
Lini 1010 |

Lini discards blessing of Sivanah on red ravens turn
At the hour of achaekek sails to scar bay
Fishguts croup will he be friendly
charisma 6: 1d8 ⇒ 5
not really
Velociraptor whats next
Some glue
Dont want to get stuck on that
"
Hand: Cloudburst, Seaborne trident +1, Pteranodon, control weather, Mastiff, Cure,
, "
Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes: Blessings avaialabe Control weather(adds 2d8 to any check on a ship) available
Sideboard cards:
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.

BR Mork |
During This Adventure:
Loot || Ships || Summoned Banes || Hand Summaries
During This Scenario: 0-6B: THE BATTLE OF ABENDEGO
Ship 2
Class 2
Check to Defeat
Intelligence
Knowledge
9
OR
Wisdom
Survival
7
When Encountered
Before you act, bury a random card from your discard pile.
When Commanding
Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, summon and encounter the henchman Hammerhead Shark.
Ship 3
Class 3
Check to Defeat
Wisdom
Survival
8
OR
Charisma
Diplomacy
10
When Encountered
You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.
Check to Repair
Craft
6
When Commanding (Wrecked)
The difficulty of your check to acquire an ally is increased by 2.
Ship 3
Class 3
Check to Defeat
Strength
Melee
10
OR
Wisdom
Survival
8
When Encountered
On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
When Commanding
Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.
Ship B
Class 3
Check to Defeat
Wisdom
Survival
6
OR
Charisma
Diplomacy
8
When Encountered
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
Ship B
Class 6
Check to Defeat
Wisdom
Survival
8
OR
Dexterity
Ranged
11
When Encountered
If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2. This ship cannot be seized.
When Commanding
You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.
Check to Repair
Craft
7
When Commanding (Wrecked)
Remove the Swashbuckling trait from all of your checks.
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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.
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 B
Traits
Human
Warrior
Veteran
Check
Combat
8
Powers
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Monster 4
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
Traits
Animal
Aquatic
Check
Combat
21
Powers
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
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 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 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 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 6
Traits
Skirmish
Check
None
Powers
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.
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
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 B
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon 5
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 6
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
13
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 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
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 5
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Spell 6
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Check
Intelligence
Arcane
Wisdom
Divine
15
Powers
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
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 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.
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
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
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
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 6
Traits
Shield
Firearm
Magic
Check
Dexterity
Ranged
10
THEN
Constitution
Fortitude
10
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
Item 2
Traits
Tool
Swashbuckling
Besmara
Check
Wisdom
Survival
8
Powers
Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.
Item C
Traits
Object
Alchemical
Check
Intelligence
Craft
6
Powers
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
Item 3
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
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 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.
Ally 3
Traits
Human
Surgeon
Check
Charisma
Diplomacy
9
Powers
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.
Ally 5
Traits
Human
Aristocrat
Pirate
Check
Charisma
Diplomacy
13
Powers
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 2
Traits
Animal
Pirate
Check
Wisdom
Survival
8
Powers
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Ally B
Traits
Human
Rogue
Pirate
Check
Charisma
Diplomacy
8
Powers
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 2
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.
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 B
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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.
Turn: 11 Aric/Greenclaw
Top of Blessing Discard Pile: 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: 19
Blessings Deck
Blessing B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
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 B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
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
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 B
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
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 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 B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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 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.
Pinnacle Atoll
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:0
Closed
Ally 1
Traits
Half-Orc
Fighter
Pirate
Check
Constitution
Fortitude
5
OR
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 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.
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:1 Al:0 Bl:0 ?:1
Located here: Amaryllis, Tarlin, Lini
Barrier C
Traits
Cache
Task
Veteran
Check
Intelligence
Knowledge
7
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated
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.
Item 4
Traits
Object
Magic
Check
Wisdom
Survival
Divine
13
Powers
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
Monster 6
Traits
Outsider
Aquatic
Check
Combat
26
Powers
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
Henchman Barrier C
Traits
Skirmish
Aquatic
Check
None
Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted 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
Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing:
When Permanently Closed:
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:3 ?:0
Closed
Located here: Aric,
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.
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.
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 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.
Raker Shoals
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:3 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Hayato
Monster 6
Traits
Aberration
Aquatic
Check
Combat
25
Powers
All damage from the Gargiya is Fire damage.
If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.
Henchman Barrier B
Traits
Skirmish
Aquatic
Check
None
Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
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.
Monster 3
Traits
Lycanthrope
Aquatic
Check
Combat
18
Powers
If the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Monster 3
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.
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.

Amaryllis - WilderRedbeard |

Off-turn:
Combat damage from Bakekujira: 1d4 ⇒ 4
Discard Dimension Leap, Crimson Cogward, Alise Grogblud, Fire Snake
Recharge Blessing of Pharasma for Tarlin's check & recharge random card from discard: Fire Snake
Shuffle in 4 random cards from discard (Thanks, Tarlin!): Blessing of Kelizandri, Dimension Leap, Alise Grogblud, Crimson Cogward
Hand: Codex of Conversations, Cloudburst,
Displayed:
Deck: 21 Discard: 2 Buried: 1
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6B: N
Sideboard cards:
Dexterity d8 [ X ] +1 [ X ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ X ] +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.

Aric by Greenclaw |

Start of Turn: Switch to The Red Raven. Move to Scar Bay
End of Move Step: Examine top card of location: Treasure Hunt. Switch back to Aric.
Explore
Barrier C
Traits
Cache
Task
Veteran
Check
Intelligence
Knowledge
7
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated
Aric arrives just in time for a group treasure hunt. He found a couple of great eye patches in events like this so of course he joins in the fun.
Recharge Psychometrist to add 1d4 to the check.
Knowledge 13: 1d8 + 4 + 1d4 ⇒ (2) + 4 + (1) = 7
Bury Blessing of Bastet to reroll all of the dice.
Knowledge 13: 1d8 + 4 + 1d4 ⇒ (6) + 4 + (1) = 11 Failed!
End Turn. Reset Hand.
Hand: Mask of Stolen Mien, Lockpick Shield, Corrosive Backsword +1, Hypnotist's Locket, Sawtooth Sabre +2, Vampiric Backsword +3,
Displayed:
Deck: 15 Discard: 2 Buried: 1
Notes: Use blessings as needed. Reroll used: N
Sideboard cards: Shadowless Sword, Brine's Sting, Armor of Skulls,
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 [X]+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 [X]+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

Lini 1010 |

Lini recharges both allies to help with the treasure hunt And ensures the weather is bright and sunny
intelligence 13: 1d6 + 2d4 + 2d8 ⇒ (3) + (4, 3) + (8, 6) = 24
I found Besmaras bones
divine 13: 1d10 + 6 + 1d4 ⇒ (5) + 6 + (1) = 12
Then casts cure cards healed: 1d4 + 1 ⇒ (2) + 1 = 3
"
Hand: Cloudburst, Seaborne trident +1, Besmaras bones,
,
, "
Displayed:
Deck: 19 Discard: 0 Buried: 0
"Notes:
"
Sideboard cards:
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.

Hayato - Chthonicthul |

Off-turn: Hayato auto-fails at the Treasure Hunt
Turn 12: Hayato/Blessing of Gozreh
Location SOT power: Fight off a nasty hammerhead shark
https://www.youtube.com/watch?v=92qzZD99cao
Combat 15 to defeat Hammerhead Shark, it being first combat of turn, being alone at location, and revealing Dwarven Earthbreaker +1: 1d10 + 6 + 1d10 + 2 + 2d6 + 1 ⇒ (7) + 6 + (1) + 2 + (4, 5) + 1 = 26
Pesky sharks continually circumnavigate the ship. One hammerhead is particularly annoying, so Hayato hammers its head. Should have picked a better name, he thinks.
Explore Shark Island Card #1: Gargiya
Something rises from the depth, ripping foolish sharks to pieces as it does so. What even is this thing? Sure it is a formidable adversary, Hayato draws his sword, which bursts into flames in the morning sun. The samurai leaps into the waters, heedless of his own destruction.
Combat 25 to defeat Gargiya, being alone at location, and discarding Flaming Longsword +3: 1d10 + 6 + 2 + 1d8 + 3 + 2d6 ⇒ (2) + 6 + 2 + (4) + 3 + (4, 4) = 25 Wow, cut that one close. Gargiya toast.
The things spouts flame, which is met with the flame of the ronin. Somehow, his leap is true, and he just manages to skewer it in a meaningful place.

Hayato - Chthonicthul |

Oops, made a bit of a mess here. First to roll for the Gargiya 'if defeated' damage
Gargiya Fire Damage: 1d8 ⇒ 3 OK, so that changes the rest of turn. Darn, and it had gone so well. Discard Portable Ram, Gem of Physical Prowess and Blessing of Shax for Fire damage.
Reset hand and end turn. Display Four-Mirror Armor
Hand: Dwarven Earthbreaker +1, Spirit Sword, Viking Shieldmaster, Warhorse,
Displayed: Four-Mirror Armor,
Deck: 9 Discard: 9 Buried: 0
Notes: Shirt re-roll used, Scenario 0-6B: Not yet
Sideboard cards:
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

BR Mork |
During This Adventure:
Loot || Ships || Summoned Banes || Hand Summaries
During This Scenario: 0-6B: THE BATTLE OF ABENDEGO
Ship 2
Class 2
Check to Defeat
Intelligence
Knowledge
9
OR
Wisdom
Survival
7
When Encountered
Before you act, bury a random card from your discard pile.
When Commanding
Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, summon and encounter the henchman Hammerhead Shark.
Ship 3
Class 3
Check to Defeat
Wisdom
Survival
8
OR
Charisma
Diplomacy
10
When Encountered
You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.
Check to Repair
Craft
6
When Commanding (Wrecked)
The difficulty of your check to acquire an ally is increased by 2.
Ship 3
Class 3
Check to Defeat
Strength
Melee
10
OR
Wisdom
Survival
8
When Encountered
On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
When Commanding
Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
Check to Repair
Craft
6
When Commanding (Wrecked)
At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.
Ship B
Class 3
Check to Defeat
Wisdom
Survival
6
OR
Charisma
Diplomacy
8
When Encountered
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
Ship B
Class 6
Check to Defeat
Wisdom
Survival
8
OR
Dexterity
Ranged
11
When Encountered
If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2. This ship cannot be seized.
When Commanding
You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.
Check to Repair
Craft
7
When Commanding (Wrecked)
Remove the Swashbuckling trait from all of your checks.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster B
Traits
Human
Captain
Pirate
Veteran
Check
Combat
12
Powers
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Monster 4
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 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 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 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.
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 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
Traits
Obstacle
Pirate
Veteran
Check
Strength
Ranged
Constitution
Fortitude
7
Powers
The diffculty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Barrier 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 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.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon 2
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 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 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 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.
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 B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 3
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 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
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.
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
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
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
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
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.
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 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 1
Traits
Accessory
Magic
Check
Dexterity
Intelligence
6
Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Item 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.
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.
Ally B
Traits
Human
Veteran
Check
Charisma
Diplomacy
7
Powers
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Ally 3
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 1
Traits
Halfling
Fighter
Pirate
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 3
Traits
Halfling
Spy
Check
Intelligence
Knowledge
7
OR
Charisma
Diplomacy
9
Powers
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
Ally 3
Traits
Half-Elf
Bard
Captain
Pirate
Check
Dexterity
Stealth
7
THEN
Charisma
Diplomacy
9
Powers
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessing 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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 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 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.
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 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.
Turn: 13 Amaryllis/WilderRedbeard
Top of Blessing Discard Pile: Blessing of Besmara
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 17
Blessings Deck
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
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 B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
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
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 B
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
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 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 B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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 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.
Pinnacle Atoll
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:0
Closed
Ally 1
Traits
Half-Orc
Fighter
Pirate
Check
Constitution
Fortitude
5
OR
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 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.
Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Aric, Amaryllis, Tarlin, Lini
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.
Item 4
Traits
Object
Magic
Check
Wisdom
Survival
Divine
13
Powers
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
Monster 6
Traits
Outsider
Aquatic
Check
Combat
26
Powers
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
Henchman Barrier C
Traits
Skirmish
Aquatic
Check
None
Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted 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
Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing:
When Permanently Closed:
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:3 ?:0
Closed
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.
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.
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 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.
Raker Shoals
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Hayato
Henchman Barrier B
Traits
Skirmish
Aquatic
Check
None
Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
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.
Monster 3
Traits
Animal
Aquatic
Check
Combat
18
OR
Dexterity
Acrobatics
11
Powers
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Monster 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.
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.

Amaryllis - WilderRedbeard |

Amaryllis and crew poke around at Scar Bay to see what they can stir up.
Free explore of card #1:
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.
No attack spells allowed so auto-fail combat check with d6 Strength
Discard Cloudburst and Codex of Conversations for damage
Display Coral Golem next to player deck
Shuffle location deck
A loud CRUNCH echoes out into the bay as the ship strikes a rather large mass of coral. Perplexed, Amaryllis wonders why none of the crew noticed the particularly shallow water when suddenly the coral mounts the side of the ship and begins climbing it. In vain Amaryllis attempts to strike the creature with a lightning bolt but it has no effect. The crew scramble to deal with the menace.
Attempt Cloudburst spell recharge:
Arcane 13: 1d12 + 6 ⇒ (11) + 6 = 17 recharged
Reset hand, shuffle player deck and end turn
Bury top of deck (Crimson Cogward) for Coral Golem power
Hand: Life Leech, Ataxian, Blessing of Pharasma 1, Scrying, Pyromaniac Mage, Dimension Leap, Wand of Flying, Blessing of the Gods 1,
Displayed: Coral Golem,
Deck: 13 Discard: 3 Buried: 2
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6B: N
Sideboard cards:
Dexterity d8 [ X ] +1 [ X ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ X ] +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.
At the start of Tarlin's turn, discard Scrying to name Monster and examine the top 3 cards of Scar Bay (only 3 cards left so all will be examined even though the location deck was shuffled):
SB#1: Skeleton Anchor (Item 4)
SB#2: Dweller in the Deeps (Monster 6)
SB#3: Enemy Ship (Henchman Barrier C)
Place Dweller in the Deeps on the bottom of the location deck, shuffle the remaining cards.
Spell Recharge - Arcane 12: 1d12 + 6 ⇒ (4) + 6 = 10 discarded
Hand: Life Leech, Ataxian, Blessing of Pharasma 1, Pyromaniac Mage, Dimension Leap, Wand of Flying, Blessing of the Gods 1,
Displayed: Coral Golem,
Deck: 13 Discard: 4 Buried: 2
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6B: N
Sideboard cards:
Dexterity d8 [ X ] +1 [ X ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ X ] +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.

Thunderspirit's 1002 — Tarlin |

Tarlin sets sail for Shark Island. Ho, there, Hayato! The cleric is quickly informed that "Ahoy" is the proper vernacular, and Tarlin again wonders why he is on the high seas in the first place. :-)
He encounters an Enemy Ship!
1d14 ⇒ 9 Wavecrest
Checks vs. ships increase by open locations, so DC 10+2 WIS check. Recharge Blessing of Iomedae 1 with power feat and request Amaryllis' Blessing of Pharasma (recharges due to matching top card of Blessings deck, then she recharges a random card in her discard pile for playing a blessing on Tarlin's combat check).
DC 10+2 WIS: 1d8 + 3 + 1d8 + 1d8 ⇒ (2) + 3 + (3) + (4) = 12 Whew, just made it!
Tarlin will opt to seize the Wavecrest, which he is sure to regret the next time he encounters something with the Task trait. LOL
Just as he boards the defeated pirate ship, a Hammerhead Shark emerges from the water, intent on a simple lunch!
Check increases by adventure deck number, so DC 9+6 Combat. Reveal, Spellsword +2. Recharge Blessing of Iomedae 2 for an extra d10 on the check.
DC 9+6 Combat: 1d10 + 5 + 1d8 + 2 + 1d10 ⇒ (5) + 5 + (1) + 2 + (5) = 18 success
Not today, shark, Tarlin thinks to himself.
Shark Island closed. Discard Invincible Breastplate to return Greatclub +1 to hand, then recharge Greatclub +1 to recharge 1d3 ⇒ 2 Divine Blaze from discard. Reset hand and end turn.
Hand: Spellsword +2, Blessing of Milani, Blessing of Pharasma, Greatclub +3, Exalted, Cure,
Displayed: Belt of Giant Strength,
Deck: 22 Discard: 2 Buried: 1
Notes: Belt of Giant Strength is Impossible Bottle. Blessing(s) available if needed.
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 - WilderRedbeard |

Off-turn hand update
Recharge Blessing of Pharasma and Scrying as per Tarlin's check
Hand: Life Leech, Ataxian, Pyromaniac Mage, Dimension Leap, Wand of Flying, Blessing of the Gods 1,
Displayed: Coral Golem,
Deck: 15 Discard: 3 Buried: 2
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6B: N
Sideboard cards:
Dexterity d8 [ X ] +1 [ X ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ X ] +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.

Lini 1010 |

Does Lini encounter 1 the enemy ship or 2 the skeleton anchor
1d2 ⇒ 2
Reveals trident to add 1d4
survival 13: 1d10 + 6 + 1d4 ⇒ (9) + 6 + (4) = 19 Skeleton anchor acquired
Displays both besmaras bones and skeleton anchor and ends turn
"
Hand: Cloudburst, Seaborne trident +1, Pteranodon, Fly, Snow leopard, Blessing of thoth,
, "
Displayed: Besmaras bones, Skeleton anchor,
Deck: 15 Discard: 0 Buried: 0
Notes: Blessing of Thoth adds two dice to any non combat wisdom check such as wisdom checks to defeat ships. Also anyone at scar bay has +4 to defeat ships
Sideboard cards:
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.
Will cast fly at the start of arics turn to find blessing of asmodrus is top card of fringes and enemy ship is top card of scar bay
Anyone at scar bay can move but lini will stay to add her +4 on checks to defeat ships

The Red Raven by Greenclaw |

Start of Turn: Switch to The Red Raven. Swap in Shadowless Sword from kit for Vampiric Backsword +3
Explore Scar Bay
Henchman Barrier C
Traits
Skirmish
Aquatic
Check
None
Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Random Ship: 1d14 ⇒ 8
Ship 4
Class 4
Check to Defeat
Wisdom
Survival
10
OR
Charisma
Diplomacy
11
When Encountered
You may recharge any number of cards that have the Aristocrat or Captain trait; for each such card recharged, add 3 to your check to defeat the Come What May.
When Commanding
Reduce Structural damage to this ship by 1.
At the end of your turn, you may discard a card from the blessings deck to examine your plunder cards, banish 1 plunder card, and stash 1 plunder card of the same type.
Check to Repair
Craft
8
When Commanding (Wrecked)
After you reset your hand, discard any cards that have the Aristocrat or Captain trait.
Lini warns The Red Raven of an enemy ship sailing into Scar Bay. Together they set up an ambush, the wise little druid teaching the vigilante some tricks she picked up in the wild. The ambush is a success, and the ship gets lured onto some rocks and is completely wrecked.
Ask for Blessing of Thoth from Lini
Wisdom 10+1: 3d8 + 3 + 4 ⇒ (4, 7, 3) + 3 + 4 = 21 Defeated!
Plunder: 1d6 ⇒ 2 Spell
Attempt to Close
Wisdom 8: 1d8 + 3 ⇒ (1) + 3 = 4
Shirt Reroll
Wisdom 8: 1d8 + 3 ⇒ (6) + 3 = 9 Location Closed! Game Over?
Doing one last reconnoiter of the surrounds, the pair declare Scar Bay safe and head off to rejoin the rest of their friends for a celebratory beverage or two.
End Turn. Reset Hand.
Hand: Mask of Stolen Mien, Lockpick Shield, Corrosive Backsword +1, Hypnotist's Locket, Sawtooth Sabre +2, Shadowless Sword,
Displayed:
Deck: 15 Discard: 2 Buried: 1
Notes: Use blessings as needed. Reroll used: Y
Sideboard cards: Vampiric Backsword +3, Brine's Sting, Armor of Skulls,
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 [X]+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 [X]+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

BR Mork |
DEVELOPMENT:
What a battle! While you were devastating a squadron of Chelish vessels, another captain aimed her ship straight at Admiral Thrune herself... and emerged victorious! Seems like the winds are changing. Before long, there might be a change in leadership as well. The Hurricane King could have a rival soon. You’ve got other matters on your mind. Now that the armada’s been defeated, you can return to tracking down the giants mentioned on the bone fragments. The mystery continues!
SCENARIO REWARD:
TIER REWARD:
ACQUIRED CARDS:
Armor 6 Flaming Buckler Gun
Item 2 Besmara's Bones
Ally 6 Baby Triceratops
Ally 3 Corlan
Ally 1 Crimson Cogward
Ally B Heartbreak Hinsin
Blessing 3 Blessing of Kelizandri
Blessing B Blessing of Milani
Blessing B Blessing of Milani
Blessing B Blessing of Sivanah
Armor 2 Shark Skin Armor (Amaryllis)
Item 1 Helpful Haversack (Amaryllis)
Item B Tot Flask (Amaryllis)
Spell 3 Freezing Sphere (Aric)
Item B Sapphire of Intelligence (Aric)
Ally 6 Master of the Gales (Aric)
Ally 4 Sefina (Aric)
Armor 3 Besmaran Vestments (Hayato)
Ally 4 Avimar Sorrinash (Hayato)
Weapon 6 Venomous Pike +2 (Lini)
Spell 2 Animated Weapon (Lini)
Armor 1 Benevolent Buckler (Tarlin)
Ally B Giffer Tibbs (Tarlin)

BR Mork |
0-6C: THE MONSTER MARSH
After piecing together an ancient letter, you set course for an ancient area of the Sodden Lands, where the inhabitants of a once-great kingdom of giants devolved into savagery. Brineborn giants still dwell in ruins, guarding secrets of ages long gone.
As you trudge across the shore, the ground shakes beneath your feet. You’ll have to move quickly. Primitive tribes preserve the lore of many ancient cults and religions, including secrets about... HER... the entity who has brought you such torment. The leader of these aquatic marsh giants might know more.
You’d probably find it easier to cope if you could give HER a name. As you run from the patrolling giants into the crumbling ruins, your notice strange sigils adorning worn surfaces. They bear a fearful resemblance to the cryptic mark you saw carved in your forehead. A name rises to the periphery of your mind.
SHE is the Shrouded Queen... and these brineborn giants are her loyal servitors. Trouble doesn’t get much bigger than this.
VILLAIN:
MUGSLUP
HENCHMEN:
BRINEBORN GIANT
LOCATIONS:
1 GHOL-GAN RUINS
1 RUINED AMPHITHEATER
1 TELEPORTATION CHAMBER
2 HALL OF CHAMPIONS
3 GREAT STONE BRIDGE
4 EYE OF SERENITY
5 SCAR BAY
6 SACRED SPRING
DURING THIS SCENARIO:

BR Mork |
During This Adventure:
Loot || Ships || Summoned Banes || Hand Summaries
During This Scenario: 0-6C: THE MONSTER MARSH
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- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 6
Traits
Human
Pirate
Check
Combat
22
Powers
Before you act, the Pirate Bomber deals 1d4 Fire damage to each character at your location.
If the check to defeat does not have the Swashbuckling trait, after you act, the Pirate Bomber deals 1d4 Poison damage to each character at your location.
Monster 3
Traits
Animal
Aquatic
Check
Combat
16
Powers
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
Monster 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 6
Traits
Undead
Aquatic
Check
Combat
22
OR
Wisdom
Divine
18
Powers
The Bakekujira is immune to the Mental and Poison traits.
Before you act, the Bakekujira deals 1d4 Combat damage to each character at your location.
After you act, the Bakekujira deals 1d4+1 Structural damage to your ship.
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.
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 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 6
Traits
Skirmish
Check
None
Powers
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 3
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.
Weapon 6
Traits
Sword
Melee
Slashing
2-Handed
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 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 6
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; discard this card and 1 other card to add another 3d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d6 rolled on this check is a 6, count it as a 7.
Weapon 6
Traits
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic
Check
Dexterity
Ranged
Craft
15
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.
Weapon 6
Traits
Polearm
Melee
Piercing
Poison
2-Handed
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. 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 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.
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
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
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 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 6
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Check
Intelligence
Arcane
Wisdom
Divine
15
Powers
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
Armor 1
Traits
Shield
Magic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 3
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
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
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 6
Traits
Shield
Firearm
Magic
Check
Dexterity
Ranged
10
THEN
Constitution
Fortitude
10
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
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
Traits
Accessory
Magic
Healing
Check
Constitution
Fortitude
Divine
11
Powers
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
Item 2
Traits
Wand
Attack
Fire
Magic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
Item 5
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 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.
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 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 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 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 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.
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 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 B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 3
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 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.
Turn: 1 Hayato/Chthonicthul
Top of Blessing Discard Pile: 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
Blessing B
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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 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 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 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 B
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 C
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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 B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
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 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.
Blessing B
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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 B
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
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.
Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck numbrer of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M:3 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
Ally 3
Traits
Human
Sorcerer
Captain
Pirate
Check
Intelligence
Arcane
6
OR
Charisma
Diplomacy
9
Powers
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
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.
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.
Barrier 6
Traits
Trap
Magic
Check
Intelligence
Arcane
13
Powers
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
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.
Monster 6
Traits
Dragon
Aquatic
Check
Combat
20
THEN
Combat
20
Powers
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
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 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.
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M:1 Ba:2 W:0 Sp:1 Ar:1 I:2 Al:1 Bl:1 ?:1
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.
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.
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.
Monster 6
Traits
Elf
Pirate
Scout
Check
Combat
25
Powers
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
Teleportation Chamber
At This Location: At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location.
When Closing: Examine the top card of a random other open location deck, if any. If you did not find a bane, automatically close this location; otherwise, defeat the bane to close this location.
When Permanently Closed: On closing, move to another location.
M:3 Ba:0 W:0 Sp:3 Ar:0 I:2 Al:1 Bl:0 ?:1
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
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.
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.
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Item 4
Traits
Object
Magic
Check
Wisdom
Survival
Divine
13
Powers
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
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.
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.
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.
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.
Hall of Champions
At This Location: When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them.
Add 1d6 to your checks to acquire weapons.
M:2 Ba:0 W:4 Sp:0 Ar:3 I:0 Al:0 Bl:0 ?:1
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.
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
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 1
Traits
Knife
Ranged
Piercing
Magic
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait to your combat check.
Weapon 5
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.
Armor 4
Traits
Heavy Armor
Magic
Aquatic
Check
Constitution
Fortitude
9
Powers
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 5
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.
Monster 6
Traits
Aberration
Aquatic
Check
Combat
25
Powers
All damage from the Gargiya is Fire damage.
If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.
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.
Weapon 6
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
13
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 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
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
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 6
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
12
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.
If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location.
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.
Monster 6
Traits
Elf
Pirate
Scout
Check
Combat
25
Powers
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
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.
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 3
Traits
Hag
Check
Combat
15
Powers
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Monster 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.
Item 6
Traits
Object
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.
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.
Eye of Serenity
At This Location: If you examine 1 or more cards, examine 1 more card.
When Closing: Summon and defeat the henchman Cyclops Oracle.
When Permanently Closed: On closing, you may recharge an item from your discard pile.
At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
M:3 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:1 ?:1
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell 6
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Discard this card and choose a character to play a spell from his discard pile.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
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.
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.
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.
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.
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.
Monster 6
Traits
Outsider
Aquatic
Check
Combat
26
Powers
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
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.
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.
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
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.
Monster B
Traits
Siren
Aquatic
Veteran
Check
Wisdom
8
Powers
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
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.
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.
Villain Monster 6
Traits
Giant
Oracle
Check
Combat
30
THEN
Combat
30
Powers
Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other.
Damage dealt by Mugslup is dealt to each character at your location.
Monster B
Traits
Human
Captain
Pirate
Veteran
Check
Combat
12
Powers
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Item 3
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
Item 2
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.
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 6
Traits
Aberration
Siren
Aquatic
Check
Wisdom
12
THEN
Wisdom
12
THEN
Wisdom
12
Powers
The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.

Thunderspirit's 1002 — Tarlin |

Tarlin will begin at Hall of Champions.
Hand: Greatclub +3, Belt of Giant Strength, Cure, Blessing of Iomedae 1, Blessing of Sivanah, Exalted,
Displayed:
Deck: 21 Discard: 0 Buried: 0
Notes: Belt of Giant Strength is Impossible Bottle.
Blessing(s) available if needed.
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 [x] or recharge 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 - WilderRedbeard |

Blessing of the Gods swapped in for Blessing of Pharasma
Amaryllis will start at Eye of Serenity
Scenario Hand Size Increase: 7 + 1d4 ⇒ 7 + (4) = 11 uh oh.
Hand: Codex of Conversations, Fly, Scrying, Blessing of the Gods 4, Blessing of Pharasma 1, Blessing of Nethys, Death's Touch, Evocation Staff, Dimension Leap, Cloudburst, Cleric of Nethys,
Displayed:
Deck: 11 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 0-6C: N
Sideboard cards:
Dexterity d8 [ X ] +1 [ X ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ X ] +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. ( [ X ] 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.

Lini 1010 |

Starting at scar bay
Hand: Forest Quarterstaff, Holy Javelin, Deaths touch, Blessing of Sivanah, Control weather, Seaborne trident +1, Pteranodon,
, "
Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: Blessing of sivanah adds two dice to int and charisma non combat checks. Control weather 2d8 to nay check on a ship
Sideboard cards:
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 [X6] 7
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.

Hayato - Chthonicthul |

Hayato starts at Eye of Serenity
Hand: Impervious Fortress Plate, Mace of Smiting, Gem of Physical Prowess, Blessing of the Lord in Iron, Rhino Hide Armor,
Displayed:
Deck: 17 Discard: 0 Buried: 0
Notes: Shirt re-roll used, Scenario 0-6C: Not yet
Sideboard cards:
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

Aric by Greenclaw |

Aric will start at Great Stone Bridge
Hand: Blessing of Zon-Kuthon, Mask of Stolen Mien, Dreamstalker, Hypnotist's Locket, Blessing of the Ancients, Blessing of the Midnight Lord,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: Use blessings as needed. Reroll used: Y
Sideboard cards: Heister, Vizier, Quick-Change Mask,
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 [X]+3 [ ]+4
Diplomacy: Charisma +3
Favored Card: None
Hand Size: 6 [X]7 [ ]8
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 [X]+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 ([X] or recharge) a card that has the Accessory or Clothing trait or an Armor to add 1d8 ([X] 1d12).

Hayato - Chthonicthul |

Turn 1: Hayato/Blessing of Abadar
As concerned he is about finding the Shrouded Queen, the constant reverberations of giant footsteps give Hayato enough to worry about to keep him on his toes.
Explore Eye of Serenity Card #1: Brineborn Giant
One such giant appears almost immeditately, knocking Amaryllis aside is his haste to attack the samurai.
Sorry, Amaryllis, take one combat damage for Brineborn Giant BYA
Hayato readies his mace and leaps.
Combat 22 to defeat Brineborn Giant, revealing Mace of Smiting, discarding Blessing of the Lord in Iron and it being the first combat of the turn: 1d10 + 6 + 2d10 + 1d10 + 1d8 + 3 ⇒ (6) + 6 + (2, 7) + (9) + (3) + 3 = 36 Defeated, and recharge Blessing of the Lord in Iron for Samurai power
The giant falls, and Hayato immediately rushes to check on Amaryllis. There is the smell of brimstone in the air, and a cyclops appears. The weary samurai rises and attacks.
For Cyclops BYA: top three cards of deck are Blessing of Angradd, Blessing of Shax, and Warhorse. Bury Warhorse, recharge Blessing of Angradd and discard Blessing of Shax. Nasty little BYA.
Combat 20 to defeat Cyclops Oracle and close location, discarding Mace of Smiting: 1d10 + 6 + 1d8 + 3 + 1d4 ⇒ (10) + 6 + (4) + 3 + (2) = 25 Nice! Was worried about the odds on that. Eye of Serenity closed.
Shuffle Blessing of Shax into deck for scenario power
The samurai helps Amaryllis to rise, and the two begin to stagger off.
Reset hand and end turn
Hand: Impervious Fortress Plate, Hatchetbird, Gem of Physical Prowess, Blessing of Shax, Rhino Hide Armor,
Displayed:
Deck: 15 Discard: 1 Buried: 1
Notes: Shirt re-roll used, Scenario 0-6C: Not yet
Sideboard cards:
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 - WilderRedbeard |

Start of turn: the hour of Cayden Cailean
Discard Dimension Leap for BYA damage from Brineborn Giant
Move to Great Stone Bridge
Amaryllis gratefully accepts a hand up from Hayato after the Brineborn Giant sent her flying. She surveys the scene and can't help but be impressed at the martial prowess of the samurai. She makes her way across the Great Stone Bridge in search of the Shrouded Queen that has been plaguing her dreams.
Discard Scrying and name Monster to examine the top three cards of the location deck:
GSB #1: Saltbox (Weapon 4)
GSB #2: Distance Musket +1 (Weapon 6)
GSB #3: Pirate Entertainments (Barrier 2)
Shuffle location deck
Spell Recharge - Arcane 12: 1d12 + 6 ⇒ (10) + 6 = 16 recharged
Free explore of random top card:
Random top card: 1d10 ⇒ 7
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 you 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.
Discard Death's Touch to automatically defeat
Spell Recharge - Arcane 12: 1d12 + 6 ⇒ (4) + 6 = 10 discarded
Discard Fly, Blessing of Pharasma, and Evocation Staff for Fire Damage
As Amaryllis crosses the bridge, she is jumped by a Blood Hag. Before the hag can curse her, Amaryllis reaches out with a deathly touch and removes the life from the creature. The hag bursts into flames and burns Amaryllis in its death throws.
Discard Cleric of Nethys to examine top two cards(ignoring 7)
Reveal Codex of Conversations to attempt recharge
Charisma 9: 1d12 + 6 ⇒ (9) + 6 = 15 recharged
Random top card: 1d10 ⇒ 10 Old Salt (Ally C)
Random 2nd card: 1d10 ⇒ 1 Saltbox (Weapon 4)
Place Old Salt on top, then Saltbox, then encounter 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.
Auto-acquire with Charisma skill
Discard Old Salt to encounter Saltbox
Reveal Codex of Conversations to attempt recharge
Charisma 7: 1d12 + 6 ⇒ (1) + 6 = 7 recharged
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.
Auto-fail check to acquire
Amaryllis is approached by a grisled-looking man with a weapon in hand. She readies her next attack spell but the man shouts, "I mean no harm to you! Please, take this weapon, it is a family heirloom but it is the least I can do for you for taking care of that terrible hag that's been plaguing our bridge." Amaryllis refuses to take the weapon seeing that it has been in the family for generations. "Well, it hasn't really been in my family. That horrible hag was my wife and its her family pistol. But I'll gladly keep it and explore the world with my new-found freedom!" He shouts joyfully as he skips away.
Attempt Fly spell recharge
Arcane 10: 1d12 + 6 ⇒ (9) + 6 = 15 recharged
Reset hand then shuffle player deck
Attempt Death's Touch spell recharge
Arcane 12: 1d12 + 6 ⇒ (8) + 6 = 14 recharged
End turn
Hand: Codex of Conversations, Wand of Flying, Life Leech, Blessing of the Gods 4, Blessing of the Gods 2, Blessing of Nethys, Ataxian, Surgeon, Alise Grogblud (Loot), Cloudburst, Pyromaniac Mage,
Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6C: N
Sideboard cards:
Dexterity d8 [ X ] +1 [ X ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ X ] +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. ( [ X ] 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.

Thunderspirit's 1002 — Tarlin |

Tarlin makes his way to the Hall of Champions, taking in the presence of those heroes who came before.
Display [s]Belt of Giant Strength[/i] Impossible Bottle.
As he tries to enter, he finds a merchant outside, hawking her wares. Bah! Breastplate of the Deep, indeed! What kind of fool does she take me for? He shakes his head as he enters the edifice. Auto-fail the DC 11 Fort check. Recharge Blessing of Iomedae to explore again.
A fetid Brineborn Giant! I haven't seen one of you since...well, it's been several adventures now!
BYA: Tarlin is alone at Hall of Champions. Reveal Greatclub +3. Discard Blessing of Sivanah for an extra die, then discard Exalted for an extra die plus an extra d8.
DC 22 Combat: 1d10 + 5 + 1d10 + 3 + 1d10 + 1d10 + 1d8 ⇒ (8) + 5 + (4) + 3 + (5) + (10) + (4) = 39 success, location power says to draw a card, which is Greatclub +1. Bane with Giant trait defeated, so shuffle 1d2 ⇒ 1 Blessing of Sivanah back into deck.
Display Greatclub +1 next to location. Closed.
random weapons: 1d4 + 1 ⇒ (2) + 1 = 3
1d5 ⇒ 1 Falchion +3, Weapon 6
1d4 ⇒ 4 Keen Rapier +3, Weapon 5
1d3 ⇒ 3 Flaming Musket +2, Weapon 6, plus Greatclub +1
Reset hand, end turn.
Hand: Greatclub +3, Cure, Invincible Breastplate, Blessing of Milani, Blessing of Iomedae 1, Divine Blaze,
Displayed: Belt of Giant Strength,
Deck: 21 Discard: 1 Buried: 0
Notes: Belt of Giant Strength is Impossible Bottle. Blessing(s) available if needed.
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 [x] or recharge 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.

Lini 1010 |

It is the hour of Erastil
Lini navigates her way to the teleportation chamber and finds the spell for a feast
divine 13: 1d10 + 6 ⇒ (9) + 6 = 15
commiting it to memory she flies off on a pteranodon and fheads back to scar bay
wisdom 12: 2d10 + 4 + 1d4 ⇒ (5, 2) + 4 + (2) = 13 discarding blessing of sivanah and revealing trident
She sees a siren caller ahead and decides to explore the other side of the island instead (siren caller examined and put on bottom of deck)
Ends turn and resets hand
"
Hand: Forest Quarterstaff, Holy Javelin, Deaths touch, Mastiff, Control weather, Seaborne trident +1, Holy feast,
, "
Displayed:
Deck: 14 Discard: 1 Buried: 0
Notes: Control weather 2d8 to nay check on a ship
Sideboard cards:
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 [X6] 7
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.

BR Mork |
During This Adventure:
Loot || Ships || Summoned Banes || Hand Summaries
During This Scenario: 0-6C: THE MONSTER MARSH
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- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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
Traits
Animal
Aquatic
Check
Combat
18
OR
Dexterity
Acrobatics
11
Powers
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Monster 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 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 6
Traits
Aberration
Aquatic
Check
Combat
23
Powers
Before you act, each character must attempt a Wisdom 11 check. Each character that fails may not play weapons or spells in this encounter and, if at another location must move to this location.
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 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 1
Traits
Obstacle
Aquatic
Veteran
Check
Intelligence
Craft
6
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Barrier 5
Traits
Task
Fire
Check
Dexterity
Disable
Wisdom
Perception
12
Powers
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Barrier 3
Traits
Trap
Check
Dexterity
Disable
10
OR
Wisdom
Perception
12
Powers
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
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 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 6
Traits
Polearm
Melee
Piercing
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d8.
If a monster has a power that increases the difficulty of a combat check, ignore that power.
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 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.
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
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 6
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Discard this card and choose a character to play a spell from his discard pile.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
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 6
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Check
Intelligence
Arcane
Wisdom
Divine
15
Powers
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
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 6
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
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 1
Traits
Shield
Magic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 4
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
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.
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 6
Traits
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
Check
Intelligence
Craft
13
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
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 B
Traits
Object
Magic
Check
Dexterity
7
Powers
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
Item 5
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.
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 3
Traits
Half-Elf
Bard
Captain
Pirate
Check
Dexterity
Stealth
7
THEN
Charisma
Diplomacy
9
Powers
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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 1
Traits
Halfling
Fighter
Pirate
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally B
Traits
Human
Rogue
Pirate
Check
Charisma
Diplomacy
8
Powers
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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 B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
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 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.
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.
Turn: 5 Aric/Greenclaw
Top of Blessing Discard Pile: Blessing of Gorum
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 25
Blessings Deck
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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 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 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 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 B
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 C
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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 B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
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 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.
Blessing B
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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 B
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
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.
Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck numbrer of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M:3 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:1 Bl:1 ?:1
Ally 3
Traits
Human
Sorcerer
Captain
Pirate
Check
Intelligence
Arcane
6
OR
Charisma
Diplomacy
9
Powers
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
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.
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.
Barrier 6
Traits
Trap
Magic
Check
Intelligence
Arcane
13
Powers
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
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.
Monster 6
Traits
Dragon
Aquatic
Check
Combat
20
THEN
Combat
20
Powers
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
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 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.
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M:1 Ba:2 W:0 Sp:1 Ar:1 I:2 Al:1 Bl:1 ?:1
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.
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.
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.
Monster 6
Traits
Elf
Pirate
Scout
Check
Combat
25
Powers
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
Teleportation Chamber
At This Location: At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location.
When Closing: Examine the top card of a random other open location deck, if any. If you did not find a bane, automatically close this location; otherwise, defeat the bane to close this location.
When Permanently Closed: On closing, move to another location.
M:3 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:1
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.
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.
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Item 4
Traits
Object
Magic
Check
Wisdom
Survival
Divine
13
Powers
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
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.
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.
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.
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.
Hall of Champions
At This Location: Add 1d6 to your checks to acquire weapons.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:4 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Tarlin
Notes: Cutlass +1 is actually Tarlin's Greatclub +1
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 6
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
13
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 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Weapon 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.
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:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Aric, Amaryllis
Notes: Pirate Entertainments, Distance Musket +1,
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 6
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
12
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.
If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location.
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.
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 6
Traits
Elf
Pirate
Scout
Check
Combat
25
Powers
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Item 6
Traits
Object
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.
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.
Eye of Serenity
At This Location: At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Hayato,
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:1 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Lini
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.
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.
Villain Monster 6
Traits
Giant
Oracle
Check
Combat
30
THEN
Combat
30
Powers
Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other.
Damage dealt by Mugslup is dealt to each character at your location.
Monster B
Traits
Human
Captain
Pirate
Veteran
Check
Combat
12
Powers
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Item 3
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
Item 2
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.
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 6
Traits
Aberration
Siren
Aquatic
Check
Wisdom
12
THEN
Wisdom
12
THEN
Wisdom
12
Powers
The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.
Monster B
Traits
Siren
Aquatic
Veteran
Check
Wisdom
8
Powers
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Aric by Greenclaw |

Off Turn: Discard Dreamstalker (Recharge), Mask of Stolen Mien, Blessing of the Ancients for Blood Hag damage.
Start of Turn: switch to The Red Raven.
End of Move Step: Examine top card of location: Brineborn Giant
Upon examine: Switch to Aric.
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from
Might have a chance against the giant as Aric with the Hypnotist's Locket but then would need The Red Raven for the close. Will just leave the henchman topdecked.
Aric gets caught in the crossfire as Amaryllis deals with a nasty blood hag and her grumpy old husband...and barely notices until it's too late that a huge giant was rising up out of the river and looming over the bridge.
Caught in two minds whether he should switch into costume or try to reason with the big guy, Aric gets momentarily frozen in place by indecision. Luckily, the huge fella hasn't seemed to see him yet, so he has time to work out a plan (or just hope Amaryllis or one of the gang take care of it first).
End Turn. Reset Hand.
Hand: Blessing of Zon-Kuthon, Corrosive Backsword +4, Marianix Karn, Hypnotist's Locket, Isiem, Blessing of the Midnight Lord,
Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes: Use blessings as needed. Reroll used: Y
Sideboard cards: Heister, Vizier, Quick-Change Mask,
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 [X]+3 [ ]+4
Diplomacy: Charisma +3
Favored Card: None
Hand Size: 6 [X]7 [ ]8
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 [X]+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 ([X] or recharge) a card that has the Accessory or Clothing trait or an Armor to add 1d8 ([X] 1d12).

Hayato - Chthonicthul |

Turn 6: Hayato/Blessing of Erastil
Move to Ruined Amphitheater
Explore Ruined Amphitheater Card #1: Besmaran Priest
Hayato continues his search, finding himself in a wide amphitheater that has been beaten by sea air and the ravages of time. Crouched behind a large rock, he finds a young priest, who has taken refuge there from the depredations of giants.
Diplomacy 6 to acquire Besmaran Priest, being alone at location: 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4
The man sees the samurai and mistakes him for an enemy. Eyes wide with fear, he rushes to escape Hayato, only to run right into the path of a giant. One big, crunching step, and the priest is no more.
Discard Hatchetbird to move to Ghol-Gan Ruins (just temporarily) and explore Ghol-Gan Ruins Card #1: Pierce Jerrell.
Diplomacy 9 to acquire Pierce Jerrell, being alone at location: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Moving along, he watches from afar as another man is crushed beneath the feet of a passing giant. Bad day to be human.
Reset hand and end turn, discarding Impervious Fortress Plate as free discard.
Hand: Blessing of the Lord in Iron, Legionnaire Chaplain, Gem of Physical Prowess, Blessing of Shax, Rhino Hide Armor,
Displayed:
Deck: 13 Discard: 3 Buried: 1
Notes: Blessings as needed. Shirt re-roll used, Scenario 0-6C: Not yet
Sideboard cards:
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

BR Mork |
During This Adventure:
Loot || Ships || Summoned Banes || Hand Summaries
During This Scenario: 0-6C: THE MONSTER MARSH
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 3
Traits
Aberration
Check
Combat
16
OR
Wisdom
14
Powers
All damage dealt by the Will-o'-Wisp is Electricity damage. You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
Monster 5
Traits
Elf
Cultist
Check
Combat
19
Powers
If undefeated, discard the top 1d4 cards of the blessings deck.
Monster B
Traits
Merfolk
Aquatic
Check
Combat
13
Powers
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
Monster 4
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.
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 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 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 4
Traits
Trap
Magic
Check
Wisdom
Divine
14
Powers
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Barrier 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.
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 6
Traits
Polearm
Melee
Piercing
Poison
2-Handed
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon 5
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
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
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.
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 6
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Check
Intelligence
Arcane
Wisdom
Divine
15
Powers
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
Spell 6
Traits
Magic
Divine
Attack
Acid
Cold
Electricity
Check
Wisdom
Divine
14
Powers
For your combat check, discard this card to use your Wisdom or Divine skill + 1d8 + 1d10 + 1d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 16 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 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.
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
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
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 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
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.
Item B
Traits
Object
Alchemical
Check
Intelligence
Craft
6
Powers
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
Item 5
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 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
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 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.
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 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 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 6
Traits
Animal
Check
Wisdom
Survival
13
Powers
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.
Ally 2
Traits
Animal
Pirate
Check
Wisdom
Survival
8
Powers
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Blessing 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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
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
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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 7 Amaryllis/WilderRedbeard
Top of Blessing Discard Pile: Blessing of Geryon
Blessing 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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 Remaining: 23
Blessings Deck
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 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 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 B
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 C
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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 B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
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 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.
Blessing B
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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 B
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
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.
Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck numbrer of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M:3 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Hayato,
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.
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.
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.
Barrier 6
Traits
Trap
Magic
Check
Intelligence
Arcane
13
Powers
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
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.
Monster 6
Traits
Dragon
Aquatic
Check
Combat
20
THEN
Combat
20
Powers
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
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 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.
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M:1 Ba:2 W:0 Sp:1 Ar:1 I:2 Al:0 Bl:1 ?:1
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.
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.
Monster 6
Traits
Elf
Pirate
Scout
Check
Combat
25
Powers
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
Teleportation Chamber
At This Location: At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location.
When Closing: Examine the top card of a random other open location deck, if any. If you did not find a bane, automatically close this location; otherwise, defeat the bane to close this location.
When Permanently Closed: On closing, move to another location.
M:3 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:1 Bl:0 ?:1
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.
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.
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Item 4
Traits
Object
Magic
Check
Wisdom
Survival
Divine
13
Powers
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
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.
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.
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.
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.
Hall of Champions
At This Location: Add 1d6 to your checks to acquire weapons.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:4 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Tarlin
Notes: Cutlass +1 is actually Tarlin's Greatclub +1
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 6
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
13
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 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Weapon 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.
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:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Aric, Amaryllis
Notes: Pirate Entertainments, Distance Musket +1,
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 6
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
12
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.
If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location.
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.
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 6
Traits
Elf
Pirate
Scout
Check
Combat
25
Powers
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Item 6
Traits
Object
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.
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.
Eye of Serenity
At This Location: At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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:1 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Lini
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.
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.
Villain Monster 6
Traits
Giant
Oracle
Check
Combat
30
THEN
Combat
30
Powers
Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other.
Damage dealt by Mugslup is dealt to each character at your location.
Monster B
Traits
Human
Captain
Pirate
Veteran
Check
Combat
12
Powers
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Item 3
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
Item 2
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.
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 6
Traits
Aberration
Siren
Aquatic
Check
Wisdom
12
THEN
Wisdom
12
THEN
Wisdom
12
Powers
The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.
Monster B
Traits
Siren
Aquatic
Veteran
Check
Wisdom
8
Powers
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Amaryllis - WilderRedbeard |

Starting turn under the Blessing of Geryon
Free explore of Great Stone Bridge card #1:
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Reveal Cloudburst to ignore BYA power and use Arcane skill for combat check, discard BotGods for extra die
Combat 22: 2d12 + 6 + 3d6 ⇒ (12, 11) + 6 + (5, 6, 4) = 44 defeated
Even result so blessing is discarded
Scenario power allows one random recharge from discard pile: Dimension Leap
Attempt location close check:
Discard BotGods to add d12
Dexterity 10: 1d8 + 2 + 1d12 ⇒ (2) + 2 + (8) = 12 Location closed
Even result so blessing is discarded
Choose not to bury cards for WPC power
Cloudburst moves Amaryllis to Teleportation Chamber
Spell Recharge - Arcane 13: 1d12 + 6 ⇒ (7) + 6 = 13 recharged
Aric and Amaryllis stand stunned for a moment as the massive form of the giant rises over the side of the bridge. It raises a heavy club and brings it down toward them but both manage to dive out of the way in time. Dark clouds begin to form overhead as Amaryllis summons a lightning storm over the giant. The wind whips her up and carries her out of the reach of the giant's club as several bolts of lightning strike the massive creature and char it from the inside out. It slumps lifeless to the riverbed below. The wind whips Amaryllis and carries her off to a strange chamber.
Discard Ataxian to explore Teleportation Chamber card #1
Reveal Codex of Conversations and auto-succeed at ally recharge attempt
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.
Auto-fail check to acquire, banish
As Amaryllis arrives at the chamber, a pixie is suddenly teleported in. He flies away in a loopy, haphazard way but drops a small piece of parchment. Amaryllis calls out after him but he is either unable to hear or incomprehensibly drunk. Amaryllis can make no sense of the parchment and tosses it.
Discard Alise Grogblud to explore card #2:
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.
Acrobatics 7: 1d8 + 4 ⇒ (1) + 4 = 5 failed, banished
Next out of the chamber comes a woman who is very obviously disoriented. Amaryllis approaches her to calm her down but she will not listen. She pushes Amaryllis to the side and runs off into the trees.
Discard Blessing of Nethys to examine top 2 card and encounter 1: Brineborn Giant (Henchman Monster 6) and Cyclops (Monster 4)
Place henchman on top of location
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Discard Life Leech, recharge Pyromaniac Mage to add 1d6+1, Request Tarlin recharge his Blessing of Iomedae for extra die
Combat 22: 2d12 + 6 + 2d4 + 1d6 + 1 ⇒ (10, 7) + 6 + (1, 1) + (2) + 1 = 28 defeated
Shuffle in random discarded card for defeating a giant: Blessing of Nethys
Shuffle in 1d4+1 random cards for Life Leech power: 1d4 + 1 ⇒ (2) + 1 = 3 Blessing of Pharasma 1, Blessing of the Gods 2, Blessing of the Gods 4
Spell Recharge - Arcane 15: 1d12 + 6 ⇒ (7) + 6 = 13 discarded
Location close check:
Examine top card of random open location 1 - Ghol-Gan, 2 - Ruined Ampitheater, 3 - Scar Bay: 1d3 ⇒ 1 Invigorating Kukri +1 (Weapon 4)
Location closed!
Amaryllis was enjoying sitting and watching the spontaneity of random people appearing from the chamber until she felt the all-too-familiar tremble of giant steps. She rose to her feet as the giant appeared over the trees. The giant lunged at her but she leapt into a forward handspring, getting in close to the giant's feet. She was almost stomped flat but was able to place a life-draining hand on the leg of the giant. As the grey hue of lifeless flesh moved its way up the giant's body, the monster dropped to its knees and then fell forward, dead. The hum of the teleporation device starts up again and Amaryllis stares with apprehension about who will come from it next. The machine stops and a sharp knife is the only thing that appears. Amaryllis sighs with relief.
Bury Wand of Flying to examine the top card of Ruined Ampitheater and Scar Bay
RA #1: Phantom Fog (Barrier 5)
SB #1: Pirate Entertainments (Barrier 2)
Move to Ghol-Gan Ruins
Wand Recharge - Arcane 12: 1d12 + 6 ⇒ (12) + 6 = 18 recharged
Amaryllis takes to the sky, headed toward the ruins. the ships surgeon has been exploring the history of the place and takes a moment to patch up Amaryllis' wounds.
Reveal Surgeon to shuffle in random discarded card: Life Leech, recharge Surgeon
Reset hand and end turn
Hand: Codex of Conversations, Blessing of Nethys, Pyromaniac Mage, Blessing of the Gods 1, Life Leech, Blessing of Pharasma 1, Old Salt (acquired), Fire Snake, Fly, Dimension Leap, Scrying,
Displayed:
Deck: 10 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 0-6C: N
Sideboard cards:
Dexterity d8 [ X ] +1 [ X ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ X ] +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. ( [ X ] 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.
Great Stone Bridge location closed
Tarlin recharges Blessing of Iomedae
Teleportation Chamber closed
Examined top card of Ghol-Gan Ruins
Examined top card of Ruined Ampitheatre and Scar Bay

BR Mork |
During This Adventure:
Loot || Ships || Summoned Banes || Hand Summaries
During This Scenario: 0-6C: THE MONSTER MARSH
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- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 6
Traits
Animal
Aquatic
Check
Combat
20
THEN
Combat
20
THEN
Combat
20
Powers
Before you act, the Lusca deals 1d4+1 Structural damage to your ship.
If undefeated, the Lusca deals damage to each character at your location; then each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of his deck.
Monster 3
Traits
Animal
Aquatic
Check
Combat
16
Powers
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
Monster 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 6
Traits
Outsider
Aquatic
Check
Combat
26
Powers
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
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.
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 C
Traits
Cache
Task
Veteran
Check
Intelligence
Knowledge
7
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated
Barrier 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 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 6
Traits
Trap
Magic
Check
Intelligence
Arcane
13
Powers
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
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.
Weapon 4
Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 6
Traits
Rapier
Melee
Piercing
Finesse
Swashbuckling
Magic
Check
Strength
Melee
12
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 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.
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 6
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
12
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.
If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location.
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 5
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Spell 6
Traits
Magic
Arcane
Divine
Attack
Bludgeoning
Check
Intelligence
Arcane
Wisdom
Divine
15
Powers
At the end of any player's turn, discard this card to move any number of characters at your location to another location. Ignore any movement restrictions.
For your combat check, discard this card to use your Arcane or Divine skill + 2d12.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
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 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
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 1
Traits
Shield
Magic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 2
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
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
10
Powers
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 4
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.
Item 4
Traits
Liquid
Attack
Acid
Ranged
Alchemical
Check
Intelligence
Craft
11
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
Item 4
Traits
Accessory
Magic
Check
Dexterity
Ranged
Perception
13
Powers
Reveal this card to add 4 to your Ranged combat or Perception check.
Item 6
Traits
Staff
Magic
Check
Intelligence
Arcane
12
Powers
Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait.
Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.
Item B
Traits
Object
Check
Wisdom
Perception
4
Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Item 2
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.
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 5
Traits
Half-elf
Rogue
Captain
Pirate
Check
Dexterity
Ranged
9
THEN
Charisma
Diplomacy
12
Powers
If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.
Ally 3
Traits
Half-Elf
Bard
Captain
Pirate
Check
Dexterity
Stealth
7
THEN
Charisma
Diplomacy
9
Powers
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 6
Traits
Human
Druid
Pirate
Check
Charisma
Diplomacy
14
Powers
Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
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.
Blessing B
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
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
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 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.
Turn: 8 Tarlin/Thunderspirit
Top of Blessing Discard Pile: 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 Remaining: 22
Blessings Deck
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 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 B
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 C
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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 B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
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 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.
Blessing B
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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 B
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
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.
Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck numbrer of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M:3 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Hayato, Amaryllis
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.
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.
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.
Barrier 6
Traits
Trap
Magic
Check
Intelligence
Arcane
13
Powers
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
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.
Monster 6
Traits
Dragon
Aquatic
Check
Combat
20
THEN
Combat
20
Powers
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
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 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.
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M:1 Ba:2 W:0 Sp:1 Ar:1 I:2 Al:0 Bl:1 ?:1
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.
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.
Monster 6
Traits
Elf
Pirate
Scout
Check
Combat
25
Powers
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
Teleportation Chamber
At This Location: At the end of your turn, move to another locaiton.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Hall of Champions
At This Location: Add 1d6 to your checks to acquire weapons.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:4 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Tarlin
Notes: Cutlass +1 is actually Tarlin's Greatclub +1
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 6
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
13
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 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Weapon 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.
Great Stone Bridge
At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards 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
Located here: Aric,
Notes: Pirate Entertainments, Distance Musket +1,
Eye of Serenity
At This Location: At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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:1 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Lini
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.
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.
Villain Monster 6
Traits
Giant
Oracle
Check
Combat
30
THEN
Combat
30
Powers
Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other.
Damage dealt by Mugslup is dealt to each character at your location.
Monster B
Traits
Human
Captain
Pirate
Veteran
Check
Combat
12
Powers
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Item 3
Traits
Liquid
Alchemical
Check
Intelligence
Craft
9
Powers
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
Item 2
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.
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 6
Traits
Aberration
Siren
Aquatic
Check
Wisdom
12
THEN
Wisdom
12
THEN
Wisdom
12
Powers
The Seaweed Siren is immune to the Mental trait. All damage dealt by it is Mental damage that may not be reduced.
If undefeated, search your deck and discard any allies, then shuffle your deck.
Monster B
Traits
Siren
Aquatic
Veteran
Check
Wisdom
8
Powers
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Thunderspirit's 1002 — Tarlin |

Tarlin sets sail for Scar Bay this time, giving a cheery wave to Lini as he goes ashore and immediately hits a throng of pirates on shore leave. Oh, no, not this again...
DC increases by adventure deck number (6). Discard Blessing of Milani. Request Amaryllis' Blessing of the Gods for a d12.
DC 7+6 Fort: 1d8 + 2 + 1d8 + 1d12 ⇒ (7) + 2 + (8) + (8) = 25 success
Lini also has to make the check, although the barrier is now defeated. Unless she has better plan, she could ask for one of Aric's Blessings for an extra pair of dice on her CON/Fort check.

Thunderspirit's 1002 — Tarlin |

Reset hand and end turn.
Hand: Greatclub +3, Cure, Invincible Breastplate, Divine Blaze, Find Traps, Pearl of Wisdom,
Displayed: Belt of Giant Strength,
Deck: 21 Discard: 2 Buried: 0
Notes: Belt of Giant Strength is Impossible Bottle.
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 [x] or recharge 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.

Lini 1010 |

Reveals seaborne trident and attempts a fortitude check
fort 13: 1d8 + 3 + 1d4 ⇒ (6) + 3 + (3) = 12
so close but not worth a die bump or a reroll
discards holy feast and forest staff
Tarlin gets a plunder card from being best victor of pirate entertainments
At the start of linis turn displays mastiff drawing cure and snow leopard
lini continues to explore scar bay and finds jack scrimshaw
charisma 6: 1d8 ⇒ 2

Lini 1010 |

continuing Linis turn
After taking the hump at meeting a scrimshaw carver Lini sends the snow leopard to explore and encounters the villain
Pausing for close checks

Lini 1010 |

Lini will need blessing of pharasma for fight the first
Discarding holy javelin revealing trident giving 3d10+2d12+1d4+6 on first check 84pc
then discard deaths touch for d12 str discard trident play control weather Hayatos shax for 2d12 92 pc
discard hand to closing location and then get healed by Tarlin
BYA draw snow leopard and pteranodon bury leopard recharge pteranodon
combat 30 holy javelin: 3d10 + 2d12 + 6 + 1d4 ⇒ (1, 4, 7) + (6, 7) + 6 + (3) = 34
javelin recharge 10: 1d10 + 6 + 1d4 ⇒ (5) + 6 + (2) = 13
Discarding deaths touch for d12 str discard trident discard control weather and hayatos shax
combat 30: 3d12 + 4d8 + 3 ⇒ (8, 10, 9) + (5, 4, 6, 8) + 3 = 53
divine 13: 1d10 + 6 ⇒ (8) + 6 = 14
Control weather recharged
Discard remining hand to damage as scar bay closed
"
Hand:
,
, "
Displayed: Mastiff,
Deck: 14 Discard: 6 Buried: 1
Notes: So mastiff about to shuffle deck any way but would like the chance of drawing one of my two weapons that have hit the deck without cure remaining deck will be 8
Sideboard cards:
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 [X6] 7
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.

BR Mork |
During This Adventure:
Loot || Ships || Summoned Banes || Hand Summaries
During This Scenario: 0-6C: THE MONSTER MARSH
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Monster 2
Traits
Animal
Aquatic
Swarm
Check
Combat
16
OR
Dexterity
Acrobatics
10
Powers
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
Monster 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 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 3
Traits
Animal
Aquatic
Check
Combat
18
OR
Dexterity
Acrobatics
11
Powers
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Monster 5
Traits
Animal
Aquatic
Check
Combat
23
Powers
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.
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 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 B
Traits
Cache
Task
Veteran
Check
Intelligence
Knowledge
7
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated
Barrier C
Traits
Cache
Task
Veteran
Check
Intelligence
Knowledge
7
Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated
Barrier 6
Traits
Skirmish
Check
None
Powers
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.
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 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
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 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
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.
Spell C
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
7
Powers
Bury this card to draw 1 random Animal ally from the box and add it to your hand.
If you do not have either the Arcane or Divine skill, banish this card after playing it.
Spell 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 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 6
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
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.
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
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 6
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
12
Powers
Recharge this card to reduce Combat damage to you by 4, or to add 1 die to your Diplomacy check.
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 1
Traits
Shield
Magic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 4
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.
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.
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 6
Traits
Object
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
10
Powers
Bury this card to recharge 1d4+1 spells from your discard pile; you must have a skill matching each spell's Arcane or Divine trait to recharge that spell. If you have the Arcane or Divine skill, after playing this card, bury another card to recharge this card instead of burying it.
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 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.
Ally 1
Traits
Half-Orc
Fighter
Pirate
Check
Constitution
Fortitude
5
OR
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 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 2
Traits
Animal
Pirate
Check
Wisdom
Survival
8
Powers
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Ally 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 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.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
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 B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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.
Turn: 10 Aric/Greenclaw
Top of Blessing Discard Pile: Blessing of Sivanah
Blessing B
Traits
Divine
Sivanah
Check
Intelligence
Charisma
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 20
Blessings Deck
Blessing B
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 C
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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 B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
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 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.
Blessing B
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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 B
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
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.
Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck numbrer of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M:3 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Hayato, Amaryllis
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.
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.
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.
Barrier 6
Traits
Trap
Magic
Check
Intelligence
Arcane
13
Powers
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
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.
Monster 6
Traits
Dragon
Aquatic
Check
Combat
20
THEN
Combat
20
Powers
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
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 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.
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M:1 Ba:2 W:0 Sp:1 Ar:1 I:2 Al:0 Bl:1 ?:2
Notes: villain
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.
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.
Monster 6
Traits
Elf
Pirate
Scout
Check
Combat
25
Powers
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
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.
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
Traits
Obstacle
Weather
Check
Wisdom
Survival
15
Powers
If undefeated, move to a random open location and shuffle this card into that location.
Villain Monster 6
Traits
Giant
Oracle
Check
Combat
30
THEN
Combat
30
Powers
Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other.
Damage dealt by Mugslup is dealt to each character at your location.
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.
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.
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Teleportation Chamber
At This Location: At the end of your turn, move to another locaiton.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Hall of Champions
At This Location: Add 1d6 to your checks to acquire weapons.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:4 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes: Cutlass +1 is actually Tarlin's Greatclub +1
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 6
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
13
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 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Weapon 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.
Great Stone Bridge
At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards 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
Located here: Aric,
Notes:
Eye of Serenity
At This Location: At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Scar Bay
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Lini, Tarlin

Lini 1010 |

As per chat tarlin casts cure on Lini healing 1d4 + 1 ⇒ (3) + 1 = 4
Blessing of Sivanah
Seaborne trident +1
Deaths touch
Holy feast
healed end of turn mastiff shuffled in to deck
"
Hand: Cloudburst, Headband of wisdom, Blessing of milani, mammoth hide armour, Mastiff, Deaths touch, Thylacine,
, "
Displayed:
Deck: 11 Discard: 2 Buried: 1
Notes: Blessing available
Sideboard cards:
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 [X6] 7
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.
Tarlin has to bury a card and recharge the other from the villains BYA (and recharge his cure spell)

Thunderspirit's 1002 — Tarlin |

DC 8 Divine to recharge Cure: 1d8 + 4 ⇒ (3) + 4 = 7 nope
Top two cards: Chainmail of Cold Resistance and Spellsword +2. Weapon recharged, armor buried.

Aric by Greenclaw |

Start of Turn: switch to The Red Raven
Move to Ruined Amphitheatre
End of Move Step: Examine top card of location: Dimension Leap
Upon examine: Switch to Aric. Swap in Quick-Change Mask from kit for Hypnotist's Locket
Explore
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.
Recharge Quick-Change Mask to use Diplomacy instead.
Reveal Marianix Karn to add 1 to the roll.
Diplomacy 10: 1d10 + 6 + 1 ⇒ (5) + 6 + 1 = 12 Acquired!
Examine top card of location using Aric's when acquired a boon power: Token of Rememberance
Discard (Recharge) Isiem to examine top 3 cards of location:
Card 2- Token of Remembrance
Card 3- Pirate Sniper
Card 4- Reflecting Buckler
Put Sniper first, then Buckler, then token. Explore.
Monster 6
Traits
Elf
Pirate
Scout
Check
Combat
25
Powers
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
Use Aric's power to discard Dimension Leap to evade the barrier and shuffle it back into deck.
Discard (Recharge) Marianix Karn to explore the location.
Random Card: 1d9 + 1 ⇒ (8) + 1 = 9
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.
Auto Fail unless someone wanted an Item 5 badly enough for us to throw a blessing at this.
End Turn. Reset Hand.
Hand: Blessing of Zon-Kuthon, Corrosive Backsword +4, Evangelist, Sawtooth Sabre +2, Shadowless Sword, Blessing of the Midnight Lord, Fortune-Teller,
Displayed:
Deck: 12 Discard: 3 Buried: 0
Notes: Use blessings as needed. Reroll used: N
Sideboard cards: Heister, Vizier, Hypnotist's Locket,
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 [X]+3 [ ]+4
Diplomacy: Charisma +3
Favored Card: None
Hand Size: 6 [X]7 [ ]8
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 [X]+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 ([X] or recharge) a card that has the Accessory or Clothing trait or an Armor to add 1d8 ([X] 1d12).

Hayato - Chthonicthul |

Turn 11: Hayato/Blessing of Cayden Cailean
Explore Ghol-Gan Ruins Card #1: Invigorating Kukri +1
Hayato finds a kukri. Such an odd weapon, he thinks, hefting it for balance.
Melee 9 to acquire Invigorating Kukri +1: 1d10 + 6 ⇒ (10) + 6 = 16
The samurai has learned to be open to new things on his journeys, though, so he tucks it in his belt, intent on learning how the thing works.
Discard Legionnaire Chaplain to explore Ghol-Gan Ruins Card #2: Blessing of Sivannah. Not going to blow anything on this; he auto-fails without Blessings, so not worth it
We seem to be doing great on time, so I'll stop now to keep Blessings in hand so they are available as needed. Reset hand and end turn.
Hand: Blessing of the Lord in Iron, Gem of Physical Prowess, Blessing of Shax, Rhino Hide Armor, Invigorating Kukri +1 (acquired),
Displayed:
Deck: 14 Discard: 4 Buried: 1
Notes: Blessings as needed. Shirt re-roll used, Scenario 0-6C: Not yet
Sideboard cards:
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

BR Mork |
During This Adventure:
Loot || Ships || Summoned Banes || Hand Summaries
During This Scenario: 0-6C: THE MONSTER MARSH
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Monster 3
Traits
Animal
Aquatic
Check
Combat
18
OR
Dexterity
Acrobatics
11
Powers
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Monster 2
Traits
Elf
Pirate
Veteran
Check
Combat
13
Powers
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Monster 2
Traits
Ooze
Aquatic
Check
Combat
12
Powers
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
Monster B
Traits
Human
Captain
Pirate
Veteran
Check
Combat
12
Powers
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Monster 4
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.
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 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 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 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 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.
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
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
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
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
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.
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 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 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 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 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.
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 6
Traits
Shield
Firearm
Magic
Check
Dexterity
Ranged
10
THEN
Constitution
Fortitude
10
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
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
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
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.
Item B
Traits
Object
Magic
Check
Wisdom
7
Powers
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.
Item 2
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 6
Traits
Liquid
Attack
Bludgeoning
Fire
Ranged
Alchemical
Check
Intelligence
Craft
13
Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
Item 6
Traits
Staff
Magic
Check
Intelligence
Arcane
12
Powers
Reveal this card and discard a spell to add 2d8 to any check by a character on a ship, or to evade a bane that has the Weather trait, or to banish a displayed bane that has the Weather trait.
Reveal this card and discard a spell to search the blessings discard pile and choose a card to put on top.
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.
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 6
Traits
Animal
Check
Wisdom
Survival
13
Powers
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.
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 1
Traits
Human
Rogue
Pirate
Check
Strength
Melee
6
OR
Charisma
Diplomacy
7
Powers
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 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.
Blessing B
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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
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.
Turn: 12 Amaryllis/WilderRedbeard
Top of Blessing Discard Pile: 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 Remaining: 18
Blessings Deck
Blessing C
Traits
Divine
Achaekek
Check
Intelligence
Craft
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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 B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Besmara
Check
Dexterity
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
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 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.
Blessing B
Traits
Divine
Cayden Cailean
Check
Strength
Constitution
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 6
Traits
Divine
Geryon
Check
Charisma
Diplomacy
8
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 check to defeat a non-villain monster; 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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Traits
Divine
Kelizandri
Check
Constitution
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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 B
Traits
Divine
Milani
Check
Dexterity
Wisdom
7
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
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.
Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck numbrer of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M:3 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Hayato, Amaryllis
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.
Barrier 6
Traits
Trap
Magic
Check
Intelligence
Arcane
13
Powers
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
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.
Monster 6
Traits
Dragon
Aquatic
Check
Combat
20
THEN
Combat
20
Powers
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
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 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.
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Ruined Amphitheater
At This Location: At the start of your turn, succeed at a Dexterity or Stealth 8 check or summon and encounter the henchman Gholdako.
When Closing: Succeed at a Wisdom or Perception 9 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters that have the Giant trait at any location is increased by 3.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:2
Located here: Aric,
Notes: villain
Monster 6
Traits
Elf
Pirate
Scout
Check
Combat
25
Powers
Before you act, succeed at a Wisdom or Perception 14 check or the Pirate Sniper deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If the check to defeat has the Ranged trait, add 1d8 to it.
If the check to defeat does not have the Swashbuckling trait, you may not play allies on this check.
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 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.
Villain Monster 6
Traits
Giant
Oracle
Check
Combat
30
THEN
Combat
30
Powers
Before you act, each character at your location examines the top 2 cards of her deck, then recharges one and buries the other.
Damage dealt by Mugslup is dealt to each character at your location.
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.
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.
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.
Henchman Monster 6
Traits
Aquatic
Giant
Check
Combat
22
Powers
Before you act, if you are not the only character at your location, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Damage dealt by the Brineborn Giant is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Teleportation Chamber
At This Location: At the end of your turn, move to another locaiton.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Hall of Champions
At This Location: Add 1d6 to your checks to acquire weapons.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:4 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes: Cutlass +1 is actually Tarlin's Greatclub +1
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 1
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 6
Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
Craft
13
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 2d8 and the Fire trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Weapon 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.
Great Stone Bridge
At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards 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
Notes:
Eye of Serenity
At This Location: At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Scar Bay
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Lini, Tarlin

Amaryllis - WilderRedbeard |

Off-turn: Recharge Blessing of the Gods for Tarlin's check (odd result)
Start of turn: Give Old Salt to Hayato
Move to Ruined Ampitheatre
Since Amaryllis doesn't have two attack spells in hand for the two combat checks, she will likely examine cards to attempt to find the villain and set up to help with close checks and villain combat.
Traits:
Human
Veteran
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.
Hearing Mugslup has retreated to the ampitheatre, Amaryllis heads there to scout it out. She consults her crystal ball.
Discard Scrying and name monster
RA #1: Pirate Sniper (Monster 6)
RA #2: Phantom Fog (Barrier 5)
RA #3: Large Chest (Barrier B)
Put Monster on bottom of deck, shuffle remaining cards in location deck
Spell Recharge - Arcane 12: 1d12 + 6 ⇒ (9) + 6 = 15 recharged
Discard Blessing of Nethys to examine top two cards and encounter one (ignoring card #1)
RA top card: 1d7 + 1 ⇒ (1) + 1 = 2 Phantom Fog
RA 2nd card: 1d7 + 1 ⇒ (4) + 1 = 5 Blessing of Sivanah
Place Blessing on top and encounter
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 + 6 ⇒ (6) + 6 = 12 acquired
Discard Pyromaniac Mage to encounter Phantom Fog
Reveal Codex of Conversations to attempt ally recharge
Charisma 13: 1d12 + 6 ⇒ (12) + 6 = 18 recharged
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.
Discard Fire Snake to use Arcane skill, discard Blessing of Pharasma for two dice
Wisdom 15: 3d12 + 6 ⇒ (11, 5, 10) + 6 = 32 defeated, banished
Spell Recharge - Arcane 8: 1d12 + 6 ⇒ (12) + 6 = 18 recharged
Amaryllis sees a pirate dragging a heavy chest. She is entranced as she watches the pirate being entirely enveloped in a dark fog. She comes out of the trance with a start as she realizes the same fog is rolling in across the deck of the ship. With the help of her pyromancer friend and her arcane fire snake, they manage to clear most of the fog and allow the ship to pass safely through. Amaryllis takes to the sky to scout ahead.
Discard Fly to examine top card of Ruined Ampitheatre (random ignoring 1, 2 & 5) and Ghol-Gan Ruins
RA top card: 1d6 + 2 ⇒ (2) + 2 = 4 Mugslup (Villain Monster 6)
GGR top card: Skeleton Crew (Spell 3)
Move to Ghol-Gan Ruins
Spell Recharge - Arcane 10: 1d12 + 6 ⇒ (7) + 6 = 13 recharged
Recharge Blessing of Sivanah to encounter Skeleton Crew spell
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.
Auto-acquire with Arcane skill (1d12+6)
Amaryllis sees the giant Mugslup camped out at the ampitheatre. She heads to the ruins to meet up with Hayato in an attempt to corner the giant in a pincer-style move.
Free discard of Skeleton Crew, Dimension Leap and Life Leech
Attempt spell recharge of Skeleton Crew
Arcane 9: 1d12 + 6 ⇒ (3) + 6 = 9 recharged
Reset hand, shuffle player deck
Attempt spell recharge of Dimension Leap
Arcane 12: 1d12 + 6 ⇒ (1) + 6 = 7 remains in discard
End turn
Hand: Codex of Conversations, Surgeon, Blessing of the Gods 2, Cleric of Nethys, Blessing of the Gods 3, Death's Touch, Ataxian, Blessing of the Gods 4, Wand of Flying, Cloudburst, Letter of Marque (Loot),
Displayed:
Deck: 7 Discard: 6 Buried: 0
Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die. Dice re-roll used for 0-6C: N
Sideboard cards:
Dexterity d8 [ X ] +1 [ X ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ X ] +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. ( [ X ] 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.

Thunderspirit's 1002 — Tarlin |

Amaryllis gives Tarlin a wave and a nod, and the cleric knows it is time to face the marsh giant Mugslup. He gives Aric a salute as he steers the vessel in...
Start of turn: auto-fail DEX check and encounter Gholdako.
Before he can, however, an undead cyclops blocks his path. Ordinarily, he'd use his trusty Divine Blaze spell for this, but this time he's in a bit of a hurry, so...
Reveal Greatclub +3. Request one BotG from Amaryllis, who recharges a random card from her discard for aiding on Tarlin's Combat check.
DC 22 Combat: 1d10 + 5 + 1d10 + 1 + 1d12 ⇒ (7) + 5 + (8) + 1 + (11) = 32 success
With Gholdako dispatched, Tarlin steels himself for the trial ahead. Iomedae, give me strength and guide my weapons.
Hayato has a card to auto-close Ghol-Gan Ruins.
Muglsup BYA: Blessing of Iomedae 2 and Blessing of Iomedae 3. Bury the first, recharge the second. (Aric needs to do this too.)
[ooc]Reveal, then discard, Trident +2 (plunder). Request Hayato's Blessing of the Lord in Iron for two dice, plus one blessing each from Aric and Amaryllis. Each recharges a random card from their discard for aiding on Tarlin's Combat check.
DC 30 Combat: 1d10 + 5 + 1d8 + 2 + 1d8 + 2d8 + 1d8 + 1d12 ⇒ (8) + 5 + (6) + 2 + (6) + (3, 5) + (7) + (8) = 50 success
Mugslup isn't done, even after such a fearsome blow! Quickly Tarlin grabs his Greatclub +3 to try and finish the job...
Reveal, then discard, Greatclub +3. Request Hayato's Blessing of Shax for two dice, plus one blessing each from Lini and Amaryllis. Each recharges a random card from their discard for aiding on Tarlin's Combat check.
DC 30 Combat: 1d10 + 5 + 1d8 + 2 + 1d8 + 2d8 + 1d8 + 1d12 ⇒ (7) + 5 + (4) + 2 + (8) + (7, 1) + (7) + (9) = 50 success
Tarlin's assault is too much.
Yay! We win!

BR Mork |
DEVELOPMENT:
The giants’ ruler, Mugslup, has been beaten and broken. “SHE watches us,” he intones, “yet serves another. HIS realm is a whirlwind of destruction and chaos near the outer edge of the Great Hurricane. No one dares to stare into the storm, where HE thrives in the chaos and madness. Only a fool would seek HIM!”
Okay, so maybe you’re a little foolish, but the nightmares won’t stop until you face your fears. As you prepare to set a course deeper into the Shackles’ eternal hurricane, a scout in the crow’s nest announces that a ship is approaching. It’s the Hurricane King! Perhaps you won’t have to face these horrors alone...
SCENARIO REWARD:
For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace a weapon in her deck with the
loot Scoundrel’s Sword Cane and another character may temporarily replace a weapon in his deck with the loot Crossbow of Retribution.
At the end of each scenario, return the loot to the game box.
Loot Weapon 4
Traits
Sword
Melee
Piercing
Finesse
Magic
Check
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2, or 2d6+2 if you have the Stealth skill. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Reveal this card to add 1d6+2 to your Perception or Stealth check.
Loot Weapon 6
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d10 if the bane has the Human trait. Add another 1d6 if the bane has a power that deals damage before you act.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location.
TIER REWARD:
None
ACQUIRED CARDS:
Weapon 4 Invigorating Kukri +1
Weapon 3 Trident +2
Spell 3 Dimension Leap
Spell 4 Holy Feast
Spell 3 Skeleton Crew
Item 6 Pearl of Magic
Ally C Old Salt
Blessing B Blessing of Sivanah

BR Mork |
0-6D: THE PIRATE PARTY
As you were charting a course past the fringe of the Shackles’ eternal hurricane, you were startled by the arrival of the Hurricane King’s ship. The crew signaled for you to come aboard. The winds are fierce this close to the hurricane, but with a bit of planning, you cast off ropes towards the Hurricane King’s ship. The ship’s captain isn’t here to greet you. Neither is the boatswain or the first mate. The surly crew watches you warily.
What’s that scurrying across the deck? Is there something else here? Are there many things here? As your breath catches in your throat, you realize that it’s the bugs. The bugs, the bugs, the bugs that got in your hair and in your skull and your mind and they all serve HER. Terror seizes you as the crew lunges towards you, grabbing for boarding pikes and any weapons that lie at hand. You can no longer trust the crew that once served Hurricane King—the Shrouded Queen has enlisted them for a far more sinister purpose.
Seems like you’ve become a little too infamous. Like any worthy pirate, you wanted to become a legend. Your tales have inspired an armada of captains to support you in your bid for the Pirate Council, but you’ve also made powerful enemies. The Shrouded Queen managed to suborn the Hurricane King’s ship and crew, but you were made of sterner stuff. She captured you, but could never control you. Now it’s clear that She intends to destroy you. Leering with malevolent intent, her minions advance.
VILLAIN:
SWEETLIPS AND SCURVY
HENCHMEN:
KERDAK BONEFIST
CAPTAIN HORRUS RIPTOOTH
HYAPATIA
OMARA CULVERIN
POWDERPOT
TSADOK GOLDTOOTH
BARNABAS HARRIGAN
LOCATIONS:
1 FORT HAZARD
1 LUCREHOLD
1 MURDER HOLE
2 SHRINE TO BESMARA
3 SEA FORT
4 TORTURE PIT
5 SEASIDE WAREHOUSE
6 SHRINE TO NORGORBER
DURING THIS SCENARIO: