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

Game Master MorkXII


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Turn 16: Hayato/Blessing of Gorum
Move to Shark Island. Really happy about being moved; saved me a combat with a shark. Do it every turn, please!
Explore Shark Island Card #1: Manticore

Through the power of magic, Hayato is whisked away to an arcane well of sort, where he briefly sees his companions. His will is strong, however, and the enchantment cannot hold him for long. He immediately forces his way back through the ether to back where he began... to find an inscrutable manticore awaiting him, benignly licking its paws. The manticore smiles a smile filled with horrible teeth, and without warning shoots a barrage of spikes from its tail.

Random character to get 1d4+1 Ranged Combat damage, characters in alphabetical order - Amaryllis, Aric, Hayato, Lini, Tarlin: 1d5 ⇒ 4 Sorry, Lini! I would jump in front of the spikes if I could! I'll let you roll the damage...
Combat 12 to defeat Manticore, it being first combat of turn and revealing Frost Lance +2: 1d10 + 4 + 2 + 1d10 + 1d8 + 2 ⇒ (7) + 4 + 2 + (4) + (1) + 2 = 20 Defeated

Hayato avoids the spikes, which go spinning off into space. He dives under the manticore's claws, and drives his spear through its heart.

Discard Warhorse to explore Shark Island card #2: Witch Doctor

Another one of the local spellcasters emerges from within the corpse of the manticore - how is that accomplished? The woman begins weaving arcane symbols in the air, but the samurai has seen this trick before and lunges at her.

Combat 18 to defeat Witch Doctor, treating combat as first combat of turn as per Warhorse power and discarding Frost Lance +2: 1d10 + 4 + 2 + 1d10 + 1d8 + 2 + 2d8 ⇒ (5) + 4 + 2 + (2) + (1) + 2 + (7, 8) = 31 Overkill, but looks like I rightly surmised I'd fail if I hadn't discarded spear. Go, me

The witch doctor drops just like the previous one had, although the force of Hayato's blow causes the spear to be stuck in the miscreant's ribcage and he cannot retrieve it.

Hayato decides to strangle one of the local sharks with his bare hands, because.

Combat 14 to defeat Hammerhead Shark to close location, discarding Blessing of Angradd: 1d10 + 4 + 2 + 1d10 ⇒ (3) + 4 + 2 + (9) = 18 NIIIICCE! Wasn't confident about that. Shark Island closed. Reset hand and end turn.

His bloodlust sated, Hayato continues his search.

Hayato wrote:

Hand: Jinfu, Impossible Bottle (switched in), Legionnaire Chaplain, Blessing of the Lord in Iron, Katana +1,

Displayed: Four-Mirror Armor,
Deck: 8 Discard: 7 Buried: 0
Notes: Blessing as needed. Shirt re-roll used, Scenario 0-5C: Yep
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 [X] +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

Recharge Legionnaire Chaplain to recharge random card from discard
Random recharged card: 1d7 ⇒ 3 Dragoon

Hayato wrote:

Hand: Jinfu, Impossible Bottle (switched in), Blessing of the Lord in Iron, Katana +1,

Displayed: Four-Mirror Armor,
Deck: 10 Discard: 6 Buried: 0
Notes: Blessing as needed. Shirt re-roll used, Scenario 0-5C: Yep
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 [X] +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


Amaryllis' Deck

Start of turn: the hour of Gozreh

Amaryllis pats Aric on the back to reassure him during his apparent mid-life crisis. Even the most well-to-do of us can struggle, too she thinkgs to herself. Before heading off to the next challenge, she consults her crystal ball for a view into the future.

Discard Scrying and name monster to examine top 3 cards of Shrine to Norgorber:
Card #1: Humanbane Gladius +2 (Weapon 5)
Card #2: Blessing of Achaekek (Blessing B)
Card #3: Blessing of Sivannah (Blessing B)
No monsters examined, shuffle location deck
Spell Recharge - Arcane 12: 1d12 + 6 ⇒ (12) + 6 = 18 recharged

She sees no apparent threats at a shrine to the god Norgorber and decides to head there to investigate what goods she can find.

Move to Shrine of Norgorber
Explore random card #1:
Top card: 1d11 ⇒ 9

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.


Bury Sea Tyrant's Patch to acquire

Amaryllis feels the strong prescence of the god of secrets and greed and decides to remove her eye patch in reverence.

Discard Vampire Bat to explore next card in deck (ignoring 9):
Top card: 1d11 ⇒ 11

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 Pyromaniac Mage to add 1d6+1
Arcane 11: 1d12 + 6 + 1d6 + 1 ⇒ (6) + 6 + (6) + 1 = 19 defeated, banished

As soon as Amaryllis takes the patch off she rubs her eyes. The bleariness and double vision are causing her to see a wall directly in front of her. She reaches out to touch it and realizes its all an illusion. A sign from Norgorber? Perhaps, but it won't slow her down.

Examine top card and return it to top or bottom of deck (ignoring 9 & 11):
Top card: 1d10 ⇒ 2

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.


Leave on top
Recharge Gem of Mental Acuity to roll Charisma dice
Divine 5: 1d12 ⇒ 1 failed, banished
Discard BoNethys to examine top 2 cards, put them back in any order and then explore (ignoring 2, 9 & 11):
Top card: 1d10 ⇒ 1 Humanbane Gladius +2 (Weapon 5)
Next card: 1d10 ⇒ 3 Blessing of Sivannah (Blessing B)
Place BoSivannah on top and encounter

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.


Charisma 7: 1d12 + 4 ⇒ (4) + 4 = 8 acquired

Amaryllis feels the prescence of the gods all around her. She feels refreshed and decides to take this energy to a new location.

Discard Fly to examine top card of Dagon's Jaws 2 and Sharkskin Reef
DJ2 top card: Breath of Dagon (Henchman Barrier 5)
SR top card: Fortified Shell Armor (Armor 3)
Move to Dagon's Jaws 2
Spell Recharge - Arcane 10: 1d12 + 6 ⇒ (10) + 6 = 16 recharged

She heads back to Dagon's Jaws to investigate further and meet up with Tarlin. Perhaps he has a salve for her wounds.

Reset hand, shuffle player deck, end turn

Amaryllis wrote:

Hand: Blessing of Norgorber (acquired), Dimension Leap, Blessing of Sivanah (acquired), Wand of Treasure Finding, Life Leech, Surgeon, Ice and Fire, Fire Snake, Blessing of Pharasma 2,

Displayed:
Deck: 6 Discard: 10 Buried: 2
Notes: BoSivanah available, saving BoNorgorber to close SoN location. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5C: 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).
[ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.

Turn Summary:
*Acquired or banished cards 2, 3, 9 & 11 from Shrine of Norgorber
*Examined top card of Shrine of Norgorber, Dagon's Jaws 2 and Sharkskin Reef


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

Tarlin nods to Aric and heads back to Dagon's Jaws 2, noting that Amaryllis looks somewhat worse for wear. You could use Iomedae's grace in your world, he says, handing her a pamphlet while giving her a cure.

Without a realistic way to defeat the henchman here in hand, I'm going to play some card and deck shuffling.

First: discard Icy Hooked hammer +1 in place of first explore to cure Amaryllis.
1d4 + 2 ⇒ (2) + 2 = 4 three random cards shuffled back into Amaryllis' deck.

Second, discard Instant Armor (found) to return Icy Hooked Hammer +1 to hand.

Third, cast Cure on self since I have way too many blessings in my discard pile.
Cure: 1d4 + 1 ⇒ (3) + 1 = 4
random card: 1d6 ⇒ 1 Blessing of Cayden Cailean 1
random card: 1d5 ⇒ 3 Blessing of Iomedae 2
random card: 1d4 ⇒ 2 Blessing of Cayden Cailean 2
random card: 1d3 ⇒ 2 Reflecting Buckler (found)

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

Reset hand and end turn.

Tarlin wrote:

Hand: Icy Hooked Hammer +1, Holy Light, Flaming Falcata +3 (found), Albatross (found), Blessing of Sivanah, Spellsword +2,

Displayed:
Deck: 25 Discard: 3 Buried: 0
Notes: Blessing(s) available if needed.

Skills and Powers:
SKILLS

Strength d10 [x] +1 [x] +2 [x] +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.
* When you play Blessing of Iomedae, you may recharge it instead of discarding it.


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

Lini gets hit for 1d4 + 1 ⇒ (2) + 1 = 3 damage from the manticore recharges mammoth hide discards coral capuchin

It is the hour of Pharasma

"

Lini wrote:

Hand: Vampire bat, Headband of wisdom,

,
, Life drain, Blessing of Abadar,
"
Displayed:
Deck: 12 Discard: 7 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 [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.

Getting confused pausing for game upfate


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

During This Scenario:
0-5C: RELEASE THE OBLIGATORY KRAKEN

  • 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.
  • Treat the henchman Pirate Shade Haunt as if it also has the barrier type and the Curse trait.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    Shark-Eating Crab
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.

    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:
    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.

    Monster 5
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    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.

    Barrier 2
    Spoiler:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

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

    Barrier 3
    Spoiler:
    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.

    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:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

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

    Random Weapons:
    Weapon 1
    Spoiler:
    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:
    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:
    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 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:
    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.

    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:
    Instant Armor
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

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

    Spell 3
    Spoiler:
    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:
    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 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:
    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 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:
    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 4
    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 5
    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.

    Random Items:
    Item 1
    Spoiler:
    Alchemical Glue
    Item 1

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

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

    Item 2
    Spoiler:
    Magic Spyglass
    Item 4

    Traits
    Object
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Reveal this card to add 1 die to any Perception check.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order.

    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:
    Potion of Healing
    Item C

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 5
    Spoiler:
    Gloves of Dueling
    Item 5

    Traits
    Accessory
    Magic
    Swashbuckling

    Check
    Charisma
    Diplomacy
    13

    Powers
    Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.

    Random Allies:
    Ally 1
    Spoiler:
    Heartbreak Hinsin
    Ally B

    Traits
    Human
    Aristocrat
    Pirate

    Check
    Dexterity
    Disable
    4
    THEN
    Charisma
    Diplomacy
    7

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

    Ally 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:
    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.

    Ally 4
    Spoiler:
    Old Salt
    Ally C

    Traits
    Human
    Veteran

    Check
    Charisma
    Diplomacy
    7

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

    Ally 5
    Spoiler:
    Coral Capuchin
    Ally 1

    Traits
    Animal
    Aquatic

    Check
    Wisdom
    Survival
    6

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 2
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of 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 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 Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Turn: 19 Lini/Merisal The Risen

    Top of Blessing Discard Pile: Blessing of Pharasma

    Top Blessing:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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


    Blessings Remaining: 11
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 20 Aric)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 21 Hayato)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 3 (Turn 22 Amaryllis)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 4 (Turn 23 Tarlin)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 24 Lini)
    Spoiler:
    Blessing of Sivanah
    Blessing C

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 25 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 7 (Turn 26 Hayato)
    Spoiler:
    Blessing of Erastil
    Blessing C

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 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 9 (Turn 28 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 10 (Turn 29 Lini)
    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 30 Aric)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Dagon's Jaws
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Dagon's Jaws Card 1:
    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.

    Dagon's Jaws Card 2:
    Emerald of Dexterity
    Item B

    Traits
    Object
    Magic

    Check
    Dexterity
    7

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

    Sacred Spring
    At This Location: At the start of your turn, you may recharge a card to recharge a card from your discard pile.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Wishing Well
    At This Location: You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded; display it next to your character card.
    When Closing: Succeed at an intelligence or Knowledge 8 check.
    When Permanently Closed: On closing, banish all Haunts next to your character card.
    M:0 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:1
    Located here: Aric, Lini,

    Wishing Well Card 1:
    Eye of Dagon
    Henchman Barrier 5

    Traits
    Curse
    Trap
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    16

    Powers
    If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

    Wishing Well Card 2:
    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.

    Wishing Well Card 3:
    Resist Energy
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. 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 12 check. If you succeed, recharge this card; if you fail, discard it.

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

    Sharkskin Reef Card 1:
    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.

    Sharkskin Reef Card 2:
    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.

    Sharkskin Reef Card 3:
    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.

    Sharkskin Reef Card 4:
    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.

    Sharkskin Reef Card 5:
    Kraken
    Villain Monster 5

    Traits
    Animal
    Aquatic

    Check
    Constitution
    Fortitude
    14
    THEN
    Combat
    23

    Powers
    Before you act, your ship is dealt 2d4 Structural damage.
    Combat damage dealt by the Kraken is dealt to each character at your location and at another random occupied location.
    If undefeated, your ship is wrecked.

    Sharkskin Reef Card 6:
    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.

    Sharkskin Reef Card 7:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

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

    Sharkskin Reef Card 8:
    Hull Damage
    Barrier 1

    Traits
    Obstacle
    Aquatic
    Veteran

    Check
    Intelligence
    Craft
    6

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

    Sharkskin Reef Card 9:
    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.

    Sharkskin Reef Card 10:
    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.

    Sharkskin Reef Card 11:
    Darkforest Anemone
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

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

    Shark Island
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Hayato,

    Shrine to Norgorber
    At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
    When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
    M:3 Ba:1 W:2 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

    Shrine to Norgorber Card 1 - Humanbane Gladius +2:
    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.

    Shrine to Norgorber Card 2:
    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.

    Shrine to Norgorber Card 3:
    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.

    Shrine to Norgorber Card 4:
    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.

    Shrine to Norgorber Card 5:
    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.

    Shrine to Norgorber Card 6:
    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.

    Shrine to Norgorber Card 7:
    Witch Doctor
    Henchman Monster 5

    Traits
    Human
    Witch

    Check
    Combat
    18

    Powers
    Each time a character plays a spell, the difficulty of the check to defeat is increased by 2.
    If defeated, you may banish a barrier with the Curse trait displayed in fromt of a character at your location, and you may immediately attempt to close the location this henchman came from.

    Ghol-Gan Ruins
    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

    Dagon's Jaws 2
    At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
    When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
    Do not flip this card until both stacks are closed.
    When Permanently Closed: On closing, draw a card, then recharge a card.
    M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Amaryllis, Tarlin

    Dagon's Jaws 2 Card 1:
    Breath of Dagon
    Henchman Barrier 5

    Traits
    Curse
    Trap
    Magic

    Check
    Disable
    Constitution
    Fortitude
    16

    Powers
    If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

    Dagon's Jaws 2 Card 2:
    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.

    Dagon's Jaws 2 Card 3:
    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.


  • 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

    The hour of Pharasma Lini steers a course for Sharkskin Reef

    Time to back up that claim about swimming with sharks

    She finds some shell hide fortitude 8: 1d8 + 3 ⇒ (4) + 3 = 7

    But the shell is just too damm big

    Discards (shuffles) vampire Bat there are some shoals ahead Lini yakes them on

    survival 11: 1d10 + 6 + 2 ⇒ (10) + 6 + 2 = 18

    Jagged shoals defeated Lini awaits her shark fights

    Lini wrote:

    Hand: Seaborne trident +1, Headband of wisdom, cure, holy javelin, Life drain, Blessing of Abadar,

    Displayed:
    Deck: 10 Discard: 7 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 [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.


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

    Aric looks around and finds all his friends have left him but the fortune teller is still hanging around. By now he doesn't believe her at all when she again promises good things ahead.

    Reveal Fortune Teller to choose boon. Examine top card of location: It's the henchman!

    Eye of Dagon:

    Henchman Barrier 5

    Traits
    Curse
    Trap
    Magic

    Check
    Dexterity
    Acrobatics
    Disable
    16

    Powers
    If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.


    Switch to The Red Raven. Explore


    Turn 21: Hayato/Blessing of the Gods
    Move to Sharkskin Reef
    Explore Sharkskin Reef card #1: Besmara's Bones

    Hayato makes his way from one shark-infested area to another. From afar, he spies Lini and gives her a friendly wave. His cabin boy presents him with a gift, which the whole crew has pitched in to procure. The cabin boy, excited to be giving the gift to Hayato, is not watching where he is stepping and trips over a rope left on deck. The gift, whatever it was, flies into the sea.

    Auto-fail check to acquire. Discard Jinfu to explore Sharkskin Reef card #2: Dire Shark

    Hayato unthinkingly jumps overboard to rescue his gift. He almost lands right in the mouth of a massive, spine-encrusted shark!

    Combat 22 to defeat Dire Shark, it being first combat of turn, and revealing Katana +1: 1d10 + 6 + 1d10 + 1d8 + 1 ⇒ (9) + 6 + (7) + (5) + 1 = 28
    Ship eats AYO structural damage

    Hayato dispatches the shark and climbs back aboard, rueing the loss of his gift.

    Reset hand and end turn

    Hayato wrote:

    Hand: Hatchetbird, Impossible Bottle (switched in), Surgeon, Blessing of the Lord in Iron, Katana +1,

    Displayed: Four-Mirror Armor,
    Deck: 8 Discard: 7 Buried: 0
    Notes: Blessing as needed. Shirt re-roll used, Scenario 0-5C: Yep
    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 [X] +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

    Reveal Surgeon to shuffle random card from discard into deck.
    Surgeon-healed card: 1d7 ⇒ 4 Cat-O'-Nine-Tails
    Recharge Surgeon

    Hayato wrote:

    Hand: Hatchetbird, Impossible Bottle (switched in), Blessing of the Lord in Iron, Katana +1,

    Displayed: Four-Mirror Armor,
    Deck: 10 Discard: 6 Buried: 0
    Notes: Blessing as needed. Shirt re-roll used, Scenario 0-5C: Yep
    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 [X] +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: Blessing 3/2 > Weapon 3 > Item 3 > Armor 3 > Ally 3/2

    Ask for Blessing of Abadar from Lini
    Acrobatics 19: 3d10 + 6 ⇒ (6, 6, 3) + 6 = 21 Defeated!

    The Red Raven finds a huge eye staring back at him from inside the well. Determined to starting fighting back against these mind-bending apparitions, he pulls out his locket and tries to hypnotise the large eye...and manages to lull it to sleep.

    End Turn. Examine next card of location: Sandara Quinn Switch to Aric. Reset Hand.

    Aric/The Red Raven wrote:

    Hand: Mask of the Red Raven, Fortune-Teller, Mask of Stolen Mien, Dreamstalker, Hypnotist's Locket, Shadowless Sword,

    Displayed: Pirate Shade Haunt (3),
    Deck: 12 Discard: 5 Buried: 0
    Notes: Use blessings as needed. Reroll used: Y
    Sideboard cards: Diviner's Blight, Vampiric Backsword +3, Lockpick Shield,

    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 [X]+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 [X]+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


    Amaryllis' Deck

    Off-turn: Cure from Tarlin (Thanks!)
    Cure: 1d4 + 1 ⇒ (1) + 1 = 2 BoPharasma and BotGods shuffled in

    Start of turn: flip Blessing of the Gods
    Free explore of Dagon's Jaws 2 card #1:

    Breath of Dagon:

    Henchman Barrier 5
    Traits
    Curse
    Trap
    Magic

    Check
    Disable
    Constitution
    Fortitude
    16

    Powers
    If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

    Amaryllis investigates the eerie area of the island she spotted overhead where the steam seems to pour unnaturally from the earth.

    Discard Fire Snake to use Arcane skill, discard BoPharasma for 2 dice
    Fortitude 16 (Arcane): 3d12 + 6 ⇒ (1, 5, 8) + 6 = 20 defeated
    Spell Recharge - Arcane 8: 1d12 + 6 ⇒ (11) + 6 = 17 recharged

    She manages to use her arcane Fire Snake to clear the odd coloured mist but cannot find the source of it. It's almost as if the island itself is breathing out the noxious gas.

    Discard BoSivanah to explore card#2:

    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.


    Auto-fail Wisdom 6+5=11 check to defeat and leave barrier on top of deck

    Amaryllis finds an outcropping of rock that extends above the trees. She scales the cliff and, from her vantage point, sets up a lookout for suspicious activity on the islands lower half. The ships surgeon does her best to patch up some of her worst injuries but it's not long before the difficulties of the day and her various wounds catch up with her and she nods off to sleep at her perch.

    Reveal Surgeon to shuffle in: BoPharasma then recharge Surgeon
    Reset hand, shuffle player deck and end turn

    Amaryllis wrote:

    Hand: Blessing of Norgorber (acquired), Dimension Leap, Scrying, Wand of Treasure Finding, Life Leech, Fire Snake, Ice and Fire, Blessing of Pharasma 2, Pyromaniac Mage,

    Displayed:
    Deck: 7 Discard: 8 Buried: 2
    Notes: BoPharasma available, saving BoNorgorber to close SoN location. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5C: 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).
    [ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.


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

    During This Scenario:
    0-5C: RELEASE THE OBLIGATORY KRAKEN

  • 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.
  • Treat the henchman Pirate Shade Haunt as if it also has the barrier type and the Curse trait.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Marine
    Monster C

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

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

    Monster 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:
    Sea Drake
    Monster B

    Traits
    Dragon
    Aquatic

    Check
    Combat
    14

    Powers
    The Sea Drake is immune to the Electricity trait.
    Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
    After you act, the Sea Drake deals 1 Structural damage to your ship.

    Monster 4
    Spoiler:
    Gargoyle Sniper
    Monster 4

    Traits
    Gargoyle
    Scout

    Check
    Combat
    18

    Powers
    If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
    Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
    If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.

    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:
    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.

    Barrier 2
    Spoiler:
    Electricity Arc Trap
    Barrier 4

    Traits
    Trap
    Magic
    Electricity

    Check
    Dexterity
    Disable
    12
    OR
    Intelligence
    Arcane
    14

    Powers
    If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.

    Barrier 3
    Spoiler:
    Electricity Arc Trap
    Barrier 4

    Traits
    Trap
    Magic
    Electricity

    Check
    Dexterity
    Disable
    12
    OR
    Intelligence
    Arcane
    14

    Powers
    If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.

    Barrier 4
    Spoiler:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

    Powers
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is 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 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    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.

    Weapon 2
    Spoiler:
    Icy Boarding Pike +1
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 3
    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 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:
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Telekinesis
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
    For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 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:
    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 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:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Random Armors:
    Armor 1
    Spoiler:
    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 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:
    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 4
    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 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:
    Potion of Healing
    Item C

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 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:
    Periscope
    Item 2

    Traits
    Object

    Check
    Wisdom
    Perception
    8

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

    Item 4
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 5
    Spoiler:
    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.

    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:
    Conchobhar Turlach Shortstone
    Ally 1

    Traits
    Gnome
    Bard
    Pirate

    Check
    Charisma
    Diplomacy
    7

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

    Ally 3
    Spoiler:
    Merrill Pegsworthy
    Ally 2

    Traits
    Human
    Fighter
    Captain
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    8

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

    Ally 4
    Spoiler:
    Joseph "Jack" Scrimshaw
    Ally C

    Traits
    Human
    Pirate

    Check
    Charisma
    Diplomacy
    6

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

    Ally 5
    Spoiler:
    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.

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

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 3
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 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.

    Turn: 23 Tarlin/Thunderspirit

    Top of Blessing Discard Pile: Blessing of Cayden Cailean

    Top Blessing:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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


    Blessings Remaining: 7
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 24 Lini)
    Spoiler:
    Blessing of Sivanah
    Blessing C

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 25 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 3 (Turn 26 Hayato)
    Spoiler:
    Blessing of Erastil
    Blessing C

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 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 5 (Turn 28 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 6 (Turn 29 Lini)
    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 7 (Turn 30 Aric)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Dagon's Jaws
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Dagon's Jaws Card 1:
    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.

    Dagon's Jaws Card 2:
    Emerald of Dexterity
    Item B

    Traits
    Object
    Magic

    Check
    Dexterity
    7

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

    Sacred Spring
    At This Location: At the start of your turn, you may recharge a card to recharge a card from your discard pile.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Wishing Well
    At This Location: You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded; display it next to your character card.
    When Closing: Succeed at an intelligence or Knowledge 8 check.
    When Permanently Closed: On closing, banish all Haunts next to your character card.
    M:0 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:0
    Located here: Aric,

    Wishing Well Card 1 - Sandara Quinn:
    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.

    Wishing Well Card 2:
    Resist Energy
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. 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 12 check. If you succeed, recharge this card; if you fail, discard it.

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

    Sharkskin Reef Card 1:
    Kraken
    Villain Monster 5

    Traits
    Animal
    Aquatic

    Check
    Constitution
    Fortitude
    14
    THEN
    Combat
    23

    Powers
    Before you act, your ship is dealt 2d4 Structural damage.
    Combat damage dealt by the Kraken is dealt to each character at your location and at another random occupied location.
    If undefeated, your ship is wrecked.

    Sharkskin Reef Card 2:
    Ambush
    Barrier C

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Sharkskin Reef Card 3:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

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

    Sharkskin Reef Card 4:
    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.

    Sharkskin Reef Card 5:
    Great White Shark
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

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

    Sharkskin Reef Card 6:
    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.

    Sharkskin Reef Card 7:
    Darkforest Anemone
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

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

    Shark Island
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Hayato,

    Shrine to Norgorber
    At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
    When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
    M:3 Ba:1 W:2 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

    Shrine to Norgorber Card 1 - Humanbane Gladius +2:
    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.

    Shrine to Norgorber Card 2:
    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.

    Shrine to Norgorber Card 3:
    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.

    Shrine to Norgorber Card 4:
    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.

    Shrine to Norgorber Card 5:
    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.

    Shrine to Norgorber Card 6:
    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.

    Shrine to Norgorber Card 7:
    Witch Doctor
    Henchman Monster 5

    Traits
    Human
    Witch

    Check
    Combat
    18

    Powers
    Each time a character plays a spell, the difficulty of the check to defeat is increased by 2.
    If defeated, you may banish a barrier with the Curse trait displayed in fromt of a character at your location, and you may immediately attempt to close the location this henchman came from.

    Ghol-Gan Ruins
    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

    Dagon's Jaws 2
    At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
    When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
    Do not flip this card until both stacks are closed.
    When Permanently Closed: On closing, draw a card, then recharge a card.
    M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Located here: Amaryllis, Tarlin

    Dagon's Jaws 2 Card 1 - Lookout Duty:
    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.

    Dagon's Jaws 2 Card 2:
    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.


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

    Tarlin continues to explore the Jaws of Dagon.

    DC 6 WIS: 1d20 + 3 ⇒ (9) + 3 = 12
    The lookout is back but the cleric is ready this time, walking through like a tourist through a throng of port sidewalk hawkers.

    Discard Blessing of Sivanah to explore again.
    He comes face to face with a blood hag, who is intent on having Tarlin for dinner. Not as a guest, either.

    BYA, DC 8 Divine: 1d8 + 4 ⇒ (7) + 4 = 11 success

    Reveal, then discard, Spellsword +2.
    DC 15 Combat: 1d10 + 5 + 1d8 + 2 + 1d6 ⇒ (3) + 5 + (6) + 2 + (3) = 19 success

    As he sinks the blade deep in the blood hag's flesh, her blood explodes in a fury of flame! Discard Albatross (found), Flaming Falcata +3 (found), and Icy Hooked Hammer +1 for Fire damage. Three points of Fire damage to Amaryllis too, just please don't discard the Blesing of Pharasma cos Tarlin would like to use that on the close check.

    As he tries to catch his breath, a sinister undead presence arises from the waters. Tarlin has little left in him to take the menace on, but nevertheless tries his best.

    Vrykolakas:
    Vrykolakas
    Henchman Monster 5

    Traits
    Undead
    Aquatic

    Check
    Combat
    20
    OR
    Wisdom
    Divine
    16

    Powers
    The Vrykolakas is immune to the Mental and Poison traits.
    If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
    If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

    Cast Holy Light for 2d12 vs undead, and request Amaryllis' Blessing of Pharasma for two extra dice.

    DC 20 Combat: 1d8 + 4 + 2d12 + 2d8 ⇒ (1) + 4 + (8, 8) + (8, 4) = 33 success
    DC 8 Divine to recharge: 1d8 + 4 ⇒ (6) + 4 = 10 recharged
    After closing: draw Major Cure, recharge Major Cure.

    Reset hand and end turn.

    Tarlin wrote:

    Hand: Shark Skin Armor (found), Blessing of Pharasma, Blessing of Iomedae 1, Belt of Giant Strength, Exalted, Elven Chain Shirt,

    Displayed:
    Deck: 25 Discard: 8 Buried: 0
    "Notes: Blessing(s) available if needed.
    Belt of Giant Strength is Impossible Bottle.
    "

    Skills and Powers:
    SKILLS

    Strength d10 [x] +1 [x] +2 [x] +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.
    * When you play Blessing of Iomedae, you may recharge it instead of discarding it.


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

    Lini and Hayato must encounter a hammerhead shark

    Lini tries to drain the life from her shark

    combat 14: 1d10 + 6 + 2 + 4 + 2d4 ⇒ (10) + 6 + 2 + 4 + (2, 1) = 25
    life drain recharge 11: 1d10 + 6 + 2 + 1d4 ⇒ (2) + 6 + 2 + (4) = 14Revealing trident and Headband recharges life drain and shuffles in bof Erastil

    hayate katana 14: 1d10 + 6 + 1d8 + 1 + 4 ⇒ (2) + 6 + (4) + 1 + 4 = 17

    Lini finds the kraken

    structural damage: 2d4 ⇒ (1, 1) = 2

    fortitude 14: 3d8 + 3 + 1d4 ⇒ (1, 4, 2) + 3 + (4) = 14 Lord of iron H ayato and iomedae Tarlin also revealing trident

    combat 23: 3d10 + 6 + 2 + 4 + 2d12 ⇒ (9, 4, 8) + 6 + 2 + 4 + (9, 10) = 52Holy javelin and tarlins Pharasma

    Kraken shuffled in to Norgorbers

    Holy javelin recharged waving trident

    Cast cure on herself to try get some blessings into hand cards: 1d4 + 1 ⇒ (4) + 1 = 5

    Lini wrote:

    Hand: Seaborne trident +1, Headband of wisdom, Pternadon, Blessing of abadar, armour of the sands, Wall of blades,

    Displayed:
    Deck: 16 Discard: 2 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 [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).
    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).
    □ 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

    On Tarlin's turn:
    As soon as Blood Hag is encountered, use Dimension Leap to move to Shrine of Norgorber
    Spell Recharge - Arcane 12: 1d12 + 6 ⇒ (9) + 6 = 15 recharged

    For Lini's villain combat:
    Bury Blessing of Norgorber to temp close Shrine of Norgorber
    Updated hand (after temp close check):

    Amaryllis wrote:

    Hand: Scrying, Wand of Treasure Finding, Life Leech, Fire Snake, Ice and Fire, Pyromaniac Mage,

    Displayed:
    Deck: 8 Discard: 9 Buried: 3
    Notes: All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5C: 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).
    [ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.


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

    Closing check for Wishing Well. Accepting Exalted from Tarlin
    Knowledge 11: 2d8 + 4 ⇒ (1, 4) + 4 = 9 Fail!

    Aric hears cries of alarm from down near the reef. Was that 'Kraken' he can hear being shouted from what sounded like Lini's shrill voice? Not sure what to believe after his confounding encounter with the fortune-teller, Aric tries to make sense of the situation but can't quite gets his wits about him quick enough to be of any help.

    The water in the well starts to ripple and splash, as if something big had just emerged down there. Surely the kraken couldn't have found its way into the well? In his current state of mind, Aric can't bear to look!


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

    Ok, so throwing a die bump on this and another from Tarlin to give us an 11 and is that the win?

    Luckily Tarlin appears and drags Aric away from the well. The cleric helps Aric come to the realisation that there would be no logical way that the kraken could escape into the well...or is there? No, best to just leave this spooky well once and for all, and the fortune-teller along with it.


    DEVELOPMENT:
    Well, that was unexpected! Your boatswain triggered a glyph trap, and you immediately thought, “Maybe he’ll get turned to ash, or maybe I should duck.” You most certainly did not think, “We have apparently summoned a kraken, and we should get back to our ship before it’s smashed to flotsam.”

    Looks like there’s a first time for everything. All hands are on board, and you managed to grab a treasure chest as you left, so you should count this one a success. Nothing went wrong, except... wait. No, really?

    You sigh. Looks like you’ll have to find another cabin boy.

    SCENARIO REWARD:
    For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace an armor in her deck with the loot Howling Skull Armor. At the end of each scenario, return the loot to the game box.

    TIER REWARD:
    None

    ACQUIRED CARDS:
    Weapon 5 Flaming Falcata +3
    Spell B Instant Armor
    Spell 5 Wall of Blades
    Armor 5 Reflecting Buckler
    Armor 2 Shark Skin Armor
    Item 2 Jolly Roger
    Item 3 Sea Tyrant's Patch
    Ally 5 Albatross
    Ally B Barefoot Samms Toppin
    Blessing B Blessing of Abadar
    Blessing C Blessing of Cayden Cailean
    Blessing B Blessing of Erastil
    Blessing 2 Blessing of Hshurha
    Blessing C Blessing of Milani
    Blessing 5 Blessing of Norgorber
    Blessing B Blessing of Sivanah


    0-5D: A CREW DIVIDED
    This has not been a good month for you and your merry crew. You were in the wrong place at the wrong time and nearly got overwhelmed by a pirate armada. You tried to take in an innocent bit of theater and nearly got devoured by devils. And you were exploring a perfectly innocent thalassic demon temple when a bleedin’ kraken tried to chow down on your ship!

    All you want is some peace and quiet so you can recover from your impossible adventure in a bottle. Just a few days in which you’re not being blown every which way by the forces of Dame Fortune. Surely that’s not too much to ask?

    You’ve sailed west, where all the land is uninhabited and the ocean looms large. That small, rocky island off the port bow has only one building on it, and it looks like a glorified lighthouse. Finally, some blessed peace and... oh, no.

    Proceed directly to the tower and engage the enemy. Helm, hard to port.

    GROUP 1
    VILLAIN:
    INCUTILIS
    HENCHMEN:
    VRYKOLAKAS
    LOCATIONS:
    1 FISHING VILLAGE
    1 SCAR BAY
    3 SHRINE TO NORGORBER
    5 JUNGLE
    GROUP 2
    VILLAIN:
    SHROUDED QUEEN
    HENCHMEN:
    BLINK SPIDERS
    LOCATIONS:
    1 TOWER
    2 COASTLINE
    4 GREAT STONE BRIDGE
    6 TORTURE PIT

    DURING THIS SCENARIO:

  • Choose 2 Class 5 or lower ships and stash 1 plunder card under each. On is your ship when commanded at a Group 1 location; the other when commanded at a Group 2 location.
  • When setting out locations, divide them into two groups as indicated. When you add villains and henchmen, put the Group 1 ones into the Group 1 locations and the Group 2 ones into the Group 2 locations.
  • Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except that on your move step, you may move to a location in the other group; if you do, other characters may not choose to move with you. You cannot reduce damage to a ship commanded by a character at a location in the other group.
  • When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box. To win the scenario, corner and defeat both villains.


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

    During This Scenario:
    0-5D: A CREW DIVIDED

  • Choose 2 Class 5 or lower ships and stash 1 plunder card under each. On is your ship when commanded at a Group 1 location; the other when commanded at a Group 2 location.
  • Group 1 Ship - Kraken:
    Reduce Structural damage to this ship by 2.
    You may discard a card from the blessings deck to add 1d12 to your Strength check.
  • Group 2 Ship - Blood Moon
    Reduce Structural damage to this ship by 1.
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a monster. If the discarded card was Blessing of the Gods, add 1d12+3 instead.
  • When setting out locations, divide them into two groups as indicated. When you add villains and henchmen, put the Group 1 ones into the Group 1 locations and the Group 2 ones into the Group 2 locations.
  • Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except that on your move step, you may move to a location in the other group; if you do, other characters may not choose to move with you. You cannot reduce damage to a ship commanded by a character at a location in the other group.
  • When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box. To win the scenario, corner and defeat both villains.
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    Random Monsters:
    Monster 1
    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 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:
    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 4
    Spoiler:
    Darkforest Anemone
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

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

    Monster 5
    Spoiler:
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Barroom Brawl
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Melee
    Dexterity
    5

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

    Barrier 2
    Spoiler:
    Storm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None

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

    Barrier 3
    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 4
    Spoiler:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Barrier 5
    Spoiler:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

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

    Random Weapons:
    Weapon 1
    Spoiler:
    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 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:
    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:
    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 5
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Spell 2
    Spoiler:
    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.

    Spell 3
    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 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:
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Wilderness Studded Leather
    Armor 3

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    Survival
    7

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

    Armor 2
    Spoiler:
    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 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:
    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.

    Random Items:
    Item 1
    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 2
    Spoiler:
    Magic Spyglass
    Item 4

    Traits
    Object
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Reveal this card to add 1 die to any Perception check.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order.

    Item 3
    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 4
    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 5
    Spoiler:
    Potion of Healing
    Item C

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Random Allies:
    Ally 1
    Spoiler:
    Sandara Quinn
    Ally 1

    Traits
    Human
    Cleric
    Pirate

    Check
    Charisma
    Diplomacy
    5

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

    Ally 2
    Spoiler:
    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.

    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:
    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:
    Besmaran Priest
    Ally B

    Traits
    Human
    Cleric
    Pirate

    Check
    Divine
    Charisma
    Diplomacy
    6

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

    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 Sivanah
    Blessing C

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Blessing 3
    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.

    Blessing 4
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 5
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Turn: 1 Aric/Greenclaw

    Top of Blessing Discard Pile: Blessing of 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: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 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 2 (Turn 3 Amaryllis)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 3 (Turn 4 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 4 (Turn 5 Lini)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 5 (Turn 6 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 6 (Turn 7 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 7 (Turn 8 Amaryllis)
    Spoiler:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 8 (Turn 9 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 9 (Turn 10 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 11 Aric)
    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 11 (Turn 12 Hayato)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 13 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 13 (Turn 14 Tarlin)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 14 (Turn 15 Lini)
    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 15 (Turn 16 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.

    Blessings Deck Card 16 (Turn 17 Hayato)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 17 (Turn 18 Amaryllis)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 18 (Turn 19 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 19 (Turn 20 Lini)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

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

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessings Deck Card 21 (Turn 22 Hayato)
    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 23 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 23 (Turn 24 Tarlin)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessings Deck Card 24 (Turn 25 Lini)
    Spoiler:
    Blessing of 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 25 (Turn 26 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 26 (Turn 27 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 27 (Turn 28 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 28 (Turn 29 Tarlin)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 29 (Turn 30 Lini)
    Spoiler:
    Blessing of 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.

    Fishing Village
    At This Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
    When Closing: Succeed at a Charisma or Diplomacy 8 check.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1
    Notes: Group 1

    Fishing Village Card 1:
    Incutilis
    Villain Monster 5

    Traits
    Aberration
    Aquatic

    Check
    None

    Powers
    When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
    If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

    Fishing Village Card 2:
    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.

    Fishing Village Card 3:
    Albatross Soup
    Barrier 5

    Traits
    Task

    Check
    Constitution
    Fortitude
    15

    Powers
    Banish an ally to evade and banish this barrier.
    Before the encounter, bury the top card of your deck.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Fishing Village Card 4:
    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.

    Fishing Village Card 5:
    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.

    Fishing Village Card 6:
    Astrolabe
    Item 1

    Traits
    Tool

    Check
    Wisdom
    Survival
    7

    Powers
    Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.

    Fishing Village Card 7:
    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.

    Fishing Village Card 8:
    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.

    Fishing Village Card 9:
    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.

    Fishing Village Card 10:
    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.

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

    Scar Bay Card 1:
    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.

    Scar Bay Card 2:
    Shackles Pirate
    Monster C

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

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

    Scar Bay Card 3:
    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.

    Scar Bay Card 4:
    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.

    Scar Bay Card 5:
    Vrykolakas
    Henchman Monster 5

    Traits
    Undead
    Aquatic

    Check
    Combat
    20
    OR
    Wisdom
    Divine
    16

    Powers
    The Vrykolakas is immune to the Mental and Poison traits.
    If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
    If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

    Scar Bay Card 6:
    Electricity Arc Trap
    Barrier 4

    Traits
    Trap
    Magic
    Electricity

    Check
    Dexterity
    Disable
    12
    OR
    Intelligence
    Arcane
    14

    Powers
    If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.

    Scar Bay Card 7:
    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.

    Scar Bay Card 8:
    Topaz of Strength
    Item B

    Traits
    Object
    Magic

    Check
    Strength
    7

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

    Scar Bay Card 9:
    Voidstick Zombie
    Monster 5

    Traits
    Undead
    Zombie

    Check
    Combat
    20
    OR
    Divine
    16

    Powers
    The Voidstick Zombie is immune to the Mental and Poison traits.
    For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card.
    If undefeated, each character at your location discards 1d4 cards from her deck.

    Scar Bay Card 10:
    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.

    Shrine to Norgorber
    At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
    When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
    M:3 Ba:1 W:2 Sp:0 Ar:0 I:0 Al:0 Bl:3 ?:1
    Notes: Group 1

    Shrine to Norgorber 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.

    Shrine to Norgorber Card 2:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Shrine to Norgorber Card 3:
    Vrykolakas
    Henchman Monster 5

    Traits
    Undead
    Aquatic

    Check
    Combat
    20
    OR
    Wisdom
    Divine
    16

    Powers
    The Vrykolakas is immune to the Mental and Poison traits.
    If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
    If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

    Shrine to Norgorber Card 4:
    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.

    Shrine to Norgorber Card 5:
    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.

    Shrine to Norgorber Card 6:
    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.

    Shrine to Norgorber Card 7:
    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.

    Shrine to Norgorber Card 8:
    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.

    Shrine to Norgorber Card 9:
    Spiny Eurypterid
    Monster 5

    Traits
    Animal
    Aquatic

    Check
    Combat
    21

    Powers
    If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.

    Shrine to Norgorber Card 10:
    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.

    Jungle
    At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
    When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
    M:3 Ba:1 W:0 Sp:0 Ar:0 I:2 Al:2 Bl:1 ?:1
    Notes: Group 1

    Jungle Card 1:
    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.

    Jungle Card 2:
    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.

    Jungle 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.

    Jungle Card 4:
    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.

    Jungle Card 5:
    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.

    Jungle Card 6:
    Vrykolakas
    Henchman Monster 5

    Traits
    Undead
    Aquatic

    Check
    Combat
    20
    OR
    Wisdom
    Divine
    16

    Powers
    The Vrykolakas is immune to the Mental and Poison traits.
    If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
    If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

    Jungle Card 7:
    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.

    Jungle Card 8:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

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

    Jungle Card 9:
    Ruby of Charisma
    Item B

    Traits
    Object
    Magic

    Check
    Charisma
    7

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

    Jungle Card 10:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Tower
    At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    When Closing: Succeed at a Dexterity or Stealth 7 check.
    When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    M:2 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
    Notes: Group 2

    Tower Card 1:
    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.

    Tower Card 2:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Tower Card 3:
    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.

    Tower 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.

    Tower Card 5:
    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.

    Tower Card 6:
    Manticore
    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    12

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

    Tower Card 7:
    Blink Spider
    Henchman Monster 4

    Traits
    Aberration
    Spider

    Check
    Combat
    17

    Powers
    All damage dealt by the Blink Spider is Poison damage.
    Before you act, succeed at a Dexterity, Acrobatics, or Arcane 10 check or the Blink Spider deals 1d4 Poison damage to you.
    If undefeated, discard the top card of your deck and shuffle the Blink Spider into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tower 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.

    Tower Card 9:
    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.

    Tower Card 10:
    Telekinesis
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
    For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it.

    Coastline
    At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
    When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
    When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
    M:2 Ba:1 W:1 Sp:1 Ar:2 I:1 Al:1 Bl:0 ?:1
    Notes: Group 2

    Coastline Card 1:
    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.

    Coastline Card 2:
    Sapphire Jellyfish
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    The Sapphire Jellyfish is immune to the Electricity and Mental traits.
    Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
    If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
    Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

    Coastline 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.

    Coastline Card 4:
    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.

    Coastline Card 5:
    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.

    Coastline 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.

    Coastline Card 7:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Coastline Card 8:
    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.

    Coastline Card 9:
    Shrouded Queen
    Villain Monster 5

    Traits
    Outsider

    Check
    Combat
    18
    THEN
    Combat
    18

    Powers
    The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5.
    Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead.
    If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.

    Coastline Card 10:
    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.

    Great Stone Bridge
    At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
    When Closing: Succeed at a Dexterity or Ranged 10 check.
    When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:3 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
    Notes: Group 2

    Great Stone Bridge Card 1:
    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.

    Great Stone Bridge Card 2:
    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.

    Great Stone Bridge Card 3:
    Blink Spider
    Henchman Monster 4

    Traits
    Aberration
    Spider

    Check
    Combat
    17

    Powers
    All damage dealt by the Blink Spider is Poison damage.
    Before you act, succeed at a Dexterity, Acrobatics, or Arcane 10 check or the Blink Spider deals 1d4 Poison damage to you.
    If undefeated, discard the top card of your deck and shuffle the Blink Spider into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Great Stone Bridge Card 4:
    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.

    Great Stone Bridge Card 5:
    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.

    Great Stone Bridge Card 6:
    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.

    Great Stone Bridge Card 7:
    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.

    Great Stone Bridge Card 8:
    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.

    Great Stone Bridge Card 9:
    Conchobhar Turlach Shortstone
    Ally 1

    Traits
    Gnome
    Bard
    Pirate

    Check
    Charisma
    Diplomacy
    7

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

    Great Stone Bridge Card 10:
    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.


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

    Aric will start at Fishing Village

    Aric/The Red Raven wrote:

    Hand: Dreamstalker, Heister, Fortune-Teller, Vampiric Backsword +3, Shadowless Sword, Mask of the Red Raven,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes: Use blessings as needed. Reroll used: N
    Sideboard cards: Menacing Backsword +1, Psychometrist, Blessing of the Midnight Lord,

    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 [X]+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 [X]+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


    Deck upgrade: Will switch out Katana +1 for Jorgenfist Spear.
    Lacking any options better for him, Hayato will start at the Jungle.

    Hayato wrote:

    Hand: Spirit Sword, Blessing of Shax, Grappler's Mask, Jorgenfist Spear, Surgeon,

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Notes: Blessing as needed. Shirt re-roll used, Scenario 0-5C: Yep
    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 [X] +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


    Amaryllis' Deck

    Deck Upgrade: Swap in Wand of Flying for Flame Staff

    Scenario Hand Size: 7 + 1d4 ⇒ 7 + (2) = 9

    Amaryllis will start at Tower

    Amaryllis wrote:

    Hand: Gem of Mental Acuity, Blessing of the Gods 3, Vampire Bat, Surgeon, Blessing of Nethys, Blessing of Pharasma 2, Cloudburst, Fly, Blessing of Pharasma 1,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5C: 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).
    [ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.


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

    Deck upgrade: Divine Blaze replaces Holy Light.

    Tarlin will start at Coastline .

    Tarlin wrote:

    Hand: Find Traps, Major Cure, Blessing of Cayden Cailean 2, Blessing of Sivanah, Greatclub +1, Greatclub +3,

    Displayed:
    Deck: 20 Discard: 0 Buried: 0
    Notes: Blessing(s) available if needed.

    Skills and Powers:
    SKILLS

    Strength d10 [x] +1 [x] +2 [x] +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.
    * When you play Blessing of Iomedae, you may recharge it instead of discarding it.


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

    Lini also starts at the coastline

    Lini wrote:

    Hand: Blessing of Sivanah, Mammoth hide armour, Control weather, Mastiff, Blessing of Milani, Helm of electric radiance,

    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).
    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).
    □ 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

    Aric, finally feeling more like his normal self, heads down to the quiet fishing village for a bit of respite from the recent wishing well shenanigans. Enjoying the quiet sound of trickling water and the hubbub of the locals, Aric's heart suddenly drops as he hears the unmistakeable voice of the fortune telling oracle from right behind him.

    "Ahh, my boy. Fancy seeing you down here! I see good things for you, my lad. Very, very good things indeed!

    Reveal Fortune-Teller and choose boon. Examine top card of location.

    Incutilis:

    Villain Monster 5

    Traits
    Aberration
    Aquatic

    Check
    None

    Powers
    When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
    If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

    LOL! Worst fortune-teller ever!!!

    There are screams from the fishing boats out on the river and shouts of alarm from those standing on shore, as a huge nautilus with over-sized tentacles bursts out of the water, it's crimson-streaked flesh looking more alien than anything Aric's laid eyes on before. "You know what, how about you start predicting doom and gloom for me, you crazy witch? If this is a good thing, I'd hate to see what you call a bloody disaster!"

    Not going to encounter this now, as having a top-decked villain in this game could be a real blessing. Not going to waste this turn completely, though...so.

    Discard (Recharge) Dreamstalker to examine top card of Jungle, move it to the top of Fishing Village and encounter it.

    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.

    Ask Amaryllis for Blessing of the Gods 3 to add 1d12 to the check.
    Melee 10: 1d4 + 1d12 ⇒ (1) + (12) = 13 Acquired!
    Upon acquire, examine top card of the deck. Yes, it's the villain again. Upon examine, switch to The Red Raven. Swap in Blessing of the Midnight Lord from kit for Wizard's Hook

    Aric starts to question whether this fortune-teller is just a bad dream. His mind is a jungle right now, full of thoughts like thick tangled vines and with dangerous creatures lurking behind every stray thought. Is he a well-liked aristrocrat with lots of friends, or is he a loner who goes around fighting faceless sea creatures while wearing a mask?

    He is distracted from his anguished thoughts, though, as a fisherman comes up to him and offers him the best magic lure that money can buy! Sure, some fishing might be just what he needs to take his mind off...er, well his mind.

    End Turn. Switch back to Aric. Swap in Psychometrist from kit for Mask of the Red Raven. Reset Hand.

    Aric/The Red Raven wrote:

    Hand: Psychometrist, Heister, Fortune-Teller, Vampiric Backsword +3, Shadowless Sword, Blessing of the Midnight Lord,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Notes: Use blessings as needed. Reroll used: N
    Sideboard cards: Menacing Backsword +1, Wizard's Hook, Mask of the Red Raven,

    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 [X]+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 [X]+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 2: Hayato/Blessing of Abadar

    Clad in heavy armor as he is, the samurai has not been comfortable when this journey has taken him into the jungle. But, sometimes, one must travel in discomfort, he thinks to himself as the sweat trickles down his back.

    Up ahead, he sees a large hook. He marches toward it, biut my the time he arrives where he knows it to be... it is just gone. Must have been a mirage.

    Explore Jungle Card #1: Will-O'-Wisp

    Mirages. Images that float before his eyes and then fade away. Hayaot thinks he must be going crazy, as he begins to see spots of light that bon and weave all around him. He marches toward them, shedding gear as he goes.

    Recharged cards for Will-O'-Wisp BYA, since Hayato auto-fails the Wisdom 10: 1d4 ⇒ 4 Oh, wow. OK, recharge everything except Jorgenfist Spear

    Finally he comes close enough to one of the globes of light to vent his frustration.

    Combat 16 to defeat Will-O'-Wisp, revealing Jorgenfist Spear and it being the first combat of turn: 1d10 + 6 + 2d6 + 3 + 1d10 + 2 ⇒ (8) + 6 + (6, 5) + 3 + (1) + 2 = 31

    The lights are gone, but now the samurai must retrace his steps and find all of that gear he'd dropped.

    Reset hand and end turn

    Hayato wrote:

    Hand: Hatchetbird, Blessing of the Lord in Iron, Viking Shieldmaster, Jorgenfist Spear, Legionnaire Chaplain,

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Notes: Blessing as needed. Shirt re-roll used, Scenario 0-5C: Yep
    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 [X] +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


    Amaryllis' Deck

    Off-turn: Discard BotGods for Aric's Item 5 (nice acquire!)
    Start of turn: flip BoPharasma
    Reveal Surgeon to shuffle BotGods into deck, recharge Surgeon

    A tall tower looms on the shore as Amaryllis and the crew make their way toward it in the Kraken.

    Free explore of card #1

    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.


    Dexterity 7: 1d8 + 2 ⇒ (8) + 2 = 10 acquired
    Discard Fly to examine top card of Tower and Coastline:
    Tower card #2: Potion of Healing (Item B)
    Coastline card #1: Fortified Breastplate (Armor 5)
    Spell Recharge - Arcane 10: 1d12 + 6 ⇒ (10) + 6 = 16 recharged

    Amaryllis notices a crossbow on the deck of the ship and, in an out-of-character move, decides to take the weapon along with her. She straps it to her back and takes off into the sky in an arcane flurry. On the way to the tower she notices the glint of something shiny, perhaps a set of armor, along the coastline. A bottle catches her eye near the tower and she heads toward it.

    Recharge BoPharasma to encounter card #2:

    Potion of Healing:

    Item B
    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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


    Recharge Gem of Mental Acuity to roll Charisma die
    Intelligence 5: 1d12 ⇒ 1 failed, banish

    Amaryllis lands from her flight with a THUMP and knocks the bottle over, spilling its contents. 'Easy come, easy go,' she thinks to herself as she approaches the tower.

    Discard BoNethys to examine top 2 cards, put them back in any order and explore:
    Card #3: Pteranodon (Ally 4)
    Card #4: Fortified Shell Armor (Armor 3)
    Place Armor on top, explore:

    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.


    Fortitude 8: 1d8 + 2 ⇒ (7) + 2 = 9 acquired

    Hanging adjacent to the opening of the tower is a suit of armor made of shells. Amaryllis dons the armor only to realize that it is far too large and cumbersome for her to wear. Recognizing its fine craftsmanship, she decides to carefully bundle it and stash it for one of her armor-clad companions.

    Recharge BoPharasma to encounter card #4:

    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.


    Auto-fail check to acquire
    Discard Vampire Bat to examine card #5:

    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.


    Choose not to encounter barrier, leave on top of location deck

    Amaryllis hears the low growl of something rather large and decides to pick up her pace toward the tower. As she approaches the entrance she hears some polite conversation inside. She takes a moment to straighten her garb and pat down the fly-aways in her hair before entering the tower.

    Reset hand, shuffle player deck and end turn

    Amaryllis wrote:

    Hand: Blessing of the Gods 1, Heavy Crossbow (acquired), Blessing of the Gods 2, Blessing of the Gods 3, Fire Snake, Ice and Fire, Cloudburst, Scrying, Letter of Marque (Loot),

    Displayed:
    Deck: 11 Discard: 2 Buried: 0
    Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5C: 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).
    [ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.


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

    Tarlin nods to Lini, happy to see a crewmate, as he ambles along the Coastline.

    Tucked behind a long-forgotten cabana chair, the cleric finds an unlocked footlocker.

    Recharge BoCC2 for two additional dice.
    DC 10 Fort: 1d8 + 2 + 2d8 ⇒ (6) + 2 + (3, 5) = 16 success

    Within, he finds a remarkable well-preserved suit of fine breastplate! Fortuitous indeed! He is pleased as he continues his walk. Discard BoSivanah to explore again.

    Rounding a copse of trees reveals a small lagoon, but Tarlin gets no time to enjoy the beauty as a massive, blue-hued jellyfish arises! The electric pulse from its tendrils reaches far and wide!

    BYA: electricity: 1d4 ⇒ 3 Tarlin buries Fortified Breastplate (found) to prevent damage. Lini takes 1d4 ⇒ 2 electricity as well (sorry, mate).

    To buy time, Tarlin flings his newfound armor at the beast, distracting it long enough to ready himself for a fight.

    Reveal, then discard, Greatclub +3. Request a BotGods from Amaryllis for 1d12 on Tarlin's combat check, which allows her to recharge a random card from her discard pile.

    DC 18 Combat: 1d10 + 1d10 + 3 + 1d10 + 1d12 ⇒ (1) + (2) + 3 + (5) + (4) = 15 success
    use shirt reroll on the 1, need 4 or higher: 1d10 ⇒ 7 yay!

    The monstrous aquatic creature sinks back below the water.

    Recharge Greatclub +1 to recharge 1d2 ⇒ 2 Greatclub +3 from discard.

    If Lini needs it, Tarlin can use his Major Cure spell. Otherwise he will reset his hand and end his turn.


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

    Hand: Find Traps, Major Cure, Icy Hooked Hammer +1, Cure, Blessing of Milani, Chainmail of Cold Resistance,

    Displayed:
    Deck: 21 Discard: 1 Buried: 1
    "Notes: Blessing(s) available if needed.
    "

    Skills and Powers:
    SKILLS

    Strength d10 [x] +1 [x] +2 [x] +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.
    * When you play Blessing of Iomedae, you may recharge it instead of discarding it.


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

    Lini recharges her helm to absorb the damage from the jellyfish

    It is the hour of the gods

    Displays mastiff to draw headband of wisdom and charm animal
    Casts charm animal drawing Albatross

    Explores and finds a sword cane pistol

    Discards albatross to make her more dexterous and blessing of milani to improve her luck

    dexterity 10: 3d12 ⇒ (6, 7, 6) = 19

    Sword cane pistol acquired

    Lini wrote:

    Hand: Blessing of Sivanah, Mammoth hide armour, Control weather, Headband of wisdom, Sword cane pistol +2, Cure,

    Displayed:
    Deck: 13 Discard: 2 Buried: 1
    Notes: Blessing avaiable at group 2 locations (Tower Coastline Great stone bridge) Control weather also adds 2d8 to any check by a character on a ship Sivanah adds 2 dice to any int or charisma non combat check
    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).
    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).
    □ 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:
    0-5D: A CREW DIVIDED

  • Choose 2 Class 5 or lower ships and stash 1 plunder card under each. On is your ship when commanded at a Group 1 location; the other when commanded at a Group 2 location.
  • Group 1 Ship - Kraken:
    Reduce Structural damage to this ship by 2.
    You may discard a card from the blessings deck to add 1d12 to your Strength check.
  • Group 2 Ship - Blood Moon
    Reduce Structural damage to this ship by 1.
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a monster. If the discarded card was Blessing of the Gods, add 1d12+3 instead.
  • When setting out locations, divide them into two groups as indicated. When you add villains and henchmen, put the Group 1 ones into the Group 1 locations and the Group 2 ones into the Group 2 locations.
  • Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except that on your move step, you may move to a location in the other group; if you do, other characters may not choose to move with you. You cannot reduce damage to a ship commanded by a character at a location in the other group.
  • When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box. To win the scenario, corner and defeat both villains.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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.

    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:
    Nirento
    Monster 2

    Traits
    Plant

    Check
    Combat
    11

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

    Monster 4
    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 5
    Spoiler:
    Gargoyle Sniper
    Monster 4

    Traits
    Gargoyle
    Scout

    Check
    Combat
    18

    Powers
    If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
    Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
    If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.

    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:
    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.

    Barrier 3
    Spoiler:
    Dead Man's Chest
    Barrier C

    Traits
    Cache
    Lock
    Pirate

    Check
    Dexterity
    Disable
    11
    OR
    Strength
    Melee
    13

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

    Barrier 4
    Spoiler:
    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 5
    Spoiler:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

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

    Random Weapons:
    Weapon 1
    Spoiler:
    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:
    Icy Boarding Pike +1
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 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:
    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:
    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.

    Random Spells:
    Spell 1
    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.

    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:
    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:
    Instant Armor
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

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

    Spell 5
    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.

    Random Armors:
    Armor 1
    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 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:
    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 5
    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.

    Random Items:
    Item 1
    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 2
    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 3
    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 4
    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 5
    Spoiler:
    Anchor
    Item B

    Traits
    Tool

    Check
    Wisdom
    Survival
    8

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

    Random Allies:
    Ally 1
    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.

    Ally 2
    Spoiler:
    Merrill Pegsworthy
    Ally 2

    Traits
    Human
    Fighter
    Captain
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    8

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

    Ally 3
    Spoiler:
    Heartbreak Hinsin
    Ally B

    Traits
    Human
    Aristocrat
    Pirate

    Check
    Dexterity
    Disable
    4
    THEN
    Charisma
    Diplomacy
    7

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

    Ally 4
    Spoiler:
    Besmaran Priest
    Ally B

    Traits
    Human
    Cleric
    Pirate

    Check
    Divine
    Charisma
    Diplomacy
    6

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

    Ally 5
    Spoiler:
    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.

    Random Blessings:
    Blessing 1
    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 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 3
    Spoiler:
    Blessing of Achaekek
    Blessing 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 4
    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 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 Aric/Greenclaw

    Top of Blessing Discard Pile: Blessing of Erastil

    Top Blessing:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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


    Blessings Remaining: 24
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 7 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 2 (Turn 8 Amaryllis)
    Spoiler:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 3 (Turn 9 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 4 (Turn 10 Lini)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 5 (Turn 11 Aric)
    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 6 (Turn 12 Hayato)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 8 (Turn 14 Tarlin)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 15 Lini)
    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 10 (Turn 16 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.

    Blessings Deck Card 11 (Turn 17 Hayato)
    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 12 (Turn 18 Amaryllis)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 19 Tarlin)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 14 (Turn 20 Lini)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 15 (Turn 21 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 16 (Turn 22 Hayato)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 17 (Turn 23 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 18 (Turn 24 Tarlin)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

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

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 20 (Turn 26 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 21 (Turn 27 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 22 (Turn 28 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 23 (Turn 29 Tarlin)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 24 (Turn 30 Lini)
    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.

    Fishing Village
    At This Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
    When Closing: Succeed at a Charisma or Diplomacy 8 check.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1
    Notes: Group 1

    Fishing Village Card 1 - Incutilis:
    Incutilis
    Villain Monster 5

    Traits
    Aberration
    Aquatic

    Check
    None

    Powers
    When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
    If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

    Fishing Village Card 2:
    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.

    Fishing Village Card 3:
    Albatross Soup
    Barrier 5

    Traits
    Task

    Check
    Constitution
    Fortitude
    15

    Powers
    Banish an ally to evade and banish this barrier.
    Before the encounter, bury the top card of your deck.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Fishing Village Card 4:
    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.

    Fishing Village Card 5:
    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.

    Fishing Village Card 6:
    Astrolabe
    Item 1

    Traits
    Tool

    Check
    Wisdom
    Survival
    7

    Powers
    Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.

    Fishing Village Card 7:
    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.

    Fishing Village Card 8:
    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.

    Fishing Village Card 9:
    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.

    Fishing Village Card 10:
    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.

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

    Scar Bay Card 1:
    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.

    Scar Bay Card 2:
    Shackles Pirate
    Monster C

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

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

    Scar Bay Card 3:
    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.

    Scar Bay Card 4:
    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.

    Scar Bay Card 5:
    Vrykolakas
    Henchman Monster 5

    Traits
    Undead
    Aquatic

    Check
    Combat
    20
    OR
    Wisdom
    Divine
    16

    Powers
    The Vrykolakas is immune to the Mental and Poison traits.
    If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
    If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

    Scar Bay Card 6:
    Electricity Arc Trap
    Barrier 4

    Traits
    Trap
    Magic
    Electricity

    Check
    Dexterity
    Disable
    12
    OR
    Intelligence
    Arcane
    14

    Powers
    If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.

    Scar Bay Card 7:
    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.

    Scar Bay Card 8:
    Topaz of Strength
    Item B

    Traits
    Object
    Magic

    Check
    Strength
    7

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

    Scar Bay Card 9:
    Voidstick Zombie
    Monster 5

    Traits
    Undead
    Zombie

    Check
    Combat
    20
    OR
    Divine
    16

    Powers
    The Voidstick Zombie is immune to the Mental and Poison traits.
    For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card.
    If undefeated, each character at your location discards 1d4 cards from her deck.

    Scar Bay Card 10:
    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.

    Shrine to Norgorber
    At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
    When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
    M:3 Ba:1 W:2 Sp:0 Ar:0 I:0 Al:0 Bl:3 ?:1
    Notes: Group 1

    Shrine to Norgorber 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.

    Shrine to Norgorber Card 2:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Shrine to Norgorber Card 3:
    Vrykolakas
    Henchman Monster 5

    Traits
    Undead
    Aquatic

    Check
    Combat
    20
    OR
    Wisdom
    Divine
    16

    Powers
    The Vrykolakas is immune to the Mental and Poison traits.
    If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
    If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

    Shrine to Norgorber Card 4:
    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.

    Shrine to Norgorber Card 5:
    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.

    Shrine to Norgorber Card 6:
    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.

    Shrine to Norgorber Card 7:
    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.

    Shrine to Norgorber Card 8:
    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.

    Shrine to Norgorber Card 9:
    Spiny Eurypterid
    Monster 5

    Traits
    Animal
    Aquatic

    Check
    Combat
    21

    Powers
    If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.

    Shrine to Norgorber Card 10:
    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.

    Jungle
    At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
    When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
    M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:2 Bl:1 ?:1
    Located here: Hayato
    Notes: Group 1

    Jungle Card 1:
    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.

    Jungle Card 2:
    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.

    Jungle Card 3:
    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.

    Jungle Card 4:
    Vrykolakas
    Henchman Monster 5

    Traits
    Undead
    Aquatic

    Check
    Combat
    20
    OR
    Wisdom
    Divine
    16

    Powers
    The Vrykolakas is immune to the Mental and Poison traits.
    If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
    If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

    Jungle Card 5:
    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.

    Jungle Card 6:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

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

    Jungle Card 7:
    Ruby of Charisma
    Item B

    Traits
    Object
    Magic

    Check
    Charisma
    7

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

    Jungle Card 8:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Tower
    At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    When Closing: Succeed at a Dexterity or Stealth 7 check.
    When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    M:2 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Amaryllis
    Notes: Group 2

    Tower Card 1 - Social Niceties:
    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.

    Tower Card 2:
    Manticore
    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    12

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

    Tower Card 3:
    Blink Spider
    Henchman Monster 4

    Traits
    Aberration
    Spider

    Check
    Combat
    17

    Powers
    All damage dealt by the Blink Spider is Poison damage.
    Before you act, succeed at a Dexterity, Acrobatics, or Arcane 10 check or the Blink Spider deals 1d4 Poison damage to you.
    If undefeated, discard the top card of your deck and shuffle the Blink Spider into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Tower Card 4:
    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.

    Tower Card 5:
    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.

    Tower Card 6:
    Telekinesis
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
    For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it.

    Coastline
    At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
    When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
    When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
    M:1 Ba:1 W:0 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
    Located here: Tarlin, Lini
    Notes: Group 2

    Coastline Card 1:
    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.

    Coastline 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.

    Coastline Card 3:
    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.

    Coastline Card 4:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Coastline Card 5:
    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.

    Coastline Card 6:
    Shrouded Queen
    Villain Monster 5

    Traits
    Outsider

    Check
    Combat
    18
    THEN
    Combat
    18

    Powers
    The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5.
    Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead.
    If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.

    Coastline Card 7:
    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.

    Great Stone Bridge
    At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
    When Closing: Succeed at a Dexterity or Ranged 10 check.
    When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:3 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
    Notes: Group 2

    Great Stone Bridge Card 1:
    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.

    Great Stone Bridge Card 2:
    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.

    Great Stone Bridge Card 3:
    Blink Spider
    Henchman Monster 4

    Traits
    Aberration
    Spider

    Check
    Combat
    17

    Powers
    All damage dealt by the Blink Spider is Poison damage.
    Before you act, succeed at a Dexterity, Acrobatics, or Arcane 10 check or the Blink Spider deals 1d4 Poison damage to you.
    If undefeated, discard the top card of your deck and shuffle the Blink Spider into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Great Stone Bridge Card 4:
    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.

    Great Stone Bridge Card 5:
    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.

    Great Stone Bridge Card 6:
    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.

    Great Stone Bridge Card 7:
    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.

    Great Stone Bridge Card 8:
    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.

    Great Stone Bridge Card 9:
    Conchobhar Turlach Shortstone
    Ally 1

    Traits
    Gnome
    Bard
    Pirate

    Check
    Charisma
    Diplomacy
    7

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

    Great Stone Bridge Card 10:
    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.


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

    The strange nautilus creature submerges below the water once more and Aric decides to alert his friends of its presence so that they can engage with it at a more opportune time.

    He heads over to the tower to catch up with little Amaryllis. If anyone's likely to be able to lift his spirits, it's her. Unfortunately, the Fortune Teller continues to tag along, changing her tune once she sees Aric's little pink-haired companion. "No, no! You shouldn't hang around with the likes of this one. She's bound to bring you nothing but pain and despair!"

    "Ah, yeah. Sorry about this one. She seems to have made me her personal project. What's happening here at the tower?

    Reveal Fortune Teller and choose bane. Examine top card of location. Surprise, surprise, it's a bane. Encounter it.

    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.


    Recharge Heister to add 1d12
    Diplomacy 14: 1d10 + 5 + 1d12 ⇒ (9) + 5 + (3) = 17 Defeated!
    Draw an item from box from Heister power: Sniper Goggles (Item 4)
    Bury Sniper Goggles to add random ally from box to hand from barrier's if defeated power:
    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.

    Amaryllis seemed to be having trouble with some over officious clerks demanding to know her credentials. Aric's well versed in this sort of stuff, and makes instant rapport with a shady looking one who bypasses the usual formalities and lets them inside. He even offers Aric a gift, but Aric decides to pass it on to another one of the clerks and makes yet another instant companion.

    Explore

    Manticore:

    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    12

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


    Random Character at Group 2- 1-Amaryllis, 2-Aric, 3-Lini, 4-Tarlin: 1d4 ⇒ 3
    Lini has to deal with 1d4+1 Ranged Damage. At least looks like she's got some armour.

    Before they can go any further, however, all hell breaks out as a winged beast with the body of a lion, a humanoid face but the wings of a dragon starts circling around the tower, attacking any living thing that it sees. Aric doesn't even have time to change into costume so joins the guards in attacking the beast as he is.

    Reveal Shadowless Sword. Recharge Blessing of the Midnight Lord
    Combat (Strength) 12: 3d6 + 1 + 1d8 + 2 ⇒ (3, 1, 4) + 1 + (5) + 2 = 16 Defeated!

    End Turn. Reset Hand.

    Aric/The Red Raven wrote:

    Hand: Psychometrist, Ederleigh Baines, Fortune-Teller, Vampiric Backsword +3, Shadowless Sword, Lockpick Shield,

    Displayed:
    Deck: 16 Discard: 0 Buried: 1
    Notes: Use blessings as needed. Reroll used: N
    Sideboard cards: Menacing Backsword +1, Wizard's Hook, Mask of the Red Raven,

    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 [X]+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 [X]+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


    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 damage: 1d4 + 1 ⇒ (1) + 1 = 2

    Recharges mammoth hide armour

    Lini wrote:

    Hand: Blessing of Sivanah, Control weather, Headband of wisdom, Sword cane pistol +2, Cure,

    Displayed:
    Deck: 14 Discard: 2 Buried: 1
    Notes: Blessing avaiable at group 2 locations (Tower Coastline Great stone bridge) Control weather also adds 2d8 to any check by a character on a ship Sivanah adds 2 dice to any int or charisma non combat check
    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).
    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).
    □ 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.


    Turn 7: Hayato/Blessing of Norgorber
    Explore Jungle card #1: Giant Anaconda

    After Hayato finds the last of his gear that's been strewn about the jungle, he stops and sits on a fallen log. The jungle is so violent and inimical, he just wants a moment to himself. As if on cue, the log trembles, and then a head rises up hissing. Hayato sighs as he reaches for his spear.

    Combat 18 to defeat Giant Anaconda, revealing Jorgenfist Spear and it being first combat of turn: 1d10 + 6 + 2 + 1d10 + 2d6 + 3 ⇒ (7) + 6 + 2 + (6) + (3, 4) + 3 = 31

    The skewered snake twitches and is still, and the samurai gets to the business of cleaning his weapon.

    Discard Viking Shieldmaster to explore Jungle card #2: Coral Capuchin

    A little pink flying lizard-monkey-thing chitters in the trees above him as he works.

    Survival 11 to acquire Coral Capuchin: 1d6 + 1 ⇒ (2) + 1 = 3

    The mildly annoyed ronin waves at it, and it flies away. Banish

    Discard Hatchetbird to move to Scar Bay and explore Scar Bay card #1: Ambrose "Fishguts" Kroop

    It suddenly strikes Hayato how much he is not enjoying the jungle, He gets up, boards his skiff, and moves on to less-unpleasant waters. He comes to a bay, patrolled by a lone sailor in a jollyboat. Hayato waves at the sailor.

    Diplomacy 6 to acquire Ambrose Fishguts Kroop: 1d6 + 1 ⇒ (6) + 1 = 7

    The sailor rows over and climbs into Hayato's skiff. He throws his arms around the samurai. "Just call me Fishguts. You've saved me! I've been rowing around this bay for months!" Glad to have been of service, Hayato sends the man belowdecks for some chow.

    Discard Ambrose "Fishguts" Kroop to explore Scar Bay card #2: Shackles Pirate

    A foul voice sounds from behind Hayato. "Lubber, I set that man to patrolin' the bay as what-for for daring to cross me. You need to take his place!" The pirate draws a cutlass and advances menacingly.

    Combat 14 to defeat Shackles Pirate, revealing Jorgenfist Spear and adding a miraculous d4 because Fishguts give me the Swahbuckling trait: 1d10 + 6 + 2 + 2d6 + 3 + 1d4 ⇒ (5) + 6 + 2 + (1, 3) + 3 + (1) = 21

    Hayato rolls his eyes, spears the ill-advised pirate in the chest, and sweeps the still-twitching body overboard.

    Recharge Legionnaire Chaplain to recharge random card from discard pile.
    Recharged card: 1d3 ⇒ 1 Viking Shieldmaster
    Reset hand and end turn

    Hayato wrote:

    Hand: Frost Lance +2, Blessing of the Lord in Iron, Impervious Fortress Plate, Jorgenfist Spear, Blessing of Angradd,

    Displayed:
    Deck: 15 Discard: 3 Buried: 0
    Notes: Blessing as needed. Shirt re-roll used, Scenario 0-5C: Yep
    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 [X] +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


    Amaryllis' Deck

    Start of turn: Flip BoPharasma

    A Manticore rudely interrupts Amaryllis from thanking Aric for his help with the stubborn clerk. With sword drawn he dispatches the beast efficiently in an almost... familiar way. She decides not to dwell on the thought too long and consults her crystal ball before pressing on into the tower.

    Discard Scrying and name monster:
    Card #3: Blink Spider (Henchman Monster 4)
    Card #4: Lookout Duty (Barrier B)
    Card #5: Giant Jellyfish (Monster 3)
    Place Henchman on top, then Jellyfish and shuffle remaining cards
    Spell Recharge - Arcane 12: 1d12 + 6 ⇒ (1) + 6 = 7 discarded

    Amaryllis hears a skittering sound above her head and looks up just in time to see a spider preparing its decent onto her.

    Free explore of card #3:

    Blink Spider:

    Henchman Monster 4
    Traits
    Aberration
    Spider

    Check
    Combat
    17

    Powers
    All damage dealt by the Blink Spider is Poison damage.
    Before you act, succeed at a Dexterity, Acrobatics, or Arcane 10 check or the Blink Spider deals 1d4 Poison damage to you.
    If undefeated, discard the top card of your deck and shuffle the Blink Spider into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.


    Discard Cloudburst and ignore BYA power
    Combat 17: 1d12 + 6 + 3d6 ⇒ (8) + 6 + (6, 4, 2) = 26 defeated
    Discard BotGods for temp close check
    Dexterity 7: 1d8 + 2 + 1d12 ⇒ (2) + 2 + (9) = 13 location closed
    Choose not to move
    Spell Recharge - Arcane 13: 1d12 + 6 ⇒ (11) + 6 = 17 recharged

    As the Blink Spider drops on her with its fangs glistening and dripping with poison, Amaryllis builds up a charge of electrical energy. The spider envelops her and, just as it is about to bite, she explodes with electricity, frying the spider until the smell of burnt hair and spider flesh fill the space. Amaryllis pushes the lifeless corpse of the creature off of her small frame and crawls free of the mess.

    Bury Letter of Marque and choose Ally
    Add 1d4+1 random ally cards to closed location: 1d4 + 1 ⇒ (1) + 1 = 2
    Encounter top card:

    Merrill Pegsworthy:

    Ally 2
    Traits
    Human
    Fighter
    Captain
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    8

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


    Charisma 8: 1d12 + 6 ⇒ (5) + 6 = 11 acquired

    A pirate captain in a blue overcoat offers his hand as she climbs free. "Merrill Pegsworthy's the name. That was a mighty fine display of spellcasting you just did. Perhaps if I'm to find adventure, I best be sticking with you!"
    Amaryllis accepts his offer of aide and helps the clerks of the tower push the mass of burnt Blink Spider flesh toward the door.

    Attempt Scrying spell recharge check
    Spell Recharge - Arcane 12: 1d12 + 6 ⇒ (4) + 6 = 10 remains in discard
    Reset hand, attempt spell recharge again
    Spell Recharge - Arcane 12: 1d12 + 6 ⇒ (3) + 6 = 9 remains in discard
    Shuffle player deck and end turn
    Top 2 cards of Blessings deck: BoMilani and BotGods
    Leave in that order

    Amaryllis wrote:

    Hand: Merrill Pegsworthy (acquired), Heavy Crossbow (acquired), Blessing of Pharasma 2, Blessing of the Gods 3, Fire Snake, Ice and Fire, Wand of Treasure Finding, Wand of Flying, Blessing of Pharasma 1,

    Displayed:
    Deck: 9 Discard: 4 Buried: 1
    Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5C: 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).
    [ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.


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

    During This Scenario:
    0-5D: A CREW DIVIDED

  • Choose 2 Class 5 or lower ships and stash 1 plunder card under each. On is your ship when commanded at a Group 1 location; the other when commanded at a Group 2 location.
  • Group 1 Ship - Kraken:
    Reduce Structural damage to this ship by 2.
    You may discard a card from the blessings deck to add 1d12 to your Strength check.
  • Group 2 Ship - Blood Moon
    Reduce Structural damage to this ship by 1.
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a monster. If the discarded card was Blessing of the Gods, add 1d12+3 instead.
  • When setting out locations, divide them into two groups as indicated. When you add villains and henchmen, put the Group 1 ones into the Group 1 locations and the Group 2 ones into the Group 2 locations.
  • Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except that on your move step, you may move to a location in the other group; if you do, other characters may not choose to move with you. You cannot reduce damage to a ship commanded by a character at a location in the other group.
  • When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box. To win the scenario, corner and defeat both villains.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    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 2
    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 3
    Spoiler:
    Manticore
    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    12

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

    Monster 4
    Spoiler:
    Giant Rock Crab
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    13

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

    Monster 5
    Spoiler:
    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.

    Random Barriers:
    Barrier 1
    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 2
    Spoiler:
    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.

    Barrier 3
    Spoiler:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

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

    Barrier 4
    Spoiler:
    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.

    Barrier 5
    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.

    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:
    Zul
    Weapon 2

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    12

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

    Weapon 3
    Spoiler:
    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 4
    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 5
    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.

    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:
    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 3
    Spoiler:
    Instant Armor
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

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

    Spell 4
    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 5
    Spoiler:
    Resist Energy
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. 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 12 check. If you succeed, recharge this card; if you fail, discard 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:
    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:
    Fortified Shell Armor
    Armor 3

    Traits
    Heavy Armor
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    8

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

    Armor 4
    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 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:
    Gloves of Dueling
    Item 5

    Traits
    Accessory
    Magic
    Swashbuckling

    Check
    Charisma
    Diplomacy
    13

    Powers
    Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.

    Item 2
    Spoiler:
    Powder Keg
    Item 3

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    11

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

    Item 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:
    Pearl of Wisdom
    Item B

    Traits
    Object
    Magic

    Check
    Wisdom
    7

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

    Item 5
    Spoiler:
    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:
    Sandara Quinn
    Ally 1

    Traits
    Human
    Cleric
    Pirate

    Check
    Charisma
    Diplomacy
    5

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

    Ally 3
    Spoiler:
    Heartbreak Hinsin
    Ally B

    Traits
    Human
    Aristocrat
    Pirate

    Check
    Dexterity
    Disable
    4
    THEN
    Charisma
    Diplomacy
    7

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

    Ally 4
    Spoiler:
    Corlan
    Ally 3

    Traits
    Tengu
    Smuggler

    Check
    Charisma
    Diplomacy
    9

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

    Ally 5
    Spoiler:
    Besmaran Priest
    Ally C

    Traits
    Human
    Cleric
    Pirate

    Check
    Divine
    Charisma
    Diplomacy
    6

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

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

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your 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 Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of 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.

    Blessing 5
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Turn: 9 Tarlin/Thunderspirit

    Top of Blessing Discard Pile: Blessing of Milani

    Top Blessing:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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


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

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 2 (Turn 11 Aric)
    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 3 (Turn 12 Hayato)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 13 Amaryllis)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 5 (Turn 14 Tarlin)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 15 Lini)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 16 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.

    Blessings Deck Card 8 (Turn 17 Hayato)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 18 Amaryllis)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 19 Tarlin)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 11 (Turn 20 Lini)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 12 (Turn 21 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 13 (Turn 22 Hayato)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 14 (Turn 23 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 24 Tarlin)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessings Deck Card 16 (Turn 25 Lini)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 17 (Turn 26 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 18 (Turn 27 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 19 (Turn 28 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 20 (Turn 29 Tarlin)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 21 (Turn 30 Lini)
    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.

    Fishing Village
    At This Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
    When Closing: Succeed at a Charisma or Diplomacy 8 check.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1
    Notes: Group 1

    Fishing Village Card 1 - Incutilis:
    Incutilis
    Villain Monster 5

    Traits
    Aberration
    Aquatic

    Check
    None

    Powers
    When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
    If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

    Fishing Village Card 2:
    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.

    Fishing Village Card 3:
    Albatross Soup
    Barrier 5

    Traits
    Task

    Check
    Constitution
    Fortitude
    15

    Powers
    Banish an ally to evade and banish this barrier.
    Before the encounter, bury the top card of your deck.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Fishing Village Card 4:
    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.

    Fishing Village Card 5:
    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.

    Fishing Village Card 6:
    Astrolabe
    Item 1

    Traits
    Tool

    Check
    Wisdom
    Survival
    7

    Powers
    Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.

    Fishing Village Card 7:
    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.

    Fishing Village Card 8:
    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.

    Fishing Village Card 9:
    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.

    Fishing Village Card 10:
    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.

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

    Scar Bay Card 1:
    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.

    Scar Bay Card 2:
    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.

    Scar Bay Card 3:
    Vrykolakas
    Henchman Monster 5

    Traits
    Undead
    Aquatic

    Check
    Combat
    20
    OR
    Wisdom
    Divine
    16

    Powers
    The Vrykolakas is immune to the Mental and Poison traits.
    If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
    If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

    Scar Bay Card 4:
    Electricity Arc Trap
    Barrier 4

    Traits
    Trap
    Magic
    Electricity

    Check
    Dexterity
    Disable
    12
    OR
    Intelligence
    Arcane
    14

    Powers
    If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.

    Scar Bay Card 5:
    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.

    Scar Bay Card 6:
    Topaz of Strength
    Item B

    Traits
    Object
    Magic

    Check
    Strength
    7

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

    Scar Bay Card 7:
    Voidstick Zombie
    Monster 5

    Traits
    Undead
    Zombie

    Check
    Combat
    20
    OR
    Divine
    16

    Powers
    The Voidstick Zombie is immune to the Mental and Poison traits.
    For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card.
    If undefeated, each character at your location discards 1d4 cards from her deck.

    Scar Bay Card 8:
    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.

    Shrine to Norgorber
    At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
    When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
    M:3 Ba:1 W:2 Sp:0 Ar:0 I:0 Al:0 Bl:3 ?:1
    Notes: Group 1

    Shrine to Norgorber 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.

    Shrine to Norgorber Card 2:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Shrine to Norgorber Card 3:
    Vrykolakas
    Henchman Monster 5

    Traits
    Undead
    Aquatic

    Check
    Combat
    20
    OR
    Wisdom
    Divine
    16

    Powers
    The Vrykolakas is immune to the Mental and Poison traits.
    If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
    If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

    Shrine to Norgorber Card 4:
    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.

    Shrine to Norgorber Card 5:
    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.

    Shrine to Norgorber Card 6:
    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.

    Shrine to Norgorber Card 7:
    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.

    Shrine to Norgorber Card 8:
    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.

    Shrine to Norgorber Card 9:
    Spiny Eurypterid
    Monster 5

    Traits
    Animal
    Aquatic

    Check
    Combat
    21

    Powers
    If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.

    Shrine to Norgorber Card 10:
    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.

    Jungle
    At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
    When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
    M:1 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
    Notes: Group 1

    Jungle Card 1:
    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.

    Jungle Card 2:
    Vrykolakas
    Henchman Monster 5

    Traits
    Undead
    Aquatic

    Check
    Combat
    20
    OR
    Wisdom
    Divine
    16

    Powers
    The Vrykolakas is immune to the Mental and Poison traits.
    If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
    If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

    Jungle Card 3:
    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.

    Jungle Card 4:
    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.

    Jungle Card 5:
    Ruby of Charisma
    Item B

    Traits
    Object
    Magic

    Check
    Charisma
    7

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

    Jungle Card 6:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Tower
    At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
    Closed
    Located here: Amaryllis, Aric
    Notes: Group 2

    Tower Card 1:
    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.

    Coastline
    At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
    When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
    When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
    M:1 Ba:1 W:0 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
    Located here: Tarlin, Lini
    Notes: Group 2

    Coastline Card 1:
    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.

    Coastline 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.

    Coastline Card 3:
    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.

    Coastline Card 4:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Coastline Card 5:
    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.

    Coastline Card 6:
    Shrouded Queen
    Villain Monster 5

    Traits
    Outsider

    Check
    Combat
    18
    THEN
    Combat
    18

    Powers
    The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5.
    Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead.
    If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.

    Coastline Card 7:
    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.

    Great Stone Bridge
    At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
    When Closing: Succeed at a Dexterity or Ranged 10 check.
    When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:3 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
    Notes: Group 2

    Great Stone Bridge Card 1:
    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.

    Great Stone Bridge Card 2:
    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.

    Great Stone Bridge Card 3:
    Blink Spider
    Henchman Monster 4

    Traits
    Aberration
    Spider

    Check
    Combat
    17

    Powers
    All damage dealt by the Blink Spider is Poison damage.
    Before you act, succeed at a Dexterity, Acrobatics, or Arcane 10 check or the Blink Spider deals 1d4 Poison damage to you.
    If undefeated, discard the top card of your deck and shuffle the Blink Spider into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Great Stone Bridge Card 4:
    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.

    Great Stone Bridge Card 5:
    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.

    Great Stone Bridge Card 6:
    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.

    Great Stone Bridge Card 7:
    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.

    Great Stone Bridge Card 8:
    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.

    Great Stone Bridge Card 9:
    Conchobhar Turlach Shortstone
    Ally 1

    Traits
    Gnome
    Bard
    Pirate

    Check
    Charisma
    Diplomacy
    7

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

    Great Stone Bridge Card 10:
    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.


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

    Tarlin tips his helm to Lini as he moves further inland, into the Jungle of the isles. Such a pretty place, so lush and green an—

    A bone-rattling roar breaks his reverie, when a ten foot giant with a single eye comes crashing through the brush, spiked club in hand and malice on their mind!

    BYA: top card of deck is Exalted, recharged. Request Blessing of Lord in Iron from Hayato, which allows him to recharge a random card from his discard pile. Reveal Icy Hooked Hammer +1.

    DC 22 Combat: 1d10 + 5 + 1d8 + 1 + 2d10 ⇒ (3) + 5 + (5) + 1 + (9, 10) = 33 success
    Tarlin is nonplussed as he dispatches the Cyclops.

    Discard Blessing of Milani to explore again (recharged due to matching top of Blessings deck).

    No sooner is the Cyclops defeated that a familiar, undead enemy arises. Another vrykolakas! The dead walk among us...

    Request BoPharasma from Amaryllis, which allows her to recharge a random card from her discard pile. Reveal, then discard, Icy Hooked Hammer +1.

    DC 20 Combat: 1d10 + 5 + 1d8 + 1 + 1d8 + 1d10 ⇒ (3) + 5 + (1) + 1 + (3) + (1) = 14 sadly, not even worth a reroll with those dice...
    Bury Chainmail of Cold Resistance for damage. Auto-fail DC 13 Fort check.

    The undead monster overwhelms the cleric and leaves him gasping for air on the ground.

    buried from top of deck: 1d6 ⇒ 2 Blessing of Iomedae 2 and Elven Chain Shirt. Well, honestly, that could've been much worse.

    Cast Cure. Two cards in discard, minimum of two cards shuffled back into deck.
    DC 8 Divine to recharge: 1d8 + 4 ⇒ (5) + 4 = 9 success

    Reset hand and end turn.

    Tarlin wrote:

    Hand: Find Traps, Major Cure, Greatclub +3, Blessing of Cayden Cailean 1, Blessing of Milani, Exalted,

    Displayed:
    Deck: 21 Discard: 0 Buried: 4
    "Notes: Blessing(s) available if needed.
    "

    Skills and Powers:
    SKILLS

    Strength d10 [x] +1 [x] +2 [x] +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.
    * When you play Blessing of Iomedae, you may recharge it instead of discarding it.


    Amaryllis' Deck

    Off-turn post:
    Blessing of Pharasma used on Tarlin's combat check
    Amaryllis shuffles in Vampire Bat from discard

    As per Hangouts discussion, Amaryllis is not in the same Group as Tarlin and therefore cannot discard a blessing for him to use. Hand remains as previously posted:

    Amaryllis wrote:

    Hand: Merrill Pegsworthy (acquired), Heavy Crossbow (acquired), Blessing of Pharasma 2, Blessing of the Gods 3, Fire Snake, Ice and Fire, Wand of Treasure Finding, Wand of Flying, Blessing of Pharasma 1,

    Displayed:
    Deck: 9 Discard: 4 Buried: 1
    Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5C: 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).
    [ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.


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

    Lini heads for scar bay It is the hour of the gods

    She finds an Insanity barrier

    divine 14: 3d10 + 6 + 2 ⇒ (8, 4, 5) + 6 + 2 = 25 Recharging Hayatos blessing of Angradd and revealing headband

    Discard blessing of Sivanah to explore A rock crab

    Recharge pistol for d12 strength and discard control weather

    combat 13: 1d12 + 2d8 + 1 + 4 ⇒ (7) + (4, 8) + 1 + 4 = 24

    Second check
    combat 13: 1d12 + 2d8 + 1 + 4 ⇒ (8) + (3, 4) + 1 + 4 = 20

    Rock crab defeated
    control weather recharge 13: 1d10 + 8 ⇒ (1) + 8 = 9

    Casts cure on self

    cards cured: 1d4 + 1 ⇒ (2) + 1 = 3 All but control weather

    Final Hand

    Lini wrote:

    Hand: Blessing of Thoth, Flaming scimitar +1, Life drain, Headband of wisdom, Snow leopard, Helm of electric radiance,

    Displayed:
    Deck: 14 Discard: 1 Buried: 1
    Notes: Stuff avaiable at group 1 locations (Fishing Village, Scar Bay, Shrine of Norborger, Jungle) Blessing of Thoth add 2 dice to non combat wisdom or any cold check 1 die to others Snow leopard to add 1d4 to any combat check
    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).
    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).
    □ 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.


    Off-turn
    Discard Blessing of the Lord in Iron for Tarlin check
    Random card recharged from discard: 1d2 ⇒ 1 Ambrose "Fishguts" Kroop
    Recharge Blessing of Angradd for Lini check

    Hayato wrote:

    Hand: Frost Lance +2, Impervious Fortress Plate, Jorgenfist Spear,

    Displayed:
    Deck: 17 Discard: 2 Buried: 0
    Notes: Shirt re-roll used, Scenario 0-5C: Not yet
    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 [X] +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:
    0-5D: A CREW DIVIDED

  • Choose 2 Class 5 or lower ships and stash 1 plunder card under each. On is your ship when commanded at a Group 1 location; the other when commanded at a Group 2 location.
  • Group 1 Ship - Kraken:
    Reduce Structural damage to this ship by 2.
    You may discard a card from the blessings deck to add 1d12 to your Strength check.
  • Group 2 Ship - Blood Moon
    Reduce Structural damage to this ship by 1.
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a monster. If the discarded card was Blessing of the Gods, add 1d12+3 instead.
  • When setting out locations, divide them into two groups as indicated. When you add villains and henchmen, put the Group 1 ones into the Group 1 locations and the Group 2 ones into the Group 2 locations.
  • Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except that on your move step, you may move to a location in the other group; if you do, other characters may not choose to move with you. You cannot reduce damage to a ship commanded by a character at a location in the other group.
  • When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box. To win the scenario, corner and defeat both villains.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Nirento
    Monster 2

    Traits
    Plant

    Check
    Combat
    11

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

    Monster 2
    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.

    Monster 3
    Spoiler:
    Manticore
    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    12

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

    Monster 4
    Spoiler:
    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 5
    Spoiler:
    Shackles Pirate
    Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

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

    Barrier 2
    Spoiler:
    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 3
    Spoiler:
    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.

    Barrier 4
    Spoiler:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

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

    Barrier 5
    Spoiler:
    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.

    Random Weapons:
    Weapon 1
    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 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:
    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 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:
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Wall of Blades
    Spell 5

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the 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:
    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:
    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:
    Seamantle
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 5
    Spoiler:
    Geyser
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Fire
    Attack

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

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

    Random Armors:
    Armor 1
    Spoiler:
    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 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:
    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:
    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:
    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:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Item 2
    Spoiler:
    Pearl of Wisdom
    Item B

    Traits
    Object
    Magic

    Check
    Wisdom
    7

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

    Item 3
    Spoiler:
    Nautical Charts
    Item B

    Traits
    Book

    Check
    Wisdom
    Survival
    7

    Powers
    At the end of a turn, recharge this card to move. Movement restrictions still apply.

    Item 4
    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 5
    Spoiler:
    Ring of the Sea Strider
    Item 5

    Traits
    Accessory
    Magic
    Aquatic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
    Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.

    Random Allies:
    Ally 1
    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 2
    Spoiler:
    Giffer Tibbs
    Ally B

    Traits
    Gnome
    Pirate

    Check
    Charisma
    Diplomacy
    6

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

    Ally 3
    Spoiler:
    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.

    Ally 4
    Spoiler:
    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.

    Ally 5
    Spoiler:
    Crimson Cogward
    Ally 1

    Traits
    Human
    Rogue
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    7

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

    Random Blessings:
    Blessing 1
    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.

    Blessing 2
    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 3
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 4
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 5
    Spoiler:
    Blessing of 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.

    Turn: 11 Aric/Greenclaw

    Top of Blessing Discard Pile: Blessing of Gozreh

    Top Blessing:
    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 Remaining: 19
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 12 Hayato)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 13 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 14 Tarlin)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 15 Lini)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 16 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.

    Blessings Deck Card 6 (Turn 17 Hayato)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 18 Amaryllis)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 19 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 9 (Turn 20 Lini)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 10 (Turn 21 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 11 (Turn 22 Hayato)
    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 12 (Turn 23 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 13 (Turn 24 Tarlin)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessings Deck Card 14 (Turn 25 Lini)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 26 Aric)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 16 (Turn 27 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 17 (Turn 28 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 18 (Turn 29 Tarlin)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 19 (Turn 30 Lini)
    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.

    Fishing Village
    At This Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
    When Closing: Succeed at a Charisma or Diplomacy 8 check.
    When Permanently Closed: No effect.
    M:2 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1
    Notes: Group 1

    Fishing Village Card 1 - Incutilis:
    Incutilis
    Villain Monster 5

    Traits
    Aberration
    Aquatic

    Check
    None

    Powers
    When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
    If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

    Fishing Village Card 2:
    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.

    Fishing Village Card 3:
    Albatross Soup
    Barrier 5

    Traits
    Task

    Check
    Constitution
    Fortitude
    15

    Powers
    Banish an ally to evade and banish this barrier.
    Before the encounter, bury the top card of your deck.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Fishing Village Card 4:
    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.

    Fishing Village Card 5:
    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.

    Fishing Village Card 6:
    Astrolabe
    Item 1

    Traits
    Tool

    Check
    Wisdom
    Survival
    7

    Powers
    Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.

    Fishing Village Card 7:
    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.

    Fishing Village Card 8:
    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.

    Fishing Village Card 9:
    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.

    Fishing Village Card 10:
    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.

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

    Scar Bay Card 1:
    Vrykolakas
    Henchman Monster 5

    Traits
    Undead
    Aquatic

    Check
    Combat
    20
    OR
    Wisdom
    Divine
    16

    Powers
    The Vrykolakas is immune to the Mental and Poison traits.
    If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
    If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

    Scar Bay Card 2:
    Electricity Arc Trap
    Barrier 4

    Traits
    Trap
    Magic
    Electricity

    Check
    Dexterity
    Disable
    12
    OR
    Intelligence
    Arcane
    14

    Powers
    If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.

    Scar Bay Card 3:
    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.

    Scar Bay Card 4:
    Topaz of Strength
    Item B

    Traits
    Object
    Magic

    Check
    Strength
    7

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

    Scar Bay Card 5:
    Voidstick Zombie
    Monster 5

    Traits
    Undead
    Zombie

    Check
    Combat
    20
    OR
    Divine
    16

    Powers
    The Voidstick Zombie is immune to the Mental and Poison traits.
    For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card.
    If undefeated, each character at your location discards 1d4 cards from her deck.

    Scar Bay Card 6:
    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.

    Shrine to Norgorber
    At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
    When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
    M:3 Ba:1 W:2 Sp:0 Ar:0 I:0 Al:0 Bl:3 ?:1
    Notes: Group 1

    Shrine to Norgorber 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.

    Shrine to Norgorber Card 2:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Shrine to Norgorber Card 3:
    Vrykolakas
    Henchman Monster 5

    Traits
    Undead
    Aquatic

    Check
    Combat
    20
    OR
    Wisdom
    Divine
    16

    Powers
    The Vrykolakas is immune to the Mental and Poison traits.
    If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
    If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

    Shrine to Norgorber Card 4:
    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.

    Shrine to Norgorber Card 5:
    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.

    Shrine to Norgorber Card 6:
    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.

    Shrine to Norgorber Card 7:
    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.

    Shrine to Norgorber Card 8:
    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.

    Shrine to Norgorber Card 9:
    Spiny Eurypterid
    Monster 5

    Traits
    Animal
    Aquatic

    Check
    Combat
    21

    Powers
    If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.

    Shrine to Norgorber Card 10:
    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.

    Jungle
    At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
    When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
    M:0 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
    Located here: Tarlin,
    Notes: Group 1, Vrykolakas

    Jungle Card 1:
    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.

    Jungle Card 2:
    Vrykolakas
    Henchman Monster 5

    Traits
    Undead
    Aquatic

    Check
    Combat
    20
    OR
    Wisdom
    Divine
    16

    Powers
    The Vrykolakas is immune to the Mental and Poison traits.
    If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
    If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

    Jungle Card 3:
    Ruby of Charisma
    Item B

    Traits
    Object
    Magic

    Check
    Charisma
    7

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

    Jungle Card 4:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Jungle Card 5:
    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.

    Tower
    At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
    Closed
    Located here: Amaryllis, Aric
    Notes: Group 2

    Tower Card 1:
    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.

    Coastline
    At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
    When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
    When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
    M:1 Ba:1 W:0 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1
    Notes: Group 2

    Coastline Card 1:
    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.

    Coastline 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.

    Coastline Card 3:
    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.

    Coastline Card 4:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Coastline Card 5:
    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.

    Coastline Card 6:
    Shrouded Queen
    Villain Monster 5

    Traits
    Outsider

    Check
    Combat
    18
    THEN
    Combat
    18

    Powers
    The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5.
    Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead.
    If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.

    Coastline Card 7:
    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.

    Great Stone Bridge
    At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
    When Closing: Succeed at a Dexterity or Ranged 10 check.
    When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:3 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
    Notes: Group 2

    Great Stone Bridge Card 1:
    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.

    Great Stone Bridge Card 2:
    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.

    Great Stone Bridge Card 3:
    Blink Spider
    Henchman Monster 4

    Traits
    Aberration
    Spider

    Check
    Combat
    17

    Powers
    All damage dealt by the Blink Spider is Poison damage.
    Before you act, succeed at a Dexterity, Acrobatics, or Arcane 10 check or the Blink Spider deals 1d4 Poison damage to you.
    If undefeated, discard the top card of your deck and shuffle the Blink Spider into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Great Stone Bridge Card 4:
    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.

    Great Stone Bridge Card 5:
    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.

    Great Stone Bridge Card 6:
    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.

    Great Stone Bridge Card 7:
    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.

    Great Stone Bridge Card 8:
    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.

    Great Stone Bridge Card 9:
    Conchobhar Turlach Shortstone
    Ally 1

    Traits
    Gnome
    Bard
    Pirate

    Check
    Charisma
    Diplomacy
    7

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

    Great Stone Bridge Card 10:
    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.


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

    Aric heads to the coastline, annoying fortune teller still in tow.

    Move to Coastline. Reveal Fortune Teller and choose boon. Examine top card of location: Pirate Hunting (barrier). Explore.

    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.


    Random Ship: 1d16 ⇒ 3
    Man's Promise:

    "Wisdom/Survival 6
    OR
    Charisma/Diplomacy 8"
    If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.

    Diplomacy 8: 1d10 + 5 ⇒ (4) + 5 = 9 Defeated!
    Random Loot: 1d6 ⇒ 1 Weapon

    Discard (Recharge) Ederleigh Baines to explore again.

    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.


    Diplomacy 7: 1d10 + 5 ⇒ (4) + 5 = 9 Acquired!
    Examine top card of deck with Aric's when acquire a boon power: Potion of Flying.
    Discard (Recharge) Old Salt to explore again.

    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 ⇒ (2) + 2 = 4 Failed

    After avoiding a potential bit of nasty business with a ship full of rival pirates, Aric actually makes friends with a crusty old seamen who offer him a vial of liquid that the man claims will get him so high he'll swear he was flying through the clouds in the sky. Aric politely refuses, knowing all too well the dangers of accepting bootleg liquor brewed out at sea. He'll keep his feet firmly on the ground for the moment, considering the mess the fortune-teller had recently made of his mind.

    End Turn. Reset Hand.

    Aric/The Red Raven wrote:

    Hand: Psychometrist, Blessing of Zon-Kuthon, Fortune-Teller, Vampiric Backsword +3, Shadowless Sword, Lockpick Shield,

    Displayed:
    Deck: 17 Discard: 0 Buried: 1
    Notes: Use blessings as needed. Reroll used: N
    Sideboard cards: Menacing Backsword +1, Wizard's Hook, Mask of the Red Raven,

    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 [X]+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 [X]+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 12: Hayato/Blessing of Gorum
    Move to Fishing Village
    Explore Fishing Village Card #1: Incutilis

    Hayato guides his skiff to what looks like a charming fishing village. Before he chances to reach the shore, however, something grey an tentacle-filled roils beneath his boat. He peers into the water to see what it might be.

    OK, Pausing for temp close checks from Lini and Tarlin

    Villain fight and rest of Hayato's turn:

    Encounter random monster for Incutilis check, increasing combat difficulty by 10: Nirento
    BYA Wisdom 8 to be able to use weapons, recharging Frost Lance + 2: 1d6 + 1d6 + 2 ⇒ (6) + (5) + 2 = 13

    What he first took to be something tentacle-y appears, upon closer examination, some version of a killer plant. Nonplussed, Hayato tries to skewer it with his spear.

    Combat 21 to defeat Nirento, revealing Jorgenfist Spear and it being first combat of turn: 1d10 + 6 + 2 + 1d10 + 2d6 + 3 ⇒ (2) + 6 + 2 + (3) + (4, 1) + 3 = 21 Oh, wow. I'll take it.

    The thing disappears beneath the waves, and the samurai decides to pass on the village and makes for open waters. This place is too fraught for his liking.

    Villain escapes, and Fishing Village is closed.
    Reset hand and end turn

    Hayato wrote:

    Hand: Warhorse, Dwarven Earthbreaker +1, Impervious Fortress Plate, Jorgenfist Spear, Gem of Physical Prowess,

    Displayed:
    Deck: 15 Discard: 2 Buried: 0
    Notes: Shirt re-roll used, Scenario 0-5C: Not yet
    Sideboard cards:

    [spoiler=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 [X] +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


    [/Spoiler]


    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 headband Lini auto succeeds at check to close scar bay


    Botting for Tarlin's temp close check of Jungle

    Tarlin discards BoMilani
    Wisdom5+5=10: 3d8 + 3 ⇒ (5, 2, 7) + 3 = 17
    Jungle temp closed

    Tarlin wrote:

    Hand: Find Traps, Major Cure, Greatclub +3, Blessing of Cayden Cailean 1, Exalted,

    Displayed:
    Deck: 21 Discard: 1 Buried: 4
    "Notes: Blessing(s) available if needed.
    "

    Skills and Powers:
    SKILLS

    Strength d10 [x] +1 [x] +2 [x] +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.
    * When you play Blessing of Iomedae, you may recharge it instead of discarding it.


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

    During This Scenario:
    0-5D: A CREW DIVIDED

  • Choose 2 Class 5 or lower ships and stash 1 plunder card under each. On is your ship when commanded at a Group 1 location; the other when commanded at a Group 2 location.
  • Group 1 Ship - Kraken:
    Reduce Structural damage to this ship by 2.
    You may discard a card from the blessings deck to add 1d12 to your Strength check.
  • Group 2 Ship - Blood Moon
    Reduce Structural damage to this ship by 1.
    You may discard a card from the blessings deck to add 1d12 to your check to defeat a monster. If the discarded card was Blessing of the Gods, add 1d12+3 instead.
  • When setting out locations, divide them into two groups as indicated. When you add villains and henchmen, put the Group 1 ones into the Group 1 locations and the Group 2 ones into the Group 2 locations.
  • Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except that on your move step, you may move to a location in the other group; if you do, other characters may not choose to move with you. You cannot reduce damage to a ship commanded by a character at a location in the other group.
  • When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box. To win the scenario, corner and defeat both villains.
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    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    Gargoyle Sniper
    Monster 4

    Traits
    Gargoyle
    Scout

    Check
    Combat
    18

    Powers
    If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
    Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
    If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.

    Monster 3
    Spoiler:
    Shackled Sorcerer
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

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

    Monster 4
    Spoiler:
    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 5
    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.

    Random Barriers:
    Barrier 1
    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.

    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:
    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 4
    Spoiler:
    Storm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None

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

    Barrier 5
    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.

    Random Weapons:
    Weapon 1
    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 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:
    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 4
    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 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:
    Resist Energy
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. 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 12 check. If you succeed, recharge this card; if you fail, discard 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:
    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:
    Telekinesis
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
    For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 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:
    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 Shell Armor
    Armor 3

    Traits
    Heavy Armor
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    8

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

    Armor 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:
    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.

    Random Items:
    Item 1
    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 2
    Spoiler:
    Potion of Heroism
    Item 1

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

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

    Item 3
    Spoiler:
    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:
    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.

    Item 5
    Spoiler:
    Gloves of Dueling
    Item 5

    Traits
    Accessory
    Magic
    Swashbuckling

    Check
    Charisma
    Diplomacy
    13

    Powers
    Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.

    Random Allies:
    Ally 1
    Spoiler:
    Haneilius Fitch
    Ally 3

    Traits
    Human
    Surgeon

    Check
    Charisma
    Diplomacy
    9

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

    Ally 2
    Spoiler:
    Giffer Tibbs
    Ally B

    Traits
    Gnome
    Pirate

    Check
    Charisma
    Diplomacy
    6

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

    Ally 3
    Spoiler:
    Besmaran Priest
    Ally B

    Traits
    Human
    Cleric
    Pirate

    Check
    Divine
    Charisma
    Diplomacy
    6

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

    Ally 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:
    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.

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

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessing 3
    Spoiler:
    Blessing of 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 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 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.

    Turn: 13 Amaryllis/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of the Gods

    Top Blessing:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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


    Blessings Remaining: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 14 Tarlin)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 15 Lini)
    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 3 (Turn 16 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.

    Blessings Deck Card 4 (Turn 17 Hayato)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 18 Amaryllis)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 19 Tarlin)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 7 (Turn 20 Lini)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 8 (Turn 21 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 9 (Turn 22 Hayato)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 23 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 24 Tarlin)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessings Deck Card 12 (Turn 25 Lini)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 26 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 27 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 15 (Turn 28 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 16 (Turn 29 Tarlin)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 17 (Turn 30 Lini)
    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.

    Fishing Village
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Hayato,
    Notes: Group 1

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

    Scar Bay Card 1:
    Vrykolakas
    Henchman Monster 5

    Traits
    Undead
    Aquatic

    Check
    Combat
    20
    OR
    Wisdom
    Divine
    16

    Powers
    The Vrykolakas is immune to the Mental and Poison traits.
    If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
    If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

    Scar Bay Card 2:
    Electricity Arc Trap
    Barrier 4

    Traits
    Trap
    Magic
    Electricity

    Check
    Dexterity
    Disable
    12
    OR
    Intelligence
    Arcane
    14

    Powers
    If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.

    Scar Bay Card 3:
    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.

    Scar Bay Card 4:
    Topaz of Strength
    Item B

    Traits
    Object
    Magic

    Check
    Strength
    7

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

    Scar Bay Card 5:
    Voidstick Zombie
    Monster 5

    Traits
    Undead
    Zombie

    Check
    Combat
    20
    OR
    Divine
    16

    Powers
    The Voidstick Zombie is immune to the Mental and Poison traits.
    For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card.
    If undefeated, each character at your location discards 1d4 cards from her deck.

    Scar Bay Card 6:
    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.

    Shrine to Norgorber
    At This Location: At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
    When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
    When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
    M:3 Ba:1 W:2 Sp:0 Ar:0 I:0 Al:0 Bl:3 ?:2
    Notes: Group 1, Incutilis

    Shrine to Norgorber Card 1:
    Shackles Pirate
    Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

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

    Shrine to Norgorber Card 2:
    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.

    Shrine to Norgorber Card 3:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Shrine to Norgorber Card 4:
    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.

    Shrine to Norgorber Card 5:
    Vrykolakas
    Henchman Monster 5

    Traits
    Undead
    Aquatic

    Check
    Combat
    20
    OR
    Wisdom
    Divine
    16

    Powers
    The Vrykolakas is immune to the Mental and Poison traits.
    If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
    If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

    Shrine to Norgorber Card 6:
    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.

    Shrine to Norgorber Card 7:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Shrine to Norgorber Card 8:
    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.

    Shrine to Norgorber Card 9:
    Spiny Eurypterid
    Monster 5

    Traits
    Animal
    Aquatic

    Check
    Combat
    21

    Powers
    If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.

    Shrine to Norgorber Card 10:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Shrine to Norgorber Card 11:
    Incutilis
    Villain Monster 5

    Traits
    Aberration
    Aquatic

    Check
    None

    Powers
    When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
    If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

    Jungle
    At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
    When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
    M:0 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
    Located here: Tarlin,
    Notes: Group 1, Vrykolakas

    Jungle Card 1:
    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.

    Jungle Card 2:
    Vrykolakas
    Henchman Monster 5

    Traits
    Undead
    Aquatic

    Check
    Combat
    20
    OR
    Wisdom
    Divine
    16

    Powers
    The Vrykolakas is immune to the Mental and Poison traits.
    If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
    If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

    Jungle Card 3:
    Ruby of Charisma
    Item B

    Traits
    Object
    Magic

    Check
    Charisma
    7

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

    Jungle Card 4:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Jungle Card 5:
    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.

    Tower
    At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
    Closed
    Located here: Amaryllis,
    Notes: Group 2

    Tower Card 1:
    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.

    Coastline
    At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
    When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
    When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
    M:1 Ba:0 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Aric
    Notes: Group 2

    Coastline Card 1:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Coastline 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.

    Coastline Card 3:
    Shrouded Queen
    Villain Monster 5

    Traits
    Outsider

    Check
    Combat
    18
    THEN
    Combat
    18

    Powers
    The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5.
    Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead.
    If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.

    Coastline Card 4:
    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.

    Great Stone Bridge
    At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
    When Closing: Succeed at a Dexterity or Ranged 10 check.
    When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:3 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
    Notes: Group 2

    Great Stone Bridge Card 1:
    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.

    Great Stone Bridge Card 2:
    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.

    Great Stone Bridge Card 3:
    Blink Spider
    Henchman Monster 4

    Traits
    Aberration
    Spider

    Check
    Combat
    17

    Powers
    All damage dealt by the Blink Spider is Poison damage.
    Before you act, succeed at a Dexterity, Acrobatics, or Arcane 10 check or the Blink Spider deals 1d4 Poison damage to you.
    If undefeated, discard the top card of your deck and shuffle the Blink Spider into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Great Stone Bridge Card 4:
    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.

    Great Stone Bridge Card 5:
    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.

    Great Stone Bridge Card 6:
    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.

    Great Stone Bridge Card 7:
    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.

    Great Stone Bridge Card 8:
    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.

    Great Stone Bridge Card 9:
    Conchobhar Turlach Shortstone
    Ally 1

    Traits
    Gnome
    Bard
    Pirate

    Check
    Charisma
    Diplomacy
    7

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

    Great Stone Bridge Card 10:
    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.


  • Amaryllis' Deck

    Start of turn: Move to Great Stone Bridge

    Satisfied that the last remnants of charred spider have been cleaned up, Amaryllis heads toward the Great Stone Bridge.

    Bury Wand of Flying to examine top card of GSB and Coastline:
    GSB card #1: Cannoneer (Monster 3)
    Coastline card #1:Protect (Spell 2)
    Stay at GSB
    Wand Recharge - Arcane 12: 1d12 + 6 ⇒ (9) + 6 = 15 recharged
    Bury Wand of Treasure Finding to examine deck for a weapon, item or armour:
    GSB card #1: Cannoneer (Monster 3)
    GSB card #2: Potion of Flying (Item 3) - place on top
    Shuffle remainder of deck
    Wand Recharge - Arcane 8: 1d12 + 6 ⇒ (10) + 6 = 16 recharged
    Free encounter of top card:

    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.


    Auto-fail check to acquire, banish.

    Amaryllis sees a Cannoneer setting up at the bridge and preparing to fire a shot at their ship. She pulls out her wand to fry him on the spot and is jerked from her feet by the realization that she pulled her wand of treasure finding instead. The wand carries her over the side of the bridge to a ledge in the abutment on the underside where a small vial of liquid rests. 'No time to check what it is,' She thinks to herself, 'I have to stop that cannon!'

    Discard Merrill Pegsworthy to explore random card #2 (igrnoring 2):
    Random top card: 1d10 ⇒ 6

    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.


    Auto-fail check to acquire, banish

    Merrill reaches down from the side of the bridge and pulls Amaryllis back up. He hands her a sword and says, "Here, take this. I'll charge and you flank him!" Amaryllis politely declines his offering, knowing she has much more powerful options at her disposal.

    Discard BoPharasma to explore next random card (ignoring 2 and 6):
    Random top card: 1d10 ⇒ 4

    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.


    All (Group 2?) characters move to this location
    Discard Fire Snake to use Arcane skill, discard BoPharasma for 2 extra dice
    Strength 11 (Arcane): 3d12 + 6 ⇒ (6, 11, 6) + 6 = 29 defeated, banished
    Spell Recharge - Arcane 8: 1d12 + 6 ⇒ (12) + 6 = 18 recharged

    Suddenly, shouts arise from the Blood Moon and a loud creaking sound as the ship comes to rest on a sandbar. "They're sitting ducks out there! Merrill shouts to Amaryllis. "You go help your friends, I'll take care of this hotshot!" Amaryllis hears the sound of a scuffle take place as she sprints toward the ship. With the help of Aric and the crew, they are able to free the ship from the sandbar. She takes a very brief breather before helping Merrill out with the cannoneer.

    Attempt Scrying recharge check:
    Spell Recharge - Arcane 12: 1d12 + 6 ⇒ (6) + 6 = 12 recharged
    Shuffle player deck
    Reset hand and end turn

    Amaryllis wrote:

    Hand: Dimension Leap, Heavy Crossbow (acquired), Blessing of Nethys, Blessing of the Gods 3, Cloudburst, Ice and Fire, Wand of Flying, Surgeon, Fire Snake,

    Displayed:
    Deck: 7 Discard: 6 Buried: 1
    Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5C: 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).
    [ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.

    Cards 2, 4 and 6 have been banished from Great Stone Bridge
    Amaryllis will use Surgeon to recharge a random card from her discard at next possible opportunity.
    Updated hand:

    Amaryllis wrote:

    Hand: Dimension Leap, Heavy Crossbow (acquired), Blessing of Nethys, Blessing of the Gods 3, Cloudburst, Ice and Fire, Wand of Flying, Fire Snake,

    Displayed:
    Deck: 9 Discard: 5 Buried: 1
    Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-5C: 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).
    [ X ] Before you draw your starting hand, your hand size is increased by 1d4 until the end of the scenario.


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

    Tarlin has had enough of the Jungle (and has no desire to fight that vrykolakas again without an armor in hand...that are now in my buried pile. :-| Maybe I can find one...?), so he makes his way back to the coastline, nodding to Aric as he passes. Isn't it funny how you never see Aric and the Red Raven at the same time...?

    The cleric finds a notice nailed to a pier...
    DC 6 Divine: 1d8 + 4 ⇒ (7) + 4 = 11
    ...but almost immediately recognizes that the notice offering a reward for the head of one Viscount Rosham Bowe the Wellborne of Taldor is scrawled on the back of a magic scroll! Curious about the wanted man, he sends an exalted squire to find more about the fellow.

    Protect spell acquired. Discard Exalted to explore again.

    DC 5 Fort: 1d8 + 2 ⇒ (4) + 2 = 6
    He stumbles over some trash some cretin has left on the...wait, that's not trash, it's a magic buckler! Iomedae has smiled this day! He offers a brief prayer to The Inheritor.

    Cast Major Cure, both cards in discard get shuffled back in.
    DC 10 Divine: 1d8 + 4 ⇒ (8) + 4 = 12 Yay!

    As set up as I can get at this point for a return to the Jungle and the vrykolakas. Reset hand and end turn.

    Tarlin wrote:

    Hand: Find Traps, Greatclub +3, Blessing of Cayden Cailean 1, Protect (found), Benevolent Buckler (found), Greatclub +1,

    Displayed:
    Deck: 23 Discard: 0 Buried: 4
    "Notes: Blessing(s) available if needed.
    "

    Skills and Powers:
    SKILLS

    Strength d10 [x] +1 [x] +2 [x] +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.
    * When you play Blessing of Iomedae, you may recharge it instead of discarding it.


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

    At the hour of Abadar Lini explores scar bay and finds a vrylokas

    divine 16: 3d10 + 6 + 2 ⇒ (8, 2, 2) + 6 + 2 = 20 revealing headband and discarding thoth

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