Merchant Marina Card 10:
    Mase Darimar
    Ally 4

    Traits
    Half-Elf
    Druid
    Captain
    Pirate

    Check
    Wisdom
    Perception
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.


  • Reward from previous scenario: Exchange Blessing of the Samurai for Blessing of Shizuru

    Starting Hand:

    Hayato wrote:

    Hand: Katana +1, Blessing of the Lord in Iron, Frost Lance +2, Camel, Surgeon,

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Notes: Shirt re-roll used, Scenario 0-5A N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d8 [X] +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).
    [X] When you are the only character at your location, add 1 [X]2 to your checks

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

    Hayato will start at Festhall


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

    Tarlin will start at the Merchant Marina .

    Tarlin wrote:

    Hand: Blessing of Iomedae, Chainmail of Cold Resistance, Greatclub +3, Major Cure, Elven Chain Shirt, Blessing of Milani,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes: Belt of Giant Strength is Impossible Bottle. Blessing(s) available if needed.

    Skills and Powers:
    SKILLS

    Strength d10 [x] +1 [x] +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 [x] +2 [x] +3
    Divine: WIS +1
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Weapon
    Hand Size 4 [x] 5 [x] 6 [ ] 7
    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 ([x] +2) 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.
    * You may recharge a weapon to recharge a random card from your discard pile.
    * When a character plays a blessing on your combat or Charisma check, that character may recharge a random card from her discard pile; if the played blessing is Blessing of Iomedae, the character may first recharge the blessing.
    <Power 5>


    Amaryllis' Deck

    After starting at Theatre of Corruption, Amaryllis plans to move to House of Stolen Kisses.

    Amaryllis wrote:

    Hand: Blessing of the Gods 2, Fire Snake, Cloudburst, Incanter, Blessing of Pharasma 1, Surgeon, Pyrotechnic Blast,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes: All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5B: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [ X ] +1 [ X ] +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 [ X ] +3 [ X ] +4
    Arcane: Charisma +2

    Favored Card: Spell
    Hand Size 6 [ X ] 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 ( [ ] or a random card from your discard pile) 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.
    [ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
    [ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).


    Turn 1: Hayato/Blessing of Gorum
    Move to Festhall
    Explore Festhall card #1: Onyx of Constitution

    Hayato has never been a fan of the theatre. He dislikes artifice and duplicity, and as far as the samurai can tell tell is precisely what the theatre is for. Once the battle begins, however, he changes his opinion somewhat. After all, it turns out that this particular show was precisely what it pretended to be.

    The ronin goes to intercept the demon or whatever it is, but is flung though the wall by a powerful swing. It looks like this new room, next door to the theatre, is some kind of dining hall. As the dazed samurai moves to get up, his hand falls upon some sort of black gem. What is this thing doing on the floor of a hall of festivities?

    Constitution 7 to acquire Onyx of Constitution: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6

    A heavy form crashes into him just as he is examining the gem, however, and the thing skitters across the floor to get lost among the feet of the stampeding crowd.

    Discard Falcon to explore Fest Hall card #2: Zul

    Bodies are flying everywhere, accompanied by the sounds of screaming and yelling. One stout warrior directly in front of Hayato has his head knocked in by a flagon of ale; the poor man's polearm clattering to the floor.

    Melee 12 to acquire Zul: 1d10 + 2 + 4 + 2 ⇒ (3) + 2 + 4 + 2 = 11

    Hayato helps the warrior back to his feet and puts his weapon in his hand. The dazed man charges back into the fray.

    Reveal Surgeon to shuffle Falcon back into deck, then recharge Surgeon. Reset hand and end turn.

    Hayato wrote:

    Hand: Katana +1, Blessing of the Lord in Iron, Frost Lance +2, Hatchetbird, Blessing of Shizuru,

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Notes: Blessings as needed. Shirt re-roll used, Scenario 0-5A N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d8 [X] +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).
    [X] When you are the only character at your location, add 1 [X]2 to your checks

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


    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 wrote:

    Hand: Vulture, Blessing of Milani, Mastiff, Cure, Snow leopard, Flaming scimitar +1,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes: Blessing avaiable Pharasma 2 dice to any check that has a spell applied, Sivanah 2 dice to int and cha checks, Erastil 2 dice to any fex based combat check Thoth 2 dice to Non Combat wisdom or any cold check. Snow leopard can be recharged to add 1d4 to any combat check Gozreh 2 on check to close
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [X5 ]+1 [ ]+2 [ ]+3
    Dexterity d6 [ ]+1 [ ]+2 [ ]+3
    Constitution d8 [AR ]+1 [ ]+2 [ ] +3
    Fortitude +2 d8+2
    Intelligence d6 [ ]+1
    Wisdom d10 [X1 ]+1 [X2 ]+2 [X3 ]+3 [X4]+4
    Divine +2 d10+6
    Survival +2 d10+6
    Charisma d8 [ ]+1

    Hand Size 5 [X3 ] 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
    "□ When you succeed at a check to recharge a spell that has the Attack trait, you may
    put it on top of your deck instead."
    □ Recharge a card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (□ 2).
    X Add 2 (□ 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).
    □ If you defeat a monster that has the Aquatic trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to any combat check at your location.


    Amaryllis' Deck

    Start of turn: flip BoGorum
    Move to House of Stolen Kisses

    In the madness and fray that ensues from the all-to-real play, Amaryllis spies a dark figure leaving the hall and heading out into the street. She follows the figure to a back entrance at the House of Stolen Kisses. Making her way inside, she keeps her eye out for trouble.

    Free explore of card #1:

    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.


    Dexterity 4: 1d8 + 2 ⇒ (1) + 2 = 3 failed to acquire, banish

    As she heads inside, a handsome looking aristocrat approaches her with a pair of matching drinks in hand. "The name's Hinsin, but most people call me..." Amaryllis rudely interrupts him with a hand in his face. "Sorry, bub. You're not who I'm after." Heartbreak walks away somewhat dejectedly looking for his next target to woo.

    Discard Incanter to explore card #2:

    Lady Nightshade:

    Henchman Monster 5
    Traits
    Outsider
    Illusionist

    Check
    Combat
    19

    Powers
    Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
    If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
    If defeated, you may immediately attempt to close the location this henchman came from.


    Discard Cloudburst to ignore the BYA power
    Combat 19: 1d12 + 6 + 3d6 ⇒ (5) + 6 + (4, 3, 6) = 24 defeated, but roll 1d6 for using a spell
    Roll 1d6, on 1 or 2 start check over: 1d6 ⇒ 6 remains defeated
    Spell Recharge - Arcane 13: 1d12 + 6 ⇒ (5) + 6 = 11 discarded

    Amaryllis spies her wizard friend at the back of the room. She is waving her over and pointing in desperation toward a curtain leading to a dark hallway. As Amaryllis approaches, she spies the dark figure heading down the hallway and out the back door again. She follows and summons some dark, heavy clouds. At the first crack of lightning, the dark figure turns around revealing herself as the outsider Lady Nightshade. She strikes out at Amaryllis but before she can land a blow, with a KRAK Amaryllis summons a bolt of lightning that strikes the outsider dead.

    Discard BoPharasma for location close check:
    Acrobatics 7: 2d8 + 4 ⇒ (1, 2) + 4 = 7 succeeded, location closed
    WPC power: Random card from discard added to hand - Cloudburst
    After the encounter, Cloudburst moves Amaryllis to Tengu Rookery
    Reveal Surgeon to shuffle in random discarded card: Incanter
    Recharge Surgeon
    Discard BotGods to explore Tengu Rookery card #1:

    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.


    Discard Fire Snake to use Arcane skill to auto-succeed check to acquire
    Spell Recharge - Arcane 8: 1d12 + 6 ⇒ (8) + 6 = 14 recharged

    The ensuing downpour chases Amaryllis into the closest door she can find. She looks up at the startled crow-like faces around her and realizes she's ended up in the Tengu Rookery. One of them, seeing her soaked and bedraggled, takes pity on her and hands her a vial with a strange potion.

    At end of turn, examine top card of Torture Pit (Tengu Rookery location power):
    Old Salt (Ally B)
    Reset hand and end turn

    Amaryllis wrote:

    Hand: Cloudburst, Pyrotechnic Blast, Potion of Heroism (acquired), Blessing of Nethys, Scrying, Dimension Leap, Letter of Marque (Loot),

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Notes: All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5B: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [ X ] +1 [ X ] +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 [ X ] +3 [ X ] +4
    Arcane: Charisma +2

    Favored Card: Spell
    Hand Size 6 [ X ] 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 ( [ ] or a random card from your discard pile) 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.
    [ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
    [ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).


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

    Aric starting at Theatre of Corruption.

    Aric/The Red Raven wrote:

    Hand: Blessing of the Midnight Lord, Slip, Mask of Stolen Mien, Menacing Backsword +1, Evangelist, Blighted Myrmidon,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes: Use blessings as needed. Reroll used: N
    Sideboard cards: Blessing of Abadar, Blessing of Zon-Kuthon, Dreamstalker,

    Skills and Powers:
    SKILLS

    Aric
    Strength d6 [X]+1 [ ]+2
    Dexterity d4 [ ]+1
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [X]+1 [X]+2 [ ]+3
    Knowledge: Intelligence +2
    Wisdom d8 [X]+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) ([X]or when a character encounters a villain or henchman), 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 ([X] 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.
    [X] You may discard a card to evade a bane you encounter

    The Red Raven
    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [X]+1 [X]+2 [X]+3 [X]+4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [ ]+1 [ ]+2 [ ]+3
    Wisdom d8 [X]+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) ([X} or when you defeat a monster), 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. ([X] If it is a monster, you may encounter it).
    [X] On your combat check, you may discard a card that has the Accessory or Clothing trait or an Armor to add 1d8


    During This Adventure:
    Loot || Ships || Summoned Banes || Hand Summaries

    During This Scenario:
    0-5B: THE PLAY’S THE THING

  • Choose any Class 5 or lower ship as your ship: Kraken
  • Kraken: Reduce Structural damage to this ship by 2.
  • Kraken: You may discard a card from the blessings deck to add 1d12 to your Strength check.
  • Your ship is anchored at the Theater of Corruption
  • When you acquire an ally from a location deck, put it under this card.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Cyclops
    Monster 4

    Traits
    Giant
    Cyclops

    Check
    Combat
    22

    Powers
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.

    Monster 2
    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 3
    Spoiler:
    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.

    Monster 4
    Spoiler:
    Shackles Pirate
    Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

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

    Monster 5
    Spoiler:
    Sea Serpent
    Monster 5

    Traits
    Animal
    Aquatic

    Check
    Combat
    21

    Powers
    The Sea Serpent is immune to the Cold and Fire traits.
    If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
    After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.

    Random Barriers:
    Barrier 1
    Spoiler:
    Sabotage
    Barrier 5

    Traits
    Task
    Fire

    Check
    Dexterity
    Disable
    Wisdom
    Perception
    12

    Powers
    If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Barrier 2
    Spoiler:
    Dead Man's Chest
    Barrier C

    Traits
    Cache
    Lock
    Pirate

    Check
    Dexterity
    Disable
    11
    OR
    Strength
    Melee
    13

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

    Barrier 3
    Spoiler:
    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. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated

    Barrier 4
    Spoiler:
    Symbol of Insanity
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Wisdom
    Divine
    14

    Powers
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

    Barrier 5
    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 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.

    Random Weapons:
    Weapon 1
    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.

    Weapon 2
    Spoiler:
    Sharpshooter's Blade
    Weapon 3

    Traits
    Knife
    Melee
    Piercing
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1.
    When playing another weapon, if it has the Firearm trait, you may reveal this card to add 1d4 and the Magic trait to your combat check.

    Weapon 3
    Spoiler:
    Humanbane Crossbow +2
    Weapon 3

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.

    Weapon 4
    Spoiler:
    Saltbox
    Weapon 4

    Traits
    Firearm
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    Craft
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Weapon 5
    Spoiler:
    Blasting Pistol +2
    Weapon 5

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    13

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force 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 check.
    If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

    Random Spells:
    Spell 1
    Spoiler:
    Animated Weapon
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

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

    Spell 2
    Spoiler:
    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:
    Righteousness
    Spell 5

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 4
    Spoiler:
    Holy Feast
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    13

    Powers
    Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.

    Spell 5
    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.

    Random Armors:
    Armor 1
    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.

    Armor 2
    Spoiler:
    Reflecting Buckler
    Armor 5

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 3
    Spoiler:
    Fortified Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy 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:
    Shark Skin Armor
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

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

    Random Items:
    Item 1
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

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

    Item 2
    Spoiler:
    Potion of the Ocean
    Item 3

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

    Powers
    Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.

    Item 3
    Spoiler:
    Bottled Lightning
    Item 5

    Traits
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Item 4
    Spoiler:
    Wand of Flame
    Item 2

    Traits
    Wand
    Attack
    Fire
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Item 5
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Random Allies:
    Ally 1
    Spoiler:
    Sefina
    Ally 4

    Traits
    Nymph
    Nereid

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

    Powers
    Bury this card to evade your encounter.
    Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.

    Ally 2
    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 3
    Spoiler:
    Albatross
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

    Powers
    Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.

    Ally 4
    Spoiler:
    Barracuda Aiger
    Ally 5

    Traits
    Half-elf
    Rogue
    Captain
    Pirate

    Check
    Dexterity
    Ranged
    9
    THEN
    Charisma
    Diplomacy
    12

    Powers
    If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
    Banish this card and recharge another card to examine your location deck.

    Ally 5
    Spoiler:
    Lady Cerise Bloodmourn
    Ally 4

    Traits
    Human
    Aristocrat
    Captain
    Pirate

    Check
    Intelligence
    Knowledge
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    Bury this card and recharge another card to succeed at your check to close a location.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of 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 3
    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 4
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Turn: 3 Tarlin/Thunderspirit

    Top of Blessing Discard Pile: Blessing of 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 Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 2 (Turn 5 Aric)
    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 3 (Turn 6 Hayato)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 7 Amaryllis)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 6 (Turn 9 Lini)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 7 (Turn 10 Aric)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 8 (Turn 11 Hayato)
    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 12 Amaryllis)
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 14 Lini)
    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 12 (Turn 15 Aric)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing C

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 16 Hayato)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you 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 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 18 Tarlin)
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 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 Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you 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 Milani
    Blessing C

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessings Deck Card 19 (Turn 22 Amaryllis)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 20 (Turn 23 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 21 (Turn 24 Lini)
    Spoiler:
    Blessing of Norgorber
    Blessing 5

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    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 acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 22 (Turn 25 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 23 (Turn 26 Hayato)
    Spoiler:
    Blessing of Norgorber
    Blessing 5

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    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 acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 24 (Turn 27 Amaryllis)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 25 (Turn 28 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 26 (Turn 29 Lini)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 27 (Turn 30 Aric)
    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.

    Theater of Corruption
    At This Location: After you play an ally, banish it.
    When Closing: Choose a random other location and succeed at its When Closing requirement.
    When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
    M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:2 Bl:0 ?:1
    Located here: Tarlin, Lini, Aric
    Notes: Kraken anchored here.

    Theater of Corruption Card 1:
    Crown of Swords
    Item 2

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    Melee
    8

    Powers
    Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.

    Theater of Corruption Card 2:
    Besmaran Priest
    Ally C

    Traits
    Human
    Cleric
    Pirate

    Check
    Divine
    Charisma
    Diplomacy
    6

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

    Theater of Corruption Card 3:
    Sword Cane Pistol +2
    Weapon 4

    Traits
    Firearm
    Ranged
    Piercing
    Reliable
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.

    Theater of Corruption Card 4:
    Charm Animal
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Bury this card to draw 1 random Animal ally from the box and add it to your hand.
    If you do not have either the Arcane or Divine skill, banish this card after playing it.

    Theater of Corruption Card 5:
    Canopy Creeper
    Monster 2

    Traits
    Plant

    Check
    Combat
    12

    Powers
    The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
    If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
    Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.

    Theater of Corruption Card 6:
    Giant Rock Crab
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    13

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

    Theater of Corruption Card 7:
    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.

    Theater of Corruption Card 8:
    Pteranodon
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

    Powers
    On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.

    Theater of Corruption Card 9:
    Gorebeard Trench
    Henchman Monster 5

    Traits
    Human
    Barbarian

    Check
    Combat
    22

    Powers
    If this is not the first exploration of your turn, Gorebeard Trench may not be evaded.
    If you play a weapon, the difficulty of the check to defeat is increased by 5.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Theater of Corruption Card 10:
    Ambush
    Barrier C

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Safe House
    At This Location: At the start of your turn, you may exchange a card to examine the top card of the location deck; then you may shuffle it.
    When Closing: You may close this location automatically.
    When Permanently Closed: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
    M:0 Ba:3 W:0 Sp:0 Ar:3 I:0 Al:3 Bl:0 ?:1

    Safe House Card 1:
    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.

    Safe House Card 2:
    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.

    Safe House Card 3:
    Fortified Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Safe House Card 4:
    Breastplate of the Deep
    Armor 5

    Traits
    Heavy Armor
    Magic
    Aquatic

    Check
    Constitution
    Fortitude
    11

    Powers
    Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Safe House Card 5:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal 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.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Safe House Card 6:
    Sabotage
    Barrier 5

    Traits
    Task
    Fire

    Check
    Dexterity
    Disable
    Wisdom
    Perception
    12

    Powers
    If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Safe House Card 7:
    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.

    Safe House Card 8:
    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.

    Safe House Card 9:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

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

    Safe House Card 10:
    Isawyn the Diva
    Villain Monster 5

    Traits
    Human
    Bard

    Check
    Combat
    21
    OR
    Arcane
    15

    Powers
    Before you act, succeed at a Wisdom 11 check or you may not play cars that have the Attack trait or weapons.

    House of Stolen Kisses
    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

    Torture Pit
    At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
    When Closing: Succeed at a Dexterity or Acrobatics 11 check.
    When Permanently Closed: On closing, bury a card.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:2 Bl:0 ?:1

    Torture Pit Card 1 - Old Salt:
    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.

    Torture Pit Card 2:
    Speed
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Torture Pit Card 3:
    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.

    Torture Pit Card 4:
    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.

    Torture Pit Card 5:
    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.

    Torture Pit Card 6:
    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.

    Torture Pit Card 7:
    Crimson Cogward
    Ally 1

    Traits
    Human
    Rogue
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    7

    Powers
    Discard this card and bury another card to succeed at your check to acquire a boon.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Torture Pit Card 8:
    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.

    Torture Pit Card 9:
    Sentinel Devil
    Henchman Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    20

    Powers
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Torture Pit Card 10:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

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

    Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M:2 Ba:0 W:1 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:1
    Located here: Hayato

    Festhall Card 1:
    Norgorber Cultist
    Monster 5

    Traits
    Elf
    Cultist

    Check
    Combat
    19

    Powers
    If undefeated, discard the top 1d4 cards of the blessings deck.

    Festhall Card 2:
    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.

    Festhall Card 3:
    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.

    Festhall Card 4:
    Rage
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    Display this card next to the deck of a character at your location; you may play this card during her check. 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.

    Festhall 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.

    Festhall Card 6:
    Cannoneer
    Monster 3

    Traits
    Human
    Pirate
    Elite

    Check
    Combat
    17

    Powers
    All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
    Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
    If the check to defeat has the Swashbuckling trait, add 1d8 to it.

    Festhall Card 7:
    Monkey
    Ally 3

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    9

    Powers
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.

    Festhall Card 8:
    Sentinel Devil
    Henchman Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    20

    Powers
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.

    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:1 Al:1 Bl:0 ?:1
    Located here: Amaryllis,

    Tengu Rookery Card 1:
    Trident +2
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.

    Tengu Rookery Card 2:
    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.

    Tengu Rookery Card 3:
    Sentinel Devil
    Henchman Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    20

    Powers
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tengu Rookery Card 4:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Tengu Rookery Card 5:
    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.

    Tengu Rookery Card 6:
    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.

    Tengu Rookery Card 7:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Tengu Rookery Card 8:
    Nirento
    Monster 2

    Traits
    Plant

    Check
    Combat
    11

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

    Tengu Rookery Card 9:
    Ring of Regeneration
    Item 5

    Traits
    Accessory
    Magic
    Healing

    Check
    Constitution
    Fortitude
    Divine
    11

    Powers
    At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
    At the end of your turn, reveal this card to recharge 1 random card from your discard pile.

    Merchant Marina
    At This Location: Add the adventure deck number of the current scenario to your checks to acquire bons and checks to defeat banes.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, each character at this location must discard a card.
    M:1 Ba:1 W:2 Sp:0 Ar:1 I:3 Al:1 Bl:0 ?:1

    Merchant Marina Card 1:
    Phantom Fog
    Barrier 5

    Traits
    Obstacle
    Weather

    Check
    Wisdom
    Survival
    15

    Powers
    If undefeated, move to a random open location and shuffle this card into that location.

    Merchant Marina Card 2:
    Alchemical Glue
    Item 1

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

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

    Merchant Marina Card 3:
    Crystal of Healing Hands
    Item 3

    Traits
    Accessory
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
    After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.

    Merchant Marina Card 4:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal 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.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Merchant Marina Card 5:
    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.

    Merchant Marina Card 6:
    Flaming Longbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

    Merchant Marina Card 7:
    Dagger Pistol +1
    Weapon 2

    Traits
    Knife
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Merchant Marina Card 8:
    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.

    Merchant Marina Card 9:
    Sentinel Devil
    Henchman Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    20

    Powers
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Merchant Marina Card 10:
    Mase Darimar
    Ally 4

    Traits
    Half-Elf
    Druid
    Captain
    Pirate

    Check
    Wisdom
    Perception
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.


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

    Tarlin lunges forward to confront the demon, only to have a mass of panicked patrons rush toward the door and carry the cleric along. He picks himself up off the ground outside the Theater of Corruption right by the Merchant Marina, and he darts inside both to avoid the next crowd and to search for a shortcut back to the theater.

    The interior of the Merchant Marina is obscured, however, from a fog of dust caused by a collapsed wall — the opening which Tarlin hopes will lead back to the theater.

    Even using his Blessing of Milani would only yield a 23% chance to succeed. I'll take my chances with the auto-fail and move.

    As he enters the fog, he notices that it is more sinister than he first thought; he can see ghostly faces and images fleeting at the corner of his sight. He is soon hopelessly lost.

    1 Theater of Corruption
    2 Safe House
    3 Torture Pit
    4 Festhall
    5 Tengu Rookery
    6 Merchant Marina
    random open location: 1d6 ⇒ 4 Festhall

    He emerges from the miasma and is somewhat surprised to see Hayato. He gives the samurai a salute. Any chance you've discovered a way back to the theater...?

    Phantom Fog shuffles into Festhall location deck. Discard BoIomedae to explore. random card on top of Festhall: 1d9 ⇒ 9 LMAO, of course!

    The Phantom Fog has followed him!
    Second verse, same as the first!
    1 Theater of Corruption
    2 Safe House
    3 Torture Pit
    4 Festhall
    5 Tengu Rookery
    6 Merchant Marina
    random open location: 1d6 ⇒ 4 Festhall again! LOL

    Phantom Fog shuffles back into Festhall location deck. Tarlin will reset hand, recharging Chainmail of Cold Resistance and Elven Chain Shirt on reset, and end turn.

    Tarlin wrote:

    Hand: Greatclub +3, Major Cure, Blessing of Milani, Blessing of Sivanah, Find Traps, Evangelist,

    Displayed:
    Deck: 12 Discard: 1 Buried: 0
    Notes: Belt of Giant Strength is Impossible Bottle. Blessing(s) available if needed.

    Skills and Powers:
    SKILLS

    Strength d10 [x] +1 [x] +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 [x] +2 [x] +3
    Divine: WIS +1
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Weapon
    Hand Size 4 [x] 5 [x] 6 [ ] 7
    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 ([x] +2) 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.
    * You may recharge a weapon to recharge a random card from your discard pile.
    * When a character plays a blessing on your combat or Charisma check, that character may recharge a random card from her discard pile; if the played blessing is Blessing of Iomedae, the character may first recharge the blessing.
    <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

    With the blessing of Besmara Lini heads to the safe house

    She meets Sandara quinn

    charisma 5: 1d8 ⇒ 7

    Hello Sandara Whats Snowy seen (discards snowleopard foor and explore

    Old Salt chases the Snow Leopard away

    Vulture what can you see Some armour (discards b of milani to try acquire

    fortitude 10: 2d8 + 3 ⇒ (7, 3) + 3 = 13

    Armour acquired

    "

    Lini wrote:

    Hand: Sandara quinn, Headband of wisdom, Armour of the sands, Fortified Breastplate,

    ,
    , Cure, Flaming scimitar +1,
    "
    Displayed: Mastiff,
    Deck: 14 Discard: 1 Buried: 0
    Notes: Blessing avaiable Pharasma 2 dice to any check that has a spell applied, Sivanah 2 dice to int and cha checks, Erastil 2 dice to any fex based combat check Thoth 2 dice to Non Combat wisdom or any cold check. Snow leopard can be recharged to add 1d4 to any combat check Gozreh 2 on check to close
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [X5 ]+1 [ ]+2 [ ]+3
    Dexterity d6 [ ]+1 [ ]+2 [ ]+3
    Constitution d8 [AR ]+1 [ ]+2 [ ] +3
    Fortitude +2 d8+2
    Intelligence d6 [ ]+1
    Wisdom d10 [X1 ]+1 [X2 ]+2 [X3 ]+3 [X4]+4
    Divine +2 d10+6
    Survival +2 d10+6
    Charisma d8 [ ]+1

    Hand Size 5 [X3 ] 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
    "□ When you succeed at a check to recharge a spell that has the Attack trait, you may
    put it on top of your deck instead."
    □ Recharge a card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (□ 2).
    X Add 2 (□ 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).
    □ If you defeat a monster that has the Aquatic trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to any combat check at your location.

    So top three cards of the safehouse got through may head to fest hall next turn to get best use of Sandara


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

    Caught in the mad rush to escape the devil, Aric finds himself surrounded by shops and stalls at the merchant marina.

    Move to Merchant Marina. Explore

    Alchemical Glue:

    Item 1

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

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


    Auto acquire at +7

    "A bit a this will stop any nasty beastie in it's tracks, mate!" the merchant advises as he attempts to sell Aric a bottle of thick, gooey muck. "Whether it has legs or not...or even tendrils!" At the mention of tendrils, Aric's interest is piqued. Might come in handy next time he comes face to amorphous body with his arch-anemone.

    Examine next card with Aric's when you acquire a boon power: Crystal of Healing Hands.
    Recharge Blighted Myrmidon to explore again.

    Crystal of Healing Hands:

    Item 3

    Traits
    Accessory
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
    After playing this card, succeed at a Divine 11 check to recharge this card instead of burying it.

    Reveal Evangelist
    Wisdom 8: 1d8 + 1 + 5 + 1 ⇒ (5) + 1 + 5 + 1 = 12 Acquired!

    "...but just in case the nasty beastie does get free, I'll give you this at half price as a back-up!" Not particularly reassured by the offer, Aric nonetheless picks up the healing crystals, seeing the wisdom in having an insurance plan.

    Examine next card with Aric's when you acquire a boon power: Animated Shield.
    Recharge Slip to re-examine and attempt to put back on top.
    Reveal Evangelist
    Knowledge 7: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11 Explore

    Meanwhile, little Slip ducks away and starts checking out stalls. He returns with a shield that seems to be alive in some way. Aric doesn't ask questions as to how the little halfing got his hands on the item and whether he actually paid. He'd rather not know.

    Animated Shield:

    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal 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.
    If you are proficient with light armors, you may recharge this card when you reset your hand.


    Reveal Evangelist. Auto Acquire at +6
    Examine next card with Aric's when you acquire a boon power: Pirate Captain

    Seeing a brawl start out across at another stall, where an angry pirate is aggressively questioning the return policy of one of the merchants, Aric thinks it might be time to look around for a place to slip into something more suited to combat.

    Discard Alchemical Glue. End Turn. Reset Hand

    Aric/The Red Raven wrote:

    Hand: Blessing of the Midnight Lord, Mask of Stolen Mien, Menacing Backsword +1, Evangelist, Crystal of Healing Hands, Animated Shield,

    Displayed:
    Deck: 16 Discard: 1 Buried: 0
    Notes: Use blessings as needed. Reroll used: N
    Sideboard cards: Blessing of Abadar, Blessing of Zon-Kuthon, Dreamstalker,

    Skills and Powers:
    SKILLS

    Aric
    Strength d6 [X]+1 [ ]+2
    Dexterity d4 [ ]+1
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [X]+1 [X]+2 [ ]+3
    Knowledge: Intelligence +2
    Wisdom d8 [X]+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) ([X]or when a character encounters a villain or henchman), 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 ([X] 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.
    [X] You may discard a card to evade a bane you encounter

    The Red Raven
    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [X]+1 [X]+2 [X]+3 [X]+4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [ ]+1 [ ]+2 [ ]+3
    Wisdom d8 [X]+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) ([X} or when you defeat a monster), 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. ([X] If it is a monster, you may encounter it).
    [X] On your combat check, you may discard a card that has the Accessory or Clothing trait or an Armor to add 1d8


    During This Adventure:
    Loot || Ships || Summoned Banes || Hand Summaries

    During This Scenario:
    0-5B: THE PLAY’S THE THING

  • Choose any Class 5 or lower ship as your ship: Kraken
  • Kraken: Reduce Structural damage to this ship by 2.
  • Kraken: You may discard a card from the blessings deck to add 1d12 to your Strength check.
  • Your ship is anchored at the Theater of Corruption
  • When you acquire an ally from a location deck, put it under this card.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Port Peril Corsair
    Monster 2

    Traits
    Elf
    Pirate
    Veteran

    Check
    Combat
    13

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

    Monster 2
    Spoiler:
    Sea Hag
    Monster B

    Traits
    Hag
    Aquatic

    Check
    Combat
    11

    Powers
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

    Monster 3
    Spoiler:
    Galvo
    Monster 5

    Traits
    Aberration
    Aquatic
    Swarm

    Check
    Combat
    18

    Powers
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics check or be dealt 1d6 Electricity damage.
    If the check to defeat has the Fire trait, add 1d6 to it.
    If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.

    Monster 4
    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 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:
    Symbol of Insanity
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Wisdom
    Divine
    14

    Powers
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

    Barrier 2
    Spoiler:
    Drowning Spikes Trap
    Barrier 1

    Traits
    Trap
    Aquatic

    Check
    Dexterity
    Disable
    7

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

    Barrier 3
    Spoiler:
    Barroom Brawl
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Melee
    Dexterity
    5

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

    Barrier 4
    Spoiler:
    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 5
    Spoiler:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

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

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

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 6.

    Weapon 2
    Spoiler:
    Rapier +2
    Weapon 4

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 3
    Spoiler:
    Falcata +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 4
    Spoiler:
    Blasting Pistol +2
    Weapon 5

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    13

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force 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 check.
    If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

    Weapon 5
    Spoiler:
    Keen Rapier +3
    Weapon 5

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.

    Random Spells:
    Spell 1
    Spoiler:
    Raise Dead
    Spell 5

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

    Powers
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    Spell 2
    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 3
    Spoiler:
    Animated Weapon
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

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

    Spell 4
    Spoiler:
    Raise Dead
    Spell 5

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

    Powers
    Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
    After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Blazing Servant
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this 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 14 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

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

    Armor 2
    Spoiler:
    Eel Skin Armor
    Armor 4

    Traits
    Light Armor
    Magic
    Aquatic
    Swashbuckling

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    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 4
    Spoiler:
    Brine Dragonhide Breastplate
    Armor 4

    Traits
    Heavy Armor
    Magic
    Aquatic

    Check
    Constitution
    Fortitude
    9

    Powers
    Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    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:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

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

    Item 2
    Spoiler:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Item 3
    Spoiler:
    Net of Snaring
    Item 4

    Traits
    Object
    Magic

    Check
    Dexterity
    Ranged
    12

    Powers
    Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.

    Item 4
    Spoiler:
    Spyglass
    Item B

    Traits
    Object

    Check
    Wisdom
    Perception
    4

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

    Item 5
    Spoiler:
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Avimar Sorrinash
    Ally 4

    Traits
    Lycanthrope
    Captain
    Pirate

    Check
    Wisdom
    Survival
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 2
    Spoiler:
    Ambrose "Fishguts" Kroop
    Ally 1

    Traits
    Human
    Rogue
    Pirate

    Check
    Charisma
    Diplomacy
    6

    Powers
    Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Ally 3
    Spoiler:
    Rotgut
    Ally 2

    Traits
    Animal
    Pirate

    Check
    Wisdom
    Survival
    8

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

    Ally 4
    Spoiler:
    Audessa Reyquio
    Ally 4

    Traits
    Human
    Aristocrat

    Check
    Dexterity
    Acrobatics
    7
    THEN
    Charisma
    Diplomacy
    10

    Powers
    Reveal this card to add 1 to your check. You may play another ally on this check.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Barefoot Samms Toppin
    Ally B

    Traits
    Human
    Rogue
    Pirate

    Check
    Charisma
    Diplomacy
    8

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

    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 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 3
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 4
    Spoiler:
    Blessing of Sivanah
    Blessing 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 5
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Turn: 6 Hayato/Chthonicthul

    Top of Blessing Discard Pile: Blessing of Abadar

    Top Blessing:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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


    Blessings Remaining: 24
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 7 Amaryllis)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 2 (Turn 8 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 9 Lini)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 5 (Turn 11 Hayato)
    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 6 (Turn 12 Amaryllis)
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

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

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 14 Lini)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 15 Aric)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing C

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 16 Hayato)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you 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 17 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 18 Tarlin)
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 13 (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 14 (Turn 20 Aric)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 21 Hayato)
    Spoiler:
    Blessing of Milani
    Blessing C

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 22 Amaryllis)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 17 (Turn 23 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 18 (Turn 24 Lini)
    Spoiler:
    Blessing of Norgorber
    Blessing 5

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    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 acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 19 (Turn 25 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 20 (Turn 26 Hayato)
    Spoiler:
    Blessing of Norgorber
    Blessing 5

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    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 acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 27 Amaryllis)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 22 (Turn 28 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 23 (Turn 29 Lini)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 24 (Turn 30 Aric)
    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.

    Theater of Corruption
    At This Location: After you play an ally, banish it.
    When Closing: Choose a random other location and succeed at its When Closing requirement.
    When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
    M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:2 Bl:0 ?:1
    Notes: Kraken anchored here.

    Theater of Corruption Card 1:
    Crown of Swords
    Item 2

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    Melee
    8

    Powers
    Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.

    Theater of Corruption Card 2:
    Besmaran Priest
    Ally C

    Traits
    Human
    Cleric
    Pirate

    Check
    Divine
    Charisma
    Diplomacy
    6

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

    Theater of Corruption Card 3:
    Sword Cane Pistol +2
    Weapon 4

    Traits
    Firearm
    Ranged
    Piercing
    Reliable
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.

    Theater of Corruption Card 4:
    Charm Animal
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Bury this card to draw 1 random Animal ally from the box and add it to your hand.
    If you do not have either the Arcane or Divine skill, banish this card after playing it.

    Theater of Corruption Card 5:
    Canopy Creeper
    Monster 2

    Traits
    Plant

    Check
    Combat
    12

    Powers
    The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
    If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
    Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.

    Theater of Corruption Card 6:
    Giant Rock Crab
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    13

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

    Theater of Corruption Card 7:
    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.

    Theater of Corruption Card 8:
    Pteranodon
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

    Powers
    On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.

    Theater of Corruption Card 9:
    Gorebeard Trench
    Henchman Monster 5

    Traits
    Human
    Barbarian

    Check
    Combat
    22

    Powers
    If this is not the first exploration of your turn, Gorebeard Trench may not be evaded.
    If you play a weapon, the difficulty of the check to defeat is increased by 5.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Theater of Corruption Card 10:
    Ambush
    Barrier C

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Safe House
    At This Location: At the start of your turn, you may exchange a card to examine the top card of the location deck; then you may shuffle it.
    When Closing: You may close this location automatically.
    When Permanently Closed: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
    M:0 Ba:3 W:0 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1
    Located here: Lini

    Safe House Card 1:
    Breastplate of the Deep
    Armor 5

    Traits
    Heavy Armor
    Magic
    Aquatic

    Check
    Constitution
    Fortitude
    11

    Powers
    Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Safe House Card 2:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal 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.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Safe House Card 3:
    Sabotage
    Barrier 5

    Traits
    Task
    Fire

    Check
    Dexterity
    Disable
    Wisdom
    Perception
    12

    Powers
    If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Safe House Card 4:
    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.

    Safe House 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.

    Safe House Card 6:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

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

    Safe House Card 7:
    Isawyn the Diva
    Villain Monster 5

    Traits
    Human
    Bard

    Check
    Combat
    21
    OR
    Arcane
    15

    Powers
    Before you act, succeed at a Wisdom 11 check or you may not play cars that have the Attack trait or weapons.

    House of Stolen Kisses
    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

    Torture Pit
    At This Location: When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
    When Closing: Succeed at a Dexterity or Acrobatics 11 check.
    When Permanently Closed: On closing, bury a card.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:2 Bl:0 ?:1

    Torture Pit Card 1 - Old Salt:
    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.

    Torture Pit Card 2:
    Speed
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Torture Pit Card 3:
    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.

    Torture Pit Card 4:
    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.

    Torture Pit Card 5:
    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.

    Torture Pit Card 6:
    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.

    Torture Pit Card 7:
    Crimson Cogward
    Ally 1

    Traits
    Human
    Rogue
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    7

    Powers
    Discard this card and bury another card to succeed at your check to acquire a boon.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Torture Pit Card 8:
    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.

    Torture Pit Card 9:
    Sentinel Devil
    Henchman Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    20

    Powers
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Torture Pit Card 10:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

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

    Festhall
    At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
    When Closing: Summon and defeat the henchman Buccaneer.
    When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
    M:2 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:1
    Located here: Tarlin, Hayato
    Notes: Phantom Fog

    Festhall Card 1:
    Sentinel Devil
    Henchman Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    20

    Powers
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Festhall Card 2:
    Phantom Fog
    Barrier 5

    Traits
    Obstacle
    Weather

    Check
    Wisdom
    Survival
    15

    Powers
    If undefeated, move to a random open location and shuffle this card into that location.

    Festhall Card 3:
    Norgorber Cultist
    Monster 5

    Traits
    Elf
    Cultist

    Check
    Combat
    19

    Powers
    If undefeated, discard the top 1d4 cards of the blessings deck.

    Festhall Card 4:
    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.

    Festhall Card 5:
    Rage
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    Display this card next to the deck of a character at your location; you may play this card during her check. 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.

    Festhall Card 6:
    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.

    Festhall Card 7:
    Cannoneer
    Monster 3

    Traits
    Human
    Pirate
    Elite

    Check
    Combat
    17

    Powers
    All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
    Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
    If the check to defeat has the Swashbuckling trait, add 1d8 to it.

    Festhall Card 8:
    Monkey
    Ally 3

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    9

    Powers
    Discard this card to succeed at your check to acquire an item or a weapon.
    Discard this card to explore your location.

    Festhall 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.

    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:1 Al:1 Bl:0 ?:1
    Located here: Amaryllis,

    Tengu Rookery Card 1:
    Trident +2
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.

    Tengu Rookery Card 2:
    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.

    Tengu Rookery Card 3:
    Sentinel Devil
    Henchman Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    20

    Powers
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tengu Rookery Card 4:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Tengu Rookery Card 5:
    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.

    Tengu Rookery Card 6:
    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.

    Tengu Rookery Card 7:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Tengu Rookery Card 8:
    Nirento
    Monster 2

    Traits
    Plant

    Check
    Combat
    11

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

    Tengu Rookery Card 9:
    Ring of Regeneration
    Item 5

    Traits
    Accessory
    Magic
    Healing

    Check
    Constitution
    Fortitude
    Divine
    11

    Powers
    At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
    At the end of your turn, reveal this card to recharge 1 random card from your discard pile.

    Merchant Marina
    At This Location: Add the adventure deck number of the current scenario to your checks to acquire bons and checks to defeat banes.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, each character at this location must discard a card.
    M:1 Ba:0 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
    Located here: Aric

    Merchant Marina Card 1 - Pirate Captain:
    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.

    Merchant Marina Card 2:
    Flaming Longbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

    Merchant Marina Card 3:
    Dagger Pistol +1
    Weapon 2

    Traits
    Knife
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
    When playing another weapon, you may discard this card to add 1d4 to your combat check.

    Merchant Marina Card 4:
    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.

    Merchant Marina Card 5:
    Sentinel Devil
    Henchman Monster 5

    Traits
    Outsider
    Devil

    Check
    Combat
    20

    Powers
    The Sentinel Devil is immune to the Fire and Poison traits.
    If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Merchant Marina Card 6:
    Mase Darimar
    Ally 4

    Traits
    Half-Elf
    Druid
    Captain
    Pirate

    Check
    Wisdom
    Perception
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.


  • Turn 6: Hayato/Blessing of Abadar
    Move to Safe House
    Explore Safe House card #1: Breastplate of the Deep

    Hayato ducks out of the madness of the battle in the fest hall, searching for a moment in which to gather his thoughts. He rushes to the nearest building, which is oddly quiet given the hullabaloo in the theatre and bar. A body, newly slain despite wearing a suit of gorgeous armor, lies on the floor. Hayato considers the man’s armor, and whether to try to strip the man of it. Certainly the living take precedence?
    Auto-fail check to acquire
    Hayato decides to leave the dead alone. He feels it is his duty to return to the fray and try to maintain some sort of order, so he heads back out into the night and back to the drinking hall.

    Discard Hatchetbird to move to Fest Hall

    He is surprised to see Tarlin there, wading through the scrum, and he salutes his companion with pleasure.

    Explore Fest Hall card #1: Sentinel Devil

    In between him and Tarlin, however is a devil, much like the creature at the theatre. Knowing his duty, the samurai drives his sword right through its breast without so much as a word of challenge.

    Discard Blessing of Shizuru for Sentinel Devil power
    Combat 20 to defeat Sentinel Devil, discarding Katana +1, it being the first combat of turn, and adding 1d6 for Hatchetbird power: 1d10 + 6 + 1d10 + 1d6 + 1d8 + 1 + 1d8 ⇒ (3) + 6 + (4) + (3) + (4) + 1 + (7) = 28

    Hayato blinks in surprise as the evil thing dissipates in a cloud of foul smoke. He is nonetheless pleased, and gives Tarlin a thumbs up.

    Encounter Buccaneer to close Fest Hall

    Someone taps him on the shoulder from behind. He turns to find he is face to face iwht a nasty-looking buccaneer. Having just defeated a devil, Hayato is not interested in playing with a low-level ruffian. Battle is joined.

    Combat 13 to defeat Buccaneer, revealing Frost Lance +2: 1d10 + 6 + 1d8 + 2 ⇒ (6) + 6 + (3) + 2 = 17
    Fest Hall closed

    The pirate falls, and the room grows quiet. Hayato heads back out into the night to see about helping others.

    Reset hand and end turn

    Hayato wrote:

    Hand: Viking Shieldmaster, Blessing of the Lord in Iron, Frost Lance +2, Buccaneer's Breastplate (switched in), Falcon,

    Displayed:
    Deck: 13 Discard: 3 Buried: 0
    Notes: Blessing as needed. Shirt re-roll used, Scenario 0-5A N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d8 [X] +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).
    [X] When you are the only character at your location, add 1 [X]2 to your checks

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

    He takes the fallen buccaneer's breastplate for good measure. Somehow, he doesn't feel so bad taking this dead man's armor.


    Amaryllis' Deck

    Start of turn: the hour of Besmara

    Shaking off the rain from her cloak, Amaryllis takes advantage of the dry, warm interior of the Rookery and consults her crystal ball.

    Discard Scrying, name monster and examine top 3 card of Tengu Rookery:
    card #1: Trident +2 (Weapon 3)
    card #2: Pirate Hunting (Barrier B)
    card #3: Sentinel Devil (Henchman Monster 5)
    Place Henchman on top of location, shuffle remainder of location deck
    Spell Recharge - Arcane 12: 1d12 + 6 ⇒ (1) + 6 = 7 discarded

    Amaryllis receives a foreboding vision of a devil on the roof of the rookery. She heads up to investigate.

    Discard Cloudburst (Attack trait) and BoNethys for extra die
    Combat 20: 2d12 + 6 + 3d6 ⇒ (7, 11) + 6 + (6, 5, 6) = 41 defeated
    Spell Recharge - Arcane 13: 1d12 + 6 ⇒ (10) + 6 = 16 recharged
    Banish Potion of Heroism to close location
    Choose not to use WPC location power

    As she heads through an access hatch and out to the roof, she is met with the pelting of the rain. A flash of lightning reveals the devilish figure she foresaw. It spins and approaches her as she climbs onto the roof. Amaryllis' eyes turn pure white as lightning builds in the clouds. Just as the devil reels back to slash at her, a bolt of lightning strikes it and chars it to a crisp. The Tengu caw in fright at the loud blast of energy.
    Satisfied that the threat have been eliminated here, Amaryllis heads inside to regroup, collect any items that may help her in her quest and move on.

    Bury Letter of Marque and choose Ally, add 1d4+1 random allies to location and then explore:
    Added Allies: 1d4 + 1 ⇒ (4) + 1 = 5
    Random ally card #1:

    Avimar Sorrinash:

    Ally 4
    Traits
    Lycanthrope
    Captain
    Pirate

    Check
    Wisdom
    Survival
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.


    Auto-fail Wisdom check to acquire

    End of turn:
    Attempt Scrying recharge check:
    Spell Recharge - Arcane 12: 1d12 + 6 ⇒ (4) + 6 = 10 discarded
    Reset hand
    Attempt Scrying recharge check:
    Spell Recharge - Arcane 12: 1d12 + 6 ⇒ (12) + 6 = 18 recharged
    End turn

    Amaryllis wrote:

    Hand: Wand of Treasure Finding, Pyrotechnic Blast, Cleric of Nethys, Flame Staff, Blessing of the Gods 1, Dimension Leap, Fly,

    Displayed:
    Deck: 10 Discard: 3 Buried: 1
    Notes: All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5B: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [ X ] +1 [ X ] +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 [ X ] +3 [ X ] +4
    Arcane: Charisma +2

    Favored Card: Spell
    Hand Size 6 [ X ] 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 ( [ ] or a random card from your discard pile) 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.
    [ X ] When you play a Basic blessing, add a d12 in place of the normal die. ( [ ] if the result was odd, you may recharge the blessing).
    [ X ] After you reset your hand, you may shuffle your deck ( [ ] and you may shuffle your location deck).


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

    Tarlin muddles his way about the place, finally emerging from the fog at...the Merchant Marina?!? Was it all (his last turn, anyway) a dream?

    Move to Merchant Marina.

    A Pirate Captain blocks his entry into the Marina, and doesn't appear to be in the mood for discussion about it, evident as soon as the man draws his blade. Tarlin heaves a sigh — So it's to be violence again, is it? I have a demon to thwart, you know! — and joins the fray. His trusty servant Hortense is nearby, and makes sure his Greatclub +3 is at the ready.

    BYA: Recharge Major Cure.
    Reveal Greatclub +3 and Evangelist. 79% chance is decent.

    DC 12+5 Combat: 1d10 + 5 + 1d10 + 3 + 1 ⇒ (10) + 5 + (1) + 3 + 1 = 20 success
    Kraken ignores 2 structural damage to ship.

    The pirate captain yields and Tarlin thanks Hortense for her help, moving into the Marina. Discard Evangelist to explore again.

    One of the merchants in the Marina has a fabulous longbow on display. Alas, Tarlin cannot scrape together the funds to acquire it. Autofail the DEX 13 check. Hate to lose a Weapon 5 but even with spending two blessings the odds are less than 50%. Not worth it.

    Reset hand and end turn.

    Tarlin wrote:

    Hand: Greatclub +3, Blessing of Milani, Blessing of Sivanah, Find Traps, Blessing of Cayden Cailean 1, Belt of Giant Strength,

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Notes: Belt of Giant Strength is Impossible Bottle. Blessing(s) available if needed.

    Skills and Powers:
    SKILLS

    Strength d10 [x] +1 [x] +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 [x] +2 [x] +3
    Divine: WIS +1
    Charisma d6 [ ] +1 [ ] +2

    Favored Card: Weapon
    Hand Size 4 [x] 5 [x] 6 [ ] 7
    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 ([x] +2) 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.
    * You may recharge a weapon to recharge a random card from your discard pile.
    * When a character plays a blessing on your combat or Charisma check, that character may recharge a random card from her discard pile; if the played blessing is Blessing of Iomedae, the character may first recharge the blessing.
    <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 Discards sandarac and armour of the sands to structural damage as Kraken is at theatre of corruption

    Lini heads to the thaeatre as the hour of the gods breaks

    She finds a crown and is drawn to its divine nature auto acquired (revealing headband)

    Casts cure cure cards: 1d4 + 1 ⇒ (3) + 1 = 4

    Uses headband to recharge cure

    Lini wrote:

    Hand: Crown of swords, Headband of wisdom, Blessing of milani, Fortified Breastplate, Mammoth hide armour, Flaming scimitar +1,

    Displayed:
    Deck: 17 Discard: 0 Buried: 0
    Notes: Blessing avaiable Pharasma 2 dice to any check that has a spell applied, Sivanah 2 dice to int and cha checks, Erastil 2 dice to any fex based combat check Thoth 2 dice to Non Combat wisdom or any cold check. Snow leopard can be recharged to add 1d4 to any combat check Gozreh 2 on check to close
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [X5 ]+1 [ ]+2 [ ]+3
    Dexterity d6 [ ]+1 [ ]+2 [ ]+3
    Constitution d8 [AR ]+1 [ ]+2 [ ] +3
    Fortitude +2 d8+2
    Intelligence d6 [ ]+1
    Wisdom d10 [X1 ]+1 [X2 ]+2 [X3 ]+3 [X4]+4
    Divine +2 d10+6
    Survival +2 d10+6
    Charisma d8 [ ]+1

    Hand Size 5 [X3 ] 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
    "□ When you succeed at a check to recharge a spell that has the Attack trait, you may
    put it on top of your deck instead."
    □ Recharge a card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (□ 2).
    X Add 2 (□ 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).
    □ If you defeat a monster that has the Aquatic trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to any combat check at your location.

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