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

Game Master MorkXII


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

During This Scenario: 0-6D: THE PIRATE PARTY

  • Choose any Class 6 or lower ship.
  • Your ship is anchored at Fort Hazard.
  • Treat the villains in the henchmen list as henchmen. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from. If you win the scenario, note on your Chronicle sheet which cards are in the henchman pile. (This note will be referenced in Scenario 6F: Lost in the Storm.)
  • To win the scenario, defeat and corner the villain Sweetlips and Scurvy.
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    Defeated: Captain Horrus Riptooth, Hyapatia
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    Random Monsters:
    Monster 1
    Spoiler:
    Sea Serpent
    Monster 5

    Traits
    Animal
    Aquatic

    Check
    Combat
    21

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

    Monster 2
    Spoiler:
    Sargassum Fiend
    Monster 4

    Traits
    Plant
    Aquatic

    Check
    Wisdom
    Perception
    12

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

    Monster 3
    Spoiler:
    Sea Troll
    Monster 5

    Traits
    Troll
    Aquatic

    Check
    Combat
    20

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

    Monster 4
    Spoiler:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

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

    Monster 5
    Spoiler:
    Dire Shark
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    22

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Dead Man's Chest
    Barrier C

    Traits
    Cache
    Lock
    Pirate

    Check
    Dexterity
    Disable
    11
    OR
    Strength
    Melee
    13

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

    Barrier 2
    Spoiler:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

    Powers
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is 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 3
    Spoiler:
    Sabotage
    Barrier 5

    Traits
    Task
    Fire

    Check
    Dexterity
    Disable
    Wisdom
    Perception
    12

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

    Barrier 4
    Spoiler:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Barrier 5
    Spoiler:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Navigator Musket +1
    Weapon 3

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

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

    Weapon 2
    Spoiler:
    Falchion +3
    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 3
    Spoiler:
    Falcata +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 4
    Spoiler:
    Adamantine Trident +3
    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
    Spoiler:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Random Spells:
    Spell 1
    Spoiler:
    Rage
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    Display this card next to the deck of a character at your location; you may play this card during her check. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

    Spell 2
    Spoiler:
    Resist Energy
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 3
    Spoiler:
    Wall of Fire
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

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

    Spell 4
    Spoiler:
    Dimension Leap
    Spell 3

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

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

    Spell 5
    Spoiler:
    Raise Dead
    Spell 5

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

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

    Random Armors:
    Armor 1
    Spoiler:
    Flaming Buckler Gun
    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 2
    Spoiler:
    Eel Skin Armor
    Armor 4

    Traits
    Light Armor
    Magic
    Aquatic
    Swashbuckling

    Check
    Constitution
    Fortitude
    9

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

    Armor 3
    Spoiler:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Fortified Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 5
    Spoiler:
    Besmaran Vestments
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Tot Flask
    Item B

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Item 2
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 3
    Spoiler:
    Bottled Lightning
    Item 5

    Traits
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

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

    Item 4
    Spoiler:
    Sniper Goggles
    Item 4

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Ranged
    Perception
    13

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

    Item 5
    Spoiler:
    Potion of the Ocean
    Item 3

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

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

    Random Allies:
    Ally 1
    Spoiler:
    Coral Capuchin
    Ally 1

    Traits
    Animal
    Aquatic

    Check
    Wisdom
    Survival
    6

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

    Ally 2
    Spoiler:
    Sefina
    Ally 4

    Traits
    Nymph
    Nereid

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

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

    Ally 3
    Spoiler:
    Giffer Tibbs
    Ally B

    Traits
    Gnome
    Pirate

    Check
    Charisma
    Diplomacy
    6

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

    Ally 4
    Spoiler:
    Barracuda Aiger
    Ally 5

    Traits
    Half-elf
    Rogue
    Captain
    Pirate

    Check
    Dexterity
    Ranged
    9
    THEN
    Charisma
    Diplomacy
    12

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

    Ally 5
    Spoiler:
    Dindreann
    Ally 3

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    11

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

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

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Turn: 21 Lini/Merisal The Risen

    Top of Blessing Discard Pile: Blessing of Abadar

    Top Blessing:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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


    Blessings Remaining: 5
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 22 Aric)
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 23 Hayato)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessings Deck Card 3 (Turn 24 Amaryllis)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 4 (Turn 25 Tarlin)
    Spoiler:
    Blessing of Norgorber
    Blessing 5

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 26 Lini)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Fort Hazard
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Hayato,
    Notes: ship anchored here

    Lucrehold
    At This Location: If this locatoin is occupied, the difficulty to defeat banes that have the Pirate trait at any locatoin is decreased by 5.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:0
    Closed
    Notes:

    Lucrehold Card 1:
    Sandara Quinn
    Ally 1

    Traits
    Human
    Cleric
    Pirate

    Check
    Charisma
    Diplomacy
    5

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

    Lucrehold Card 2:
    Coral Capuchin
    Ally 1

    Traits
    Animal
    Aquatic

    Check
    Wisdom
    Survival
    6

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

    Murder Hole
    At This Location: The difficulty to defeat monsters is increased by 4.
    When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
    When Permanently Closed: No effect
    M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1

    Murder Hole Card 1 - Kerdak Bonefist:
    Kerdak Bonefist
    Villain Monster 6

    Traits
    Human
    Captain
    Pirate

    Check
    Combat
    40
    THEN
    Combat
    40

    Powers
    If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10.
    Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card.
    Damage dealt by Kerdak Bonefist is dealt to all characters.

    Murder Hole Card 2:
    Baby Triceratops
    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.

    Murder Hole Card 3:
    Pirate Bomber
    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.

    Murder Hole Card 4:
    Old Salt
    Ally B

    Traits
    Human
    Veteran

    Check
    Charisma
    Diplomacy
    7

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

    Shrine to Besmara
    At This Location: You may add the Pirate and/or Swashbuckling traits to your checks.
    When Closing: Succeed at a Wisdom or Divine 9 check, or banish a card.
    When Permanently Closed: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards in your discard pile that have the Divine trait.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
    Located here: Amaryllis, Tarlin,
    Notes: Omara Culverin (H)

    Shrine to Besmara Card 1:
    Rosie Cusswell
    Ally 1

    Traits
    Halfling
    Fighter
    Pirate

    Check
    Charisma
    Diplomacy
    6

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

    Shrine to Besmara Card 2:
    Omara Culverin
    Villain Monster 6

    Traits
    Human
    Gunslinger

    Check
    Combat
    32
    OR
    Diplomacy
    16

    Powers
    Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
    If your check to defeat has the Ranged trait, add 1d8 to it.
    After you act, Omara Culverin deals 1d4 Ranged Combat damage to you.

    Sea Fort
    At This Location: If you defeat a monster during your exploration, you may immediately explore again.
    When Closing: Banish an armor.
    When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
    M:2 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
    Notes: Powderpot (H), Falcata +1

    Sea Fort Card 1 - Powderpot:
    Powderpot
    Villain Monster 6

    Traits
    Charau-ka
    Alchemist
    Pirate

    Check
    Combat
    32

    Powers
    Before you act, Powderpot deals 1d6 Fire damage to each character at your location.
    If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage.
    After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location.

    Sea Fort Card 2:
    Fortified Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Sea Fort Card 3:
    Falcata +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

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

    Sea Fort Card 4 - Nirento:
    Nirento
    Monster 2

    Traits
    Plant

    Check
    Combat
    11

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

    Sea Fort Card 5 - Shackled Sorcerer:
    Shackles Sorcerer
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

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

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

    Torture Pit Card 1 - Sweetlips and Scurvy:
    Sweetlips and Scurvy
    Villain Monster 6

    Traits
    Human
    Bard
    Pirate
    Animal

    Check
    Stealth
    Arcane
    Wisdom
    Diplomacy
    20

    Powers
    If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck.

    Torture Pit Card 2:
    Vengeful Storm
    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.

    Torture Pit Card 3:
    Grayflame Mace +2
    Weapon 5

    Traits
    Mace
    Melee
    Bludgeoning
    Magic

    Check
    Strength
    Melee
    Divine
    12

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

    Torture Pit Card 4:
    Crawling Cyclops Hands
    Barrier 4

    Traits
    Skirmish
    Undead

    Check
    Wisdom
    Perception
    14
    OR
    Divine
    10

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

    Torture Pit Card 5:
    Darkforest Anemone
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

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

    Torture Pit Card 6:
    Norgorber Cultist
    Monster 5

    Traits
    Elf
    Cultist

    Check
    Combat
    19

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

    Torture Pit Card 7:
    Crimson Cogward
    Ally 1

    Traits
    Human
    Rogue
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    7

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

    Torture Pit Card 8 - Shark-Eating Crab:
    Shark-Eating Crab
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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

    Seaside Warehouse
    At This Location: When you acquire a card, put it under this card.
    When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
    When Permanently Closed: On closing, add any cards under this card to your hand.
    M:1 Ba:0 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
    Located here: Lini, Aric,
    Notes: Stashed: Pearl of Magic
    Note: We can order cards 1-3 in any order until the start of the next turn.

    Seaside Warehouse Card 1 - Tsadok Goldtooth:
    Tsadok Goldtooth
    Villain Monster 6

    Traits
    Half-Orc
    Barbarian
    Pirate

    Check
    Combat
    26
    THEN
    Combat
    30

    Powers
    Before you act, Tsadok deals 1d4+1 Ranged Combat damage to 2 random characters at your location.
    If the check to defeat has the Arcane or Divine trait, its difficulty is increased by 5.
    After you act, Tsadok deals 1d4+1 Ranged Combat damage to 2 random characters at your location.

    Seaside Warehouse Card 2 - Fuse Grenade:
    Fuse Grenade
    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.

    Seaside Warehouse Card 3 - Potion of Healing:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Seaside Warehouse Card 4:
    Manticore
    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    12

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

    Seaside Warehouse Card 5:
    Keen Falcata +1
    Weapon 2

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 6.

    Seaside Warehouse Card 6:
    Shark Skin Armor
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

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


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

    Lini looks around

    Recharges mammoth hide armour and casts cure on Aric

    Displays Mastiff drawing pteranodon and snow leopard

    cards healed: 1d4 + 1 ⇒ (3) + 1 = 4

    cure recharge 8: 1d10 + 6 ⇒ (7) + 6 = 13

    Move to murder hole

    So end turn recharge Samms toppin with ring discard (shuffle into deck) mastiff

    Discard pteranodon and velociraptor and forest quarterstaff

    "

    Lini wrote:

    Hand: Ring of regeneration, Control Weather, Helm of electric radiance, Thylacine, Holy Javelin, Deaths touch, Snowleopard,

    , "
    Displayed:
    Deck: 12 Discard: 6 Buried: 0
    Notes: Snow leopard adds d4 to any combat check
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [X5 ]+1 [X6 ]+2 [ ]+3
    Dexterity d6 [ ]+1 [ ]+2 [ ]+3
    Constitution d8 [AR ]+1 [ ]+2 [ ] +3
    Fortitude +2 d8+2
    Intelligence d6 [ ]+1
    Wisdom d10 [X1 ]+1 [X2 ]+2 [X3 ]+3 [X4]+4
    Divine +2 d10+6
    Survival +2 d10+6
    Charisma d8 [ ]+1

    Hand Size 5 [X3 ] 6 [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.


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

    Aric moves to Sea Fort
    Discard (Recharge) Isiem to examine top 3 cards of the location: Powderpot, Fortified Breastplate, Falcata +1
    Put the armor on top, the weapon next and then the henchman.
    Explore

    Fortified Breastplate:

    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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


    Ask for Blessing of Cayden Cailean from Tarlin
    Constitution 10: 3d6 ⇒ (5, 6, 4) = 15 Acquired!

    Aric, after discussions with the rest of the group as to how best to deal with the various pirates, heads over to the Sea Fort. With the help of his wizardly friend, he manages to sneak by unseen and pick up a piece of heavy armor that should be able to help hold back the threats at this location if needed.

    End Turn. Discard Scoundrel's Sword Cane, Fortune Teller, Vizier. Reset Hand.

    Aric/The Red Raven wrote:

    Hand: Blessing of the Midnight Lord, Blessing of Abadar, Vampiric Backsword +3, Shadowless Sword, Blessing of the Ancients, Armor of Skulls, Fortified Breastplate,

    Displayed:
    Deck: 7 Discard: 7 Buried: 1
    Notes: Use blessings as needed. Reroll used: Y
    Sideboard cards: Lockpick Shield, Sawtooth Sabre +2, Hypnotist's Locket,

    Skills and Powers:
    SKILLS

    Aric
    Strength d6 [X]+1 [ ]+2
    Dexterity d4 [ ]+1
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [X]+1 [X]+2 [ ]+3
    Knowledge: Intelligence +2
    Wisdom d8 [X]+1 [ ]+2 [ ]+3
    Perception: Wisdom +2
    Charisma d10 [X]+1 [X]+2 [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).


    Turn 23: Hayato/Blessing of Kelizandr
    Moving to Seaside Warehouse was decided upon, yes? Will go there now... if allowable, I will change locations if I misunderstood and was supposed to go somewhere else

    Reset hand and end turn, discarding Portable Ram and Legionnaire Chaplain as free discards

    Hayato wrote:

    Hand: Dragoon, Blessing of the Lord in Iron, Frost Lance +2, Hatchetbird, Jinfu,

    Displayed:
    Deck: 12 Discard: 2 Buried: 3
    Notes: T-shirt reroll, 0-6D: nope
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d8 [X] +1 [X] +2 [ ] +3
    Fortitude: Constitution +2
    Intelligence d6 [ ] +1
    Wisdom d6 [ ] +1 [ ] +2 [ ] +3
    Survival: Wisdom +1
    Charisma d6 [ ] +1 [ ] +2
    Diplomacy: Charisma +1

    Favored Card Type: Weapon
    Hand Size: 5
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers: Hand Size [X]5
    On your first combat check of your turn, add 1d6 ([X] 1d10).
    On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
    [X] When you are the only character at your location, add 1 [X]2 to your checks

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

    Drew a weapon and a blessing. I still have Jinfu in hand, so if we think it is a good idea to have Hayato move to Murder Hole after all, I can move there at the start of anyone's turn... that is still an option. One Blessing gets Hayato 2d6 +2 to get 7 at Seaside Fort; a Blessing and the Frost Lance + 2 gets him (if alone) 2d10 + 6 + 2 + 1d8 + 2 to get 17 for the first check at Murder Hole, 1d10 + 6 + 2 + 1d8 + 2 + 2d8 to get an 18 for the second check. Up to you folks.


    Remaining checks:
    Murder Hole (Lini): Ruffian, Buccaneer - 2 blessings (Tarlin, Aric)
    Shrine (Tarlin): Divine 9 or banish a card. (Banish low # blessing)
    Sea Fort (Aric): Banish an Armor
    Seaside Warehouse (Hayato): Dex 7 - 3 blessings (Amaryllis, Tarlin, Aric)
    Villain (Amaryllis): Arcane 20 - 4 blessings (Amaryllis, Hayato, Tarlin, Aric)


    Hayato temp close check for Seaside Warehouse:

    Dexterity 7 to temporarily close Seaside Warehouse, discarding one of Aric's Blessings, one of Tarlin's Blessings and being alone at location: 1d6 + 1d6 + 1d6 + 2 ⇒ (5) + (2) + (3) + 2 = 12


    Amaryllis' Deck

    It is the hour of Pharasma
    Reveal Helpful Haversack to examine top card of deck: Pyromaniac Mage
    Discard haversack to add card to hand
    Move to Torture Pit

    After dispatching the lamia sorceress, Amaryllis receives word that Sweetlips the bard has be sighted returning to the Torture Pit. The rest of the party arrange themselves to prevent Sweetlips from escaping from any exit and Amaryllis heads in to confront her.

    Explore card #1:

    Sweetlips and Scurvy:

    Villain Monster 6
    Traits
    Human
    Bard
    Pirate
    Animal

    Check
    Stealth
    Arcane
    Wisdom
    Diplomacy
    20

    Powers
    If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck.


    Temp Close Checks:
    Hayato temp closes Seaside Warehouse as per above
    Tarlin banishes a blessing to temp close Shrine to Besmara (8 blessings left in party)
    Aric banishes Fortified Breastplate to temp close Sea Fort
    Botting Lini's temp close of Murder Hole:

    Ruffian:
    Henchman Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    7

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


    Lini discards Death's Touch to defeat monster, then buries weapon of her choice from discard (AYA power)
    Buccaneer:
    Henchman Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    8

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


    Lini reveals Holy Javelin and recharges Snow Leopard for 1d4, Tarlin and Aric discard blessings to add 2 dice (6 blessings available to party)
    Combat 8+6+4=18: 3d10 + 6 + 2d12 + 1d4 ⇒ (6, 6, 2) + 6 + (9, 10) + (4) = 43 defeated
    Murder Hole temp closed

    Amaryllis encounters villain
    Recharge Old Salt, discard Blessing of the Gods, Hayato, Tarlin and Aric discard blessings
    Arcane 20: 5d12 + 6 + 6 ⇒ (5, 10, 3, 4, 12) + 6 + 6 = 46

    As Amaryllis approaches the Torture Pit, the intoxicating sound of music seems to draw her in. She finds the source of it and, for a moment, is confused why she came here in the first place. She shakes her head to attempt to remove the clouding the sweet melody lays on her mind. Her own arcane energy builds, counteracting the tune, and she unleashes a force bolt that smashes the musicians instrument. Scurvy, Sweetlips faithful companion, attempt to retrieve another one but a force bolt blasts the animal against the wall, rendering it unconscious.
    But the singing! The sweet, sweet singing! Amaryllis can hardly control her own limbs as she brings an arcane hand up to the bards throat and clamps down. For a moment, she basks in the sweet sound of silence.

    Villain cornered and defeated!


    DEVELOPMENT:
    There’s no sign of Kerdak Bonefist on this ship, but plenty of sailors are now unconscious on the deck. Each time one of them fell, a little swarm of insects scurried belowdecks. You can still find bugs hidden in the clothes and pockets and the hair of the swabs you’ve beaten into submission. Now that you’ve won the day, a few survivors are cowering before you, looking as confused and dazed as you did the day after you woke up from your battle with… HER. They’ve heard the distant call of the one who commands the Shrouded Queen. If you can show your captives a little sympathy, maybe these remorseful sailors can help you chart a course towards HIS sanctum in the storm. A far more ancient nemesis awaits you...

    SCENARIO REWARD:

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

    TIER REWARD:

  • Characters who have completed their fourth scenario at this tier gain a Card feat.

    ACQUIRED CARDS:
    Weapon 6 Old Salt's Rapier +2
    Weapon 4 Spellsword +2
    Spell C Charm Animal
    Spell B Instant Armor
    Armor 1 Benevolent Buckler
    Armor 5 Reflecting Buckler
    Item 1 Helpful Haversack
    Ally B Barefoot Samms Toppin
    Ally 4 Ederleigh Baines
    Ally C Old Salt
    Ally 4 Pteranodon
    Blessing 6 Blessing of Geryon
    Blessing B Blessing of Pharasma


  • 0-6E: INTO THE MAELSTROM
    Winds scream as your ship descends into the maelstrom. Dark skies blot out the sun. At best, your course is an educated guess. You know you’re drawing closer to your destination, not only because of your skill as a sailor, but because of the growing sense of dread from the crewmen you’ve captured.

    If you were a cynic, you’d think the storm itself was working to foil your plans. As you approach your fearful destination, the storm gets worse. Nervous crewmen hold onto the ship while lumbering across the deck. Whenever a crewman stands in place for more than a moment, he lashes himself to anything sturdy.

    The rigging whips back and forth; the sails are on the verge of being torn to shreds; the crew appears crazed and desperate. Some frantically look for anything they can repair, for you’re as concerned about containing the damage as anything else. Few would attempt a voyage as dangerous as this, but you know that if you can’t confront your fears, your nightmares will be worse.

    As the heavens rage, a wizened sailor stands on the forecastle of your ship, staring out into the tempest. “A shadow lies over these waters,” he proclaims. “The Shadow in the Seas... a force more powerful and ancient than the Shrouded Queen.” You slowly approach the old salt, fearing what he might reveal. “He takes many forms in this world,” he continues, “and He has many names... but He has one that men dare not speak...”

    With a trembling hand, he gestures towards the storm, “We seek His sanctum… for HE is an avatar of DAGON!” At the mention of His name, the waves tower over you. Lightning dances in the heavens. The fury of a tempest surrounds you. Your chances of survival have just dramatically decreased.

    VILLAIN:
    NONE
    HENCHMEN:
    HURRICANE WINDS
    LIGHTNING ELEMENTAL
    HURRICANE WINDS
    LIGHTNING ELEMENTAL
    HURRICANE WINDS
    LIGHTNING ELEMENTAL
    LOCATIONS:
    1 HELM
    2 BOW
    3 RIGGING
    4 CROW’S NEST
    5 CARGO HOLD
    6 GALLEY

    DURING THIS SCENARIO:

  • The party does not have a ship.
  • When your ship is dealt Structural damage, first apply any powers on cards in play that reduce or increase that damage, then characters may play cards or use powers that affect Structural damage. The party must then collectively discard a number of cards equal to the damage dealt.
  • At the start of each character’s turn, the party must collectively discard a number of cards equal to the number of unoccupied locations.
  • The difficulty of checks to close locations is decreased by the number of cards in the blessings discard pile.
  • To win the scenario, close all locations.


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

    During This Scenario: 0-6E: INTO THE MAELSTROM

  • The party does not have a ship.
  • When your ship is dealt Structural damage, first apply any powers on cards in play that reduce or increase that damage, then characters may play cards or use powers that affect Structural damage. The party must then collectively discard a number of cards equal to the damage dealt.
  • At the start of each character’s turn, the party must collectively discard a number of cards equal to the number of unoccupied locations.
  • The difficulty of checks to close locations is decreased by the number of cards in the blessings discard pile.
  • To win the scenario, close all locations.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Defeated: Captain Horrus Riptooth, Hyapatia
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Norgorber Cultist
    Monster 5

    Traits
    Elf
    Cultist

    Check
    Combat
    19

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

    Monster 2
    Spoiler:
    Nirento
    Monster 2

    Traits
    Plant

    Check
    Combat
    11

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

    Monster 3
    Spoiler:
    Coral Golem
    Monster 4

    Traits
    Construct
    Golem

    Check
    Combat
    19

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

    Monster 4
    Spoiler:
    Insanity Daemon
    Monster 5

    Traits
    Outsider

    Check
    Combat
    20

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

    Monster 5
    Spoiler:
    Pirate Captain
    Monster B

    Traits
    Human
    Captain
    Pirate
    Veteran

    Check
    Combat
    12

    Powers
    Before you act, recharge a card.
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
    After you act, the Pirate Captain deals 2 Structural damage to your ship.

    Random Barriers:
    Barrier 1
    Spoiler:
    Sandbar
    Barrier 3

    Traits
    Task
    Aquatic

    Check
    Strength
    Knowledge
    Wisdom
    Perception
    11

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

    Barrier 2
    Spoiler:
    Crawling Cyclops Hands
    Barrier 4

    Traits
    Skirmish
    Undead

    Check
    Wisdom
    Perception
    14
    OR
    Divine
    10

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

    Barrier 3
    Spoiler:
    Jagged Shoals
    Barrier 3

    Traits
    Obstacle
    Task
    Aquatic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    11

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

    Barrier 4
    Spoiler:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Barrier 5
    Spoiler:
    Hull Damage
    Barrier 1

    Traits
    Obstacle
    Aquatic
    Veteran

    Check
    Intelligence
    Craft
    6

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Flaming Musket +2
    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 2
    Spoiler:
    Keen Rapier +3
    Weapon 5

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    13

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

    Weapon 3
    Spoiler:
    Falcata +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 4
    Spoiler:
    Animalbane Dagger +1
    Weapon 1

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    7

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

    Weapon 5
    Spoiler:
    Humanbane Crossbow +2
    Weapon 3

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    11

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

    Random Spells:
    Spell 1
    Spoiler:
    Freezing Sphere
    Spell 3

    Traits
    Magic
    Arcane
    Cold
    Attack

    Check
    Intelligence
    Arcane
    11

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

    Spell 2
    Spoiler:
    Telekinesis
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

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

    Spell 3
    Spoiler:
    Wall of Blades
    Spell 5

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

    Powers
    Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 4
    Spoiler:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Spell 5
    Spoiler:
    Blazing Servant
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Brine Dragonhide Breastplate
    Armor 4

    Traits
    Heavy Armor
    Magic
    Aquatic

    Check
    Constitution
    Fortitude
    9

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

    Armor 2
    Spoiler:
    Hellknight Armor
    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 3
    Spoiler:
    Flaming Buckler Gun
    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 4
    Spoiler:
    Shark Skin Armor
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

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

    Armor 5
    Spoiler:
    Shark Skin Armor
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

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

    Random Items:
    Item 1
    Spoiler:
    Jolly Roger
    Item 2

    Traits
    Object
    Swashbuckling

    Check
    Wisdom
    Survival
    8

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

    Item 2
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 3
    Spoiler:
    Staff of Weather
    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 4
    Spoiler:
    Sapphire of Intelligence
    Item B

    Traits
    Object
    Magic

    Check
    Intelligence
    7

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

    Item 5
    Spoiler:
    Spyglass
    Item B

    Traits
    Object

    Check
    Wisdom
    Perception
    4

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

    Random Allies:
    Ally 1
    Spoiler:
    Besmaran Priest
    Ally C

    Traits
    Human
    Cleric
    Pirate

    Check
    Divine
    Charisma
    Diplomacy
    6

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

    Ally 2
    Spoiler:
    Sefina
    Ally 4

    Traits
    Nymph
    Nereid

    Check
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

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

    Ally 3
    Spoiler:
    Ederleigh Baines
    Ally 4

    Traits
    Human
    Rogue
    Pirate

    Check
    Charisma
    Diplomacy
    10

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

    Ally 4
    Spoiler:
    Albatross
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

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

    Ally 5
    Spoiler:
    Albatross
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Achaekek
    Blessing C

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Turn: 1 Tarlin/Thunderspirit

    Top of Blessing Discard Pile: Blessing of Geryon

    Top Blessing:
    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: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Aric)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 3 Lini)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 4 Hayato)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 5 Amaryllis)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 6 Tarlin)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 7 Aric)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

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

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 9 Hayato)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 9 (Turn 10 Amaryllis)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 11 Tarlin)
    Spoiler:
    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 Deck Card 11 (Turn 12 Aric)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 12 (Turn 13 Lini)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 14 Hayato)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 14 (Turn 15 Amaryllis)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 16 Tarlin)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 16 (Turn 17 Aric)
    Spoiler:
    Blessing of Norgorber
    Blessing 5

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

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

    Blessings Deck Card 17 (Turn 18 Lini)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 18 (Turn 19 Hayato)
    Spoiler:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 19 (Turn 20 Amaryllis)
    Spoiler:
    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 Deck Card 20 (Turn 21 Tarlin)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 21 (Turn 22 Aric)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 22 (Turn 23 Lini)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

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

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessings Deck Card 24 (Turn 25 Amaryllis)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 25 (Turn 26 Tarlin)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 26 (Turn 27 Aric)
    Spoiler:
    Blessing of Erastil
    Blessing C

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 27 (Turn 28 Lini)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 28 (Turn 29 Hayato)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 29 (Turn 30 Amaryllis)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Helm
    At This Location: At the start of your turn, a character at another location may move to this location.
    When Closing: Succeed at a Wisdom 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1

    Helm Card 1:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

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

    Helm Card 2:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Helm Card 3:
    Teleportation Trap
    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.

    Helm Card 4:
    Shackles Sorcerer
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

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

    Helm Card 5:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Helm Card 6:
    Fuse Grenade
    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.

    Helm Card 7:
    Dagger Pistol +1
    Weapon 2

    Traits
    Knife
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

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

    Helm Card 8:
    Spiny Eurypterid
    Monster 5

    Traits
    Animal
    Aquatic

    Check
    Combat
    21

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

    Helm Card 9:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Helm Card 10:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

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

    Bow
    At This Location: At the start of your turn, you may examine the top card of this location deck.
    When Closing: Succeed at an Intelligence 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1

    Bow Card 1:
    Besmaran Priest
    Ally B

    Traits
    Human
    Cleric
    Pirate

    Check
    Divine
    Charisma
    Diplomacy
    6

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

    Bow Card 2:
    Sargassum Fiend
    Monster 4

    Traits
    Plant
    Aquatic

    Check
    Wisdom
    Perception
    12

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

    Bow Card 3:
    Master of the Gales
    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.

    Bow Card 4:
    Venomous Pike +2
    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.

    Bow Card 5:
    Crawling Cyclops Hands
    Barrier 4

    Traits
    Skirmish
    Undead

    Check
    Wisdom
    Perception
    14
    OR
    Divine
    10

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

    Bow Card 6:
    Pirate Bomber
    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.

    Bow Card 7:
    Pearl of Magic
    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.

    Bow Card 8:
    Canopy Creeper
    Monster 2

    Traits
    Plant

    Check
    Combat
    12

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

    Bow Card 9:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Bow Card 10:
    Crown of Swords
    Item 2

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    Melee
    8

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

    Rigging
    At This Location: You may recharge a card to evade your encounter.
    When Closing: Succeed at a Dexterity 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:3 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1

    Rigging Card 1:
    Safe Harbor
    Spell 2

    Traits
    Magic
    Arcane
    Healing

    Check
    Magic
    Arcane
    Healing
    8

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

    Rigging Card 2:
    Seaweed Siren
    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.

    Rigging Card 3:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

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

    Rigging Card 4:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

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

    Rigging Card 5:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Rigging Card 6:
    Instant Armor
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

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

    Rigging Card 7:
    Sandbar
    Barrier 3

    Traits
    Task
    Aquatic

    Check
    Strength
    Knowledge
    Wisdom
    Perception
    11

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

    Rigging Card 8:
    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.

    Rigging Card 9:
    Sapphire Jellyfish
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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

    Rigging Card 10:
    Albatross Soup
    Barrier 5

    Traits
    Task

    Check
    Constitution
    Fortitude
    15

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

    Crow's Nest
    At This Location: At the start of your turn, you may examine the top card of a random open location deck.
    When Closing: Succeed at a Wisdom 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1

    Crow's Nest Card 1:
    Sabotage
    Barrier 5

    Traits
    Task
    Fire

    Check
    Dexterity
    Disable
    Wisdom
    Perception
    12

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

    Crow's Nest Card 2:
    Pirate Guard
    Monster 4

    Traits
    Dwarf
    Fighter
    Pirate

    Check
    Combat
    19

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

    Crow's Nest Card 3:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

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

    Crow's Nest Card 4:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Crow's Nest Card 5:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

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

    Crow's Nest Card 6:
    Icy Boarding Pike +1
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

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

    Crow's Nest Card 7:
    Blood Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

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

    Crow's Nest Card 8:
    Shapechange
    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.

    Crow's Nest Card 9:
    Social Niceties
    Barrier 5

    Traits
    Task

    Check
    Charisma
    Diplomacy
    14

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

    Crow's Nest Card 10:
    Potion of Heroism
    Item 1

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

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

    Cargo Hold SotS
    At This Location: When you acquire a boon, draw a boon of that type from the box. Choose 1 and put it in your hand; banish the other.
    When Closing: Succeed at an Intelligence 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:2 Ba:0 W:2 Sp:0 Ar:1 I:4 Al:0 Bl:0 ?:1

    Cargo Hold Card 1:
    Manticore
    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    12

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

    Cargo Hold Card 2:
    Invigorating Kukri +1
    Weapon 4

    Traits
    Knife
    Melee
    Slashing
    Healing
    Finesse
    Magic

    Check
    Strength
    Melee
    Divine
    9

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

    Cargo Hold Card 3:
    Falcata +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

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

    Cargo Hold Card 4:
    Anchor
    Item B

    Traits
    Tool

    Check
    Wisdom
    Survival
    8

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

    Cargo Hold Card 5:
    Topaz of Strength
    Item B

    Traits
    Object
    Magic

    Check
    Strength
    7

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

    Cargo Hold Card 6:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Cargo Hold Card 7:
    Reflecting Buckler
    Armor 5

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Cargo Hold Card 8:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

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

    Cargo Hold Card 9:
    Tot Flask
    Item C

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Cargo Hold Card 10:
    Shark-Eating Crab
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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


  • Amaryllis' Deck

    Ice Chemist swapped in for Vampire Bat
    Amaryllis will take the loot Alise Grogblud in place of Ice Chemist and she will not take Letter of Marque this scenario
    Amaryllis will start at Bow
    Scenario Hand Size Increase: 7 + 1d4 ⇒ 7 + (4) = 11

    Amaryllis wrote:

    Hand: Evocation Staff, Wand of Flying, Codex of Conversations, Fly, Fire Snake, Channel the Gift, Alise Grogblud (Loot), Cloudburst, Blessing of the Gods 1, Death's Touch, Blessing of the Gods 4,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result. Dice re-roll used for 0-6D: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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.


    Unless someone wants him to go elsewhere, Hayato will start in the Crow's Nest

    Hayato wrote:

    Hand: Jorgenfist Spear, Gem of Physical Prowess, Viking Shieldmaster, Flaming Longsword +3, Mace of Smiting,

    Displayed:
    Deck: 18 Discard: 0 Buried: 0
    Notes: T-shirt reroll, 0-6D: nope
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d8 [X] +1 [X] +2 [ ] +3
    Fortitude: Constitution +2
    Intelligence d6 [ ] +1
    Wisdom d6 [ ] +1 [ ] +2 [ ] +3
    Survival: Wisdom +1
    Charisma d6 [ ] +1 [ ] +2
    Diplomacy: Charisma +1

    Favored Card Type: Weapon
    Hand Size: 5
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers: Hand Size [X]5
    On your first combat check of your turn, add 1d6 ([X] 1d10).
    On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
    [X] When you are the only character at your location, add 1 [X]2 to your checks

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


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

    I think Tarlin should take the crows nest and Hayato take the cargo hold as he can possibly acurire armour and weapons there easiest and barriers are one of his weaknesses and there are none in the cargo hold

    Lini I think will start at the helm leaving Aric the rigging

    That seem right

    At the helm

    "

    Lini wrote:

    Hand: Velociraptor, Seaborne trident +1, Helm of electric radiance, Thylacine, Headband of wisdom, Blessing of Sivanah, Blessing of milani,

    , "
    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Notes: Snow leopard adds d4 to any combat check
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [X5 ]+1 [X6 ]+2 [ ]+3
    Dexterity d6 [ ]+1 [ ]+2 [ ]+3
    Constitution d8 [AR ]+1 [ ]+2 [ ] +3
    Fortitude +2 d8+2
    Intelligence d6 [ ]+1
    Wisdom d10 [X1 ]+1 [X2 ]+2 [X3 ]+3 [X4]+4
    Divine +2 d10+6
    Survival +2 d10+6
    Charisma d8 [ ]+1

    Hand Size 5 [X3 ] 6 [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.


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

    Aric starts at The Rigging

    Aric/The Red Raven wrote:

    Hand: Blessing of the Eternal Rose, Shadowless Sword, Vestments of False Faith, Dreamstalker, Slip, Blessing of Bastet, Blessing of Zon-Kuthon,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Notes: Use blessings as needed. Reroll used: N
    Kit: Hypnotist's Locket, Armor of Skulls, Shadow Victim Ring,

    Skills and Powers:
    SKILLS

    Aric
    Strength d6 [X]+1 [ ]+2
    Dexterity d4 [ ]+1
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [X]+1 [X]+2 [ ]+3
    Knowledge: Intelligence +2
    Wisdom d8 [X]+1 [ ]+2 [ ]+3
    Perception: Wisdom +2
    Charisma d10 [X]+1 [X]+2 [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 at Cargo Hold sounds good to me.


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

    As suggested, Tarlin will start at Crow's Nest.

    Tarlin wrote:

    Hand: Blessing of Cayden Cailean, Greatclub +1, Find Traps, Blessing of Iomedae 3, Blessing of Milani, Greatclub +3,

    Displayed:
    Deck: 22 Discard: 0 Buried: 0
    Notes: Blessing(s) available if needed.

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size 4 [x] 5 [x] 6 [ ] 7
    Proficient with: Lt Armor, Hv Armor, Weapons
    Powers:
    * Instead of your first exploration on a turn, you may reveal a weapon that has the 2-handed trait or a blessing to choose a character at your location. Shuffle 1d4+1 ([x] +2) random cards from her discard pile into her deck, then discard the card you revealed.
    * You may discard [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.


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

    BoT effect: all locations occupied, no discards.

    Location power: Tarlin will examine the top card at Helm: it is a Benevolent Buckler.

    Tarlin looks over to the Helm and points out a shiny buckler to Lini. He then climbs the rope ladder to the Crow's Next to try and—
    Is that a mirage? No, y'all, it's sabotage!

    Discard Blessing of Milani for two additional dice.
    DC 12 WIS: 1d8 + 4 + 2d8 ⇒ (2) + 4 + (6, 4) = 16 success

    Tarlin notices the finely-sliced rope at the last possible second and avoids an unpleasant fall to the deck below, then with a quick prayer of thanks to Iomedae continues his ascent. Recharge Blessing of Iomedae to explore again.

    At the top he finds a lumbering dwarf who starts at his arrival. Ye landlubber, I'll keelhaul ye! he slur-shouts at the cleric.

    Reveal, then discard, Greatclub +3.

    DC 19 Combat: 1d10 + 5 + 1d10 + 3 + 1d10 ⇒ (5) + 5 + (8) + 3 + (9) = 30 success

    The drunken pirate defeated, Tarlin pushes the body over the edge and moves into the crow's nest.

    Reset hand and end turn.

    Tarlin wrote:

    Hand: Blessing of Cayden Cailean, Greatclub +1, Find Traps, Cure, Icy Hooked Hammer +1, Invincible Breastplate,

    Displayed:
    Deck: 22 Discard: 2 Buried: 0
    Notes: Blessing(s) available if needed.

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size 4 [x] 5 [x] 6 [ ] 7
    Proficient with: Lt Armor, Hv Armor, Weapons
    Powers:
    * Instead of your first exploration on a turn, you may reveal a weapon that has the 2-handed trait or a blessing to choose a character at your location. Shuffle 1d4+1 ([x] +2) random cards from her discard pile into her deck, then discard the card you revealed.
    * You may discard [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.


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

    It is the hour of Milani

    No start of turn effect

    Recharges blessing of milani and waves seaborne trident to autoacquire the buckler

    Ends turn

    "

    Lini wrote:

    Hand: Velociraptor, Seaborne trident +1, Helm of electric radiance, Thylacine, Headband of wisdom, Blessing of Sivanah, Benevolent buckler,

    , "
    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Notes: Snow leopard adds d4 to any combat check
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [X5 ]+1 [X6 ]+2 [ ]+3
    Dexterity d6 [ ]+1 [ ]+2 [ ]+3
    Constitution d8 [AR ]+1 [ ]+2 [ ] +3
    Fortitude +2 d8+2
    Intelligence d6 [ ]+1
    Wisdom d10 [X1 ]+1 [X2 ]+2 [X3 ]+3 [X4]+4
    Divine +2 d10+6
    Survival +2 d10+6
    Charisma d8 [ ]+1

    Hand Size 5 [X3 ] 6 [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.


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

    During This Scenario: 0-6E: INTO THE MAELSTROM

  • The party does not have a ship.
  • When your ship is dealt Structural damage, first apply any powers on cards in play that reduce or increase that damage, then characters may play cards or use powers that affect Structural damage. The party must then collectively discard a number of cards equal to the damage dealt.
  • At the start of each character’s turn, the party must collectively discard a number of cards equal to the number of unoccupied locations.
  • The difficulty of checks to close locations is decreased by the number of cards in the blessings discard pile.
  • To win the scenario, close all locations.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Defeated: Captain Horrus Riptooth, Hyapatia
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

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

    Traits
    Aberration
    Manticore

    Check
    Combat
    12

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

    Monster 3
    Spoiler:
    Coral Golem
    Monster 4

    Traits
    Construct
    Golem

    Check
    Combat
    19

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

    Monster 4
    Spoiler:
    Pirate Sniper
    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.

    Monster 5
    Spoiler:
    Shark-Eating Crab
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Treasure Hunt
    Barrier C

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

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

    Barrier 2
    Spoiler:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

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

    Barrier 3
    Spoiler:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

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

    Barrier 4
    Spoiler:
    Pirate Hunting
    Barrier C

    Traits
    Task
    Pirate

    Check
    None

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

    Barrier 5
    Spoiler:
    Firedrake Trap
    Barrier 6

    Traits
    Trap
    Alchemical
    Fire

    Check
    Dexterity
    Acrobatics
    18
    OR
    Disable
    Craft
    14

    Powers
    If defeated, each character at your location is dealt 1d4 Fire damage.
    If undefeated, each character at your location is dealt 2d4+1 Fire damage.

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

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    13

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

    Weapon 2
    Spoiler:
    Old Salt's Rapier +2
    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 3
    Spoiler:
    Enervating Pistol +3
    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 4
    Spoiler:
    Flaming Musket +2
    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 5
    Spoiler:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Random Spells:
    Spell 1
    Spoiler:
    Speed
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 2
    Spoiler:
    Dimension Leap
    Spell 3

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

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

    Spell 3
    Spoiler:
    World Wave
    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
    Spoiler:
    Geyser
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Fire
    Attack

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

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

    Spell 5
    Spoiler:
    Instant Armor
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

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

    Random Armors:
    Armor 1
    Spoiler:
    Reflecting Buckler
    Armor 5

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 2
    Spoiler:
    Flaming Buckler Gun
    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
    Spoiler:
    Flaming Buckler Gun
    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 4
    Spoiler:
    Fortified Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 5
    Spoiler:
    Shark Skin Armor
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

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

    Random Items:
    Item 1
    Spoiler:
    Tot Flask
    Item B

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Item 2
    Spoiler:
    Besmara's Bones
    Item 2

    Traits
    Tool
    Swashbuckling
    Besmara

    Check
    Wisdom
    Survival
    8

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

    Item 3
    Spoiler:
    Alchemical Glue
    Item 1

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

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

    Item 4
    Spoiler:
    Periscope
    Item 2

    Traits
    Object

    Check
    Wisdom
    Perception
    8

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

    Item 5
    Spoiler:
    Gloves of Dueling
    Item 5

    Traits
    Accessory
    Magic
    Swashbuckling

    Check
    Charisma
    Diplomacy
    13

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

    Random Allies:
    Ally 1
    Spoiler:
    Royster McCleagh
    Ally 2

    Traits
    Human
    Fighter
    Pirate

    Check
    Charisma
    Diplomacy
    7

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

    Ally 2
    Spoiler:
    Albatross
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

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

    Ally 3
    Spoiler:
    Pteranodon
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

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

    Ally 4
    Spoiler:
    Audessa Reyquio
    Ally 4

    Traits
    Human
    Aristocrat

    Check
    Dexterity
    Acrobatics
    7
    THEN
    Charisma
    Diplomacy
    10

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

    Ally 5
    Spoiler:
    Lady Cerise Bloodmourn
    Ally 4

    Traits
    Human
    Aristocrat
    Captain
    Pirate

    Check
    Intelligence
    Knowledge
    8
    THEN
    Charisma
    Diplomacy
    11

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Norgorber
    Blessing 5

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Turn: 3 Aric/Greenclaw

    Top of Blessing Discard Pile: Blessing of Milani

    Top Blessing:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

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


    Blessings Remaining: 27
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 4 Hayato)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 5 Amaryllis)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 6 Tarlin)
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 7 Lini)
    Spoiler:
    Blessing of Abadar
    Blessing C

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 8 Aric)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 9 Hayato)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 7 (Turn 10 Amaryllis)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 11 Tarlin)
    Spoiler:
    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 Deck Card 9 (Turn 12 Lini)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 10 (Turn 13 Aric)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 14 Hayato)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 15 Amaryllis)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 16 Tarlin)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 14 (Turn 17 Lini)
    Spoiler:
    Blessing of Norgorber
    Blessing 5

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 18 Aric)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 19 Hayato)
    Spoiler:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 17 (Turn 20 Amaryllis)
    Spoiler:
    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 Deck Card 18 (Turn 21 Tarlin)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 19 (Turn 22 Lini)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 20 (Turn 23 Aric)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

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

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessings Deck Card 22 (Turn 25 Amaryllis)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 23 (Turn 26 Tarlin)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 24 (Turn 27 Lini)
    Spoiler:
    Blessing of Erastil
    Blessing C

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 25 (Turn 28 Aric)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 26 (Turn 29 Hayato)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 27 (Turn 30 Amaryllis)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Helm
    At This Location: At the start of your turn, a character at another location may move to this location.
    When Closing: Succeed at a Wisdom 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:2 Ba:3 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Lini

    Helm Card 1:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Helm Card 2:
    Teleportation Trap
    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.

    Helm Card 3:
    Shackles Sorcerer
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

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

    Helm Card 4:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Helm Card 5:
    Fuse Grenade
    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.

    Helm Card 6:
    Dagger Pistol +1
    Weapon 2

    Traits
    Knife
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

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

    Helm Card 7:
    Spiny Eurypterid
    Monster 5

    Traits
    Animal
    Aquatic

    Check
    Combat
    21

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

    Helm Card 8:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Helm Card 9:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

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

    Bow
    At This Location: At the start of your turn, you may examine the top card of this location deck.
    When Closing: Succeed at an Intelligence 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1
    Located here: Amaryllis

    Bow Card 1:
    Besmaran Priest
    Ally B

    Traits
    Human
    Cleric
    Pirate

    Check
    Divine
    Charisma
    Diplomacy
    6

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

    Bow Card 2:
    Sargassum Fiend
    Monster 4

    Traits
    Plant
    Aquatic

    Check
    Wisdom
    Perception
    12

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

    Bow Card 3:
    Master of the Gales
    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.

    Bow Card 4:
    Venomous Pike +2
    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.

    Bow Card 5:
    Crawling Cyclops Hands
    Barrier 4

    Traits
    Skirmish
    Undead

    Check
    Wisdom
    Perception
    14
    OR
    Divine
    10

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

    Bow Card 6:
    Pirate Bomber
    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.

    Bow Card 7:
    Pearl of Magic
    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.

    Bow Card 8:
    Canopy Creeper
    Monster 2

    Traits
    Plant

    Check
    Combat
    12

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

    Bow Card 9:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Bow Card 10:
    Crown of Swords
    Item 2

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    Melee
    8

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

    Rigging
    At This Location: You may recharge a card to evade your encounter.
    When Closing: Succeed at a Dexterity 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:3 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Aric

    Rigging Card 1:
    Safe Harbor
    Spell 2

    Traits
    Magic
    Arcane
    Healing

    Check
    Magic
    Arcane
    Healing
    8

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

    Rigging Card 2:
    Seaweed Siren
    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.

    Rigging Card 3:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

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

    Rigging Card 4:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

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

    Rigging Card 5:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Rigging Card 6:
    Instant Armor
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

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

    Rigging Card 7:
    Sandbar
    Barrier 3

    Traits
    Task
    Aquatic

    Check
    Strength
    Knowledge
    Wisdom
    Perception
    11

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

    Rigging Card 8:
    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.

    Rigging Card 9:
    Sapphire Jellyfish
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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

    Rigging Card 10:
    Albatross Soup
    Barrier 5

    Traits
    Task

    Check
    Constitution
    Fortitude
    15

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

    Crow's Nest
    At This Location: At the start of your turn, you may examine the top card of a random open location deck.
    When Closing: Succeed at a Wisdom 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:1 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1
    Located here: Tarlin

    Crow's Nest Card 1:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

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

    Crow's Nest Card 2:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Crow's Nest Card 3:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

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

    Crow's Nest Card 4:
    Icy Boarding Pike +1
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

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

    Crow's Nest Card 5:
    Blood Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

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

    Crow's Nest Card 6:
    Shapechange
    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.

    Crow's Nest Card 7:
    Social Niceties
    Barrier 5

    Traits
    Task

    Check
    Charisma
    Diplomacy
    14

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

    Crow's Nest Card 8:
    Potion of Heroism
    Item 1

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

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

    Cargo Hold SotS
    At This Location: When you acquire a boon, draw a boon of that type from the box. Choose 1 and put it in your hand; banish the other.
    When Closing: Succeed at an Intelligence 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:2 Ba:0 W:2 Sp:0 Ar:1 I:4 Al:0 Bl:0 ?:1
    Located here: Hayato

    Cargo Hold SotS Card 1:
    Manticore
    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    12

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

    Cargo Hold SotS Card 2:
    Invigorating Kukri +1
    Weapon 4

    Traits
    Knife
    Melee
    Slashing
    Healing
    Finesse
    Magic

    Check
    Strength
    Melee
    Divine
    9

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

    Cargo Hold SotS Card 3:
    Falcata +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

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

    Cargo Hold SotS Card 4:
    Anchor
    Item B

    Traits
    Tool

    Check
    Wisdom
    Survival
    8

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

    Cargo Hold SotS Card 5:
    Topaz of Strength
    Item B

    Traits
    Object
    Magic

    Check
    Strength
    7

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

    Cargo Hold SotS Card 6:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Cargo Hold SotS Card 7:
    Reflecting Buckler
    Armor 5

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Cargo Hold SotS Card 8:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

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

    Cargo Hold SotS Card 9:
    Tot Flask
    Item C

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Cargo Hold SotS Card 10:
    Shark-Eating Crab
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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


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

    No start of turn effect.
    Start of turn: Switch to The Red Raven
    End of Move Step: Examine top card of location: Safe Harbor
    Upon examine, switch to Aric. Explore Rigging

    Safe Harbor:

    Spell 2

    Traits
    Magic
    Arcane
    Healing

    Check
    Magic
    Arcane
    Healing
    8

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


    The check for this card looks wrong. Think it should be Intelligence Arcane 8
    Intelligence 8: 1d8 + 2 ⇒ (8) + 2 = 10 Acquired!

    Wondering how he got the job of manning the rigging, Aric notices a scroll tied up in some ropes. Seeing that it is some sort of protective healing spell, he tucks it away for future use.

    Acquire a boon power - Examine top card of location: Seaweed Siren
    Discard (Recharge) Slip to examine top card of location again then put Seaweed Siren on bottom of deck. Explore location.

    "Ah, boss?" Aric's little buddy, Slip, calls out from his lookout spot. "Some mermaid or somethin' with seaweed for hair is singing a song...makes me sort of feel like jumpin' in for a swim. That wouldn't be a good idea would it?" Luckily the little halfling has been around the block at least once or twice and manages to resist the siren's enchantments and the creature gives up and heads back under the water.

    Pirate Entertainments:

    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

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


    Recharge Dreamstalker to evade the bane. Shuffle it back into the deck.

    The crew start to get rowdy, but Aric sends his mesmerist friend to go down and hypnotise them to sleep or at least to be a little bit quiet.

    End Turn. Reset Hand.

    Aric/The Red Raven wrote:

    Hand: Blessing of the Eternal Rose, Shadowless Sword, Vestments of False Faith, Safe Harbor, Vizier, Blessing of Bastet, Blessing of Zon-Kuthon,

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    Notes: Use blessings as needed. Reroll used: N
    Kit: Hypnotist's Locket, Armor of Skulls, Shadow Victim Ring,

    Skills and Powers:
    SKILLS

    Aric
    Strength d6 [X]+1 [ ]+2
    Dexterity d4 [ ]+1
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [X]+1 [X]+2 [ ]+3
    Knowledge: Intelligence +2
    Wisdom d8 [X]+1 [ ]+2 [ ]+3
    Perception: Wisdom +2
    Charisma d10 [X]+1 [X]+2 [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).


    Turn 4: Hayato/Blessing of Hshurha
    No start of turn effect
    Explore Cargo Hold SotS Card #1: Manticore

    How is there a lion with the head of a nasty human and the tail of a scorpion in the cargo hold? Hayato decides he finally getting tired of the sheer absurdity of so many of his adventures, as he levels his spear at it. The matnicore has other ideas, however, and first it shoots a barrage of tail spikes in all directions.

    Random person to take damage for BYA, alphabetically from Amaryllis: 1d5 ⇒ 3 That's Tarlin. Sorry, good sir.

    The cleric dives in the way of the spikes!

    Tarlin's damage: 1d4 + 1 ⇒ (2) + 1 = 3

    The noble Tarlin lies bleeding on the floor, having taken the missiles intended for Hayato, The samurai grimly steps forward and skewers the manticore.

    Combat 12 to defeat Manticore, being alone at location, it being first check of turn, and revealing Jorgenfist Spear: 1d10 + 6 + 2 + 1d10 + 2d6 + 3 ⇒ (3) + 6 + 2 + (10) + (5, 2) + 3 = 31

    The creature does not stand a chance against the samurai, and it drowns in its own blood. Hayato makes the death last, concerned for his friend.

    Discard Viking Shieldmaster to explore Cargo Hold SotS Card #2: Invigorating Kukri +1

    Hayaot rummages through some cases to find a bandage for Tarlin, but all her finds is a kukri.

    Melee 9 to acquire Invigorating Kukri +1, being alone at location: 1d10 + 6 + 2 ⇒ (2) + 6 + 2 = 10 Acquired. Per location power, "draw a boon of that type from the box. Choose 1 and put it in your hand; banish the other." Draw: Keen Rapier +3 Keep the rapier! Banish the kukri. Reset hand and end turn, discarding Keen Rapier +3 as free discard.

    Hayato wrote:

    Hand: Jorgenfist Spear, Gem of Physical Prowess, Blessing of Shizuru, Flaming Longsword +3, Mace of Smiting,

    Displayed:
    Deck: 17 Discard: 2 Buried: 0
    Notes: Blessing as needed. T-shirt reroll, 0-6D: nope
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d8 [X] +1 [X] +2 [ ] +3
    Fortitude: Constitution +2
    Intelligence d6 [ ] +1
    Wisdom d6 [ ] +1 [ ] +2 [ ] +3
    Survival: Wisdom +1
    Charisma d6 [ ] +1 [ ] +2
    Diplomacy: Charisma +1

    Favored Card Type: Weapon
    Hand Size: 5
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers: Hand Size [X]5
    On your first combat check of your turn, add 1d6 ([X] 1d10).
    On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
    [X] When you are the only character at your location, add 1 [X]2 to your checks

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


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

    Off-turn: Tarlin recharges Invincible Breastplate for damage.

    The spikes only pierce a little flesh, so the cleric looks much worse off than he actually is. He is grateful for his armor, and grateful for Hayato's valor.


    Amaryllis' Deck

    Start of turn: The hour of Achaekek
    Examine top card of location deck (per location power): Besmaran Priest (Ally B)
    Remain at Bow

    Amaryllis takes her place at the bow of the ship and keeps her eyes peeled through the pelting rain and surf. She's determined to scout for any futher troubles that may plague their already beleaguered ship.

    Free explore of card #1:

    Besmaran Priest:

    Ally B
    Traits
    Human
    Cleric
    Pirate

    Check
    Divine
    Charisma
    Diplomacy
    6

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


    Auto-acquire with Charisma skill (1d12+6)

    She sees a figure bobbing in the surf and tosses a rope toward it. As she pulls the man to the safety of the deck she realizes it is a Besmaran priest who appears to have been hurled overboard during the storm. She sends him below deck to recover from his time at sea.

    Discard Fly to examine top card of Helm and Cargo Hold:
    Helm top card: Hurricane Winds (Henchman Barrier 3)
    Cargo Hold top card: Falcata +1 (Weapon 1)
    Remain at Bow
    Spell Recharge - Arcane 10: 1d12 + 6 ⇒ (8) + 6 = 14 recharged
    Bury Wand of Flying to examine top card of Bow amd Crow's Nest
    Bow top card: Sargassum Fiend (Monster 4)
    Crow's Nest top card: Lightning Elemental (Henchman Monster 3)

    Lightning Elemental:
    Henchman Monster 3
    Traits
    Elemental

    Check
    Combat
    17

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


    Wand Recharge - Arcane 12: 1d12 + 6 ⇒ (9) + 6 = 15 recharged

    Amaryllis takes to the air and is blustered by the whipping winds. It takes all of her arcane energy and the focus of her wand to keep her from blowing out of the sky but she is able to scout ahead for the party. She sees dangers all around and reports them to the crew.

    Discard Channel the Gift to draw Fly
    Recharge Besmaran Priest to add 1d6 to spell recharge
    Spell Recharge - Arcane 14: 1d12 + 6 + 1d6 ⇒ (5) + 6 + (6) = 17 recharged
    Reset hand, shuffle player deck and end turn

    Amaryllis wrote:

    Hand: Codex of Conversations, Evocation Staff, Fire Snake, Alise Grogblud (Loot), Cloudburst, Blessing of the Gods 1, Death's Touch, Blessing of the Gods 4, Fly, Scrying, Blessing of Nethys,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result. Fly and Scrying can be used any time to examine. Dice re-roll used for 0-6E: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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.

    At the start of Tarlin's turn, discard Scrying to name monster and examine the top 3 cards of Crow's Nest
    CN #1: Lightning Elemental (Henchman Monster 3)
    CN #2: Animated Shield (Armor 4)
    CN #3: Pirate Hunting (Barrier B)
    Move Lightning Elemental to bottom of location deck and shuffle remaining cards
    Spell Recharge - Arcane 12: 1d12 + 6 ⇒ (2) + 6 = 8 discarded


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

    During This Scenario: 0-6E: INTO THE MAELSTROM

  • The party does not have a ship.
  • When your ship is dealt Structural damage, first apply any powers on cards in play that reduce or increase that damage, then characters may play cards or use powers that affect Structural damage. The party must then collectively discard a number of cards equal to the damage dealt.
  • At the start of each character’s turn, the party must collectively discard a number of cards equal to the number of unoccupied locations.
  • The difficulty of checks to close locations is decreased by the number of cards in the blessings discard pile.
  • To win the scenario, close all locations.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Defeated: Captain Horrus Riptooth, Hyapatia
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Saltwater Ogre
    Monster C

    Traits
    Giant
    Ogre
    Aquatic

    Check
    Combat
    14

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

    Monster 2
    Spoiler:
    Shark-Eating Crab
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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

    Monster 3
    Spoiler:
    Giant Sea Anemone
    Monster 5

    Traits
    Animal
    Aquatic

    Check
    Combat
    20

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

    Monster 4
    Spoiler:
    Giant Jellyfish
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    18
    OR
    Dexterity
    Acrobatics
    11

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

    Monster 5
    Spoiler:
    Manticore
    Monster 3

    Traits
    Aberration
    Manticore

    Check
    Combat
    12

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

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

    Barrier 2
    Spoiler:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

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

    Barrier 3
    Spoiler:
    Pirate Hunting
    Barrier C

    Traits
    Task
    Pirate

    Check
    None

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

    Barrier 4
    Spoiler:
    Hull Damage
    Barrier 1

    Traits
    Obstacle
    Aquatic
    Veteran

    Check
    Intelligence
    Craft
    6

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

    Barrier 5
    Spoiler:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

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

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    7

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

    Weapon 2
    Spoiler:
    Flaming Longbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    13

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

    Weapon 3
    Spoiler:
    Invigorating Kukri +1
    Weapon 4

    Traits
    Knife
    Melee
    Slashing
    Healing
    Finesse
    Magic

    Check
    Strength
    Melee
    Divine
    9

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

    Weapon 4
    Spoiler:
    Falcata +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 5
    Spoiler:
    Old Salt's Rapier +2
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Control Weather
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
    At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Speed
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 3
    Spoiler:
    Rage
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    Display this card next to the deck of a character at your location; you may play this card during her check. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

    Spell 4
    Spoiler:
    Blazing Servant
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Geyser
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Fire
    Attack

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

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

    Random Armors:
    Armor 1
    Spoiler:
    Breastplate of the Deep
    Armor 5

    Traits
    Heavy Armor
    Magic
    Aquatic

    Check
    Constitution
    Fortitude
    11

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

    Armor 2
    Spoiler:
    Hellknight Armor
    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 3
    Spoiler:
    Reflecting Buckler
    Armor 5

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 4
    Spoiler:
    Fortified Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 5
    Spoiler:
    Flaming Buckler Gun
    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.

    Random Items:
    Item 1
    Spoiler:
    Bottled Lightning
    Item 5

    Traits
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

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

    Item 2
    Spoiler:
    Jolly Roger
    Item 2

    Traits
    Object
    Swashbuckling

    Check
    Wisdom
    Survival
    8

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

    Item 3
    Spoiler:
    Potion of the Ocean
    Item 3

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

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

    Item 4
    Spoiler:
    Astrolabe
    Item 1

    Traits
    Tool

    Check
    Wisdom
    Survival
    7

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

    Item 5
    Spoiler:
    Ring of Regeneration
    Item 5

    Traits
    Accessory
    Magic
    Healing

    Check
    Constitution
    Fortitude
    Divine
    11

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

    Random Allies:
    Ally 1
    Spoiler:
    Mase Darimar
    Ally 4

    Traits
    Half-Elf
    Druid
    Captain
    Pirate

    Check
    Wisdom
    Perception
    8
    THEN
    Charisma
    Diplomacy
    11

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

    Ally 2
    Spoiler:
    Old Salt
    Ally B

    Traits
    Human
    Veteran

    Check
    Charisma
    Diplomacy
    7

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

    Ally 3
    Spoiler:
    Pteranodon
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

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

    Ally 4
    Spoiler:
    Sandara Quinn
    Ally 1

    Traits
    Human
    Cleric
    Pirate

    Check
    Charisma
    Diplomacy
    5

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

    Ally 5
    Spoiler:
    Old Salt
    Ally B

    Traits
    Human
    Veteran

    Check
    Charisma
    Diplomacy
    7

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of 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.

    Blessing 2
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Sivanah
    Blessing C

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Turn: 6 Tarlin/Thunderspirit

    Top of Blessing Discard Pile: Blessing of Asmodeus

    Top Blessing:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

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


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

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 8 Aric)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 9 Hayato)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 4 (Turn 10 Amaryllis)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 11 Tarlin)
    Spoiler:
    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 Deck Card 6 (Turn 12 Lini)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 7 (Turn 13 Aric)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 14 Hayato)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 15 Amaryllis)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 16 Tarlin)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 11 (Turn 17 Lini)
    Spoiler:
    Blessing of Norgorber
    Blessing 5

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 18 Aric)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 19 Hayato)
    Spoiler:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 14 (Turn 20 Amaryllis)
    Spoiler:
    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 Deck Card 15 (Turn 21 Tarlin)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 22 Lini)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 17 (Turn 23 Aric)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 18 (Turn 24 Hayato)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessings Deck Card 19 (Turn 25 Amaryllis)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 20 (Turn 26 Tarlin)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 21 (Turn 27 Lini)
    Spoiler:
    Blessing of Erastil
    Blessing C

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 22 (Turn 28 Aric)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 23 (Turn 29 Hayato)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 24 (Turn 30 Amaryllis)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Helm
    At This Location: At the start of your turn, a character at another location may move to this location.
    When Closing: Succeed at a Wisdom 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:2 Ba:3 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Lini

    Helm Card 1 - Hurricane Winds:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Helm Card 2:
    Teleportation Trap
    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.

    Helm Card 3:
    Shackles Sorcerer
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

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

    Helm Card 4:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Helm Card 5:
    Fuse Grenade
    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.

    Helm Card 6:
    Dagger Pistol +1
    Weapon 2

    Traits
    Knife
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

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

    Helm Card 7:
    Spiny Eurypterid
    Monster 5

    Traits
    Animal
    Aquatic

    Check
    Combat
    21

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

    Helm Card 8:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Helm Card 9:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

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

    Bow
    At This Location: At the start of your turn, you may examine the top card of this location deck.
    When Closing: Succeed at an Intelligence 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
    Located here: Amaryllis

    Bow Card 1 - Sargassum Fiend:
    Sargassum Fiend
    Monster 4

    Traits
    Plant
    Aquatic

    Check
    Wisdom
    Perception
    12

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

    Bow Card 2:
    Master of the Gales
    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.

    Bow Card 3:
    Venomous Pike +2
    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.

    Bow Card 4:
    Crawling Cyclops Hands
    Barrier 4

    Traits
    Skirmish
    Undead

    Check
    Wisdom
    Perception
    14
    OR
    Divine
    10

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

    Bow Card 5:
    Pirate Bomber
    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.

    Bow Card 6:
    Pearl of Magic
    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.

    Bow Card 7:
    Canopy Creeper
    Monster 2

    Traits
    Plant

    Check
    Combat
    12

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

    Bow Card 8:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Bow Card 9:
    Crown of Swords
    Item 2

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    Melee
    8

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

    Rigging
    At This Location: You may recharge a card to evade your encounter.
    When Closing: Succeed at a Dexterity 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:3 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Aric
    Notes: Pirate Entertainments, Seaweed Siren

    Rigging Card 1:
    Seaweed Siren
    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.

    Rigging Card 2:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

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

    Rigging Card 3:
    Albatross Soup
    Barrier 5

    Traits
    Task

    Check
    Constitution
    Fortitude
    15

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

    Rigging Card 4:
    Sapphire Jellyfish
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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

    Rigging Card 5:
    Sandbar
    Barrier 3

    Traits
    Task
    Aquatic

    Check
    Strength
    Knowledge
    Wisdom
    Perception
    11

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

    Rigging Card 6:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

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

    Rigging Card 7:
    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.

    Rigging Card 8:
    Instant Armor
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

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

    Rigging Card 9:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Crow's Nest
    At This Location: At the start of your turn, you may examine the top card of a random open location deck.
    When Closing: Succeed at a Wisdom 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:1 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1
    Located here: Tarlin
    Notes: Animated Shield, Pirate Hunting

    Crow's Nest Card 1:
    Icy Boarding Pike +1
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

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

    Crow's Nest Card 2:
    Potion of Heroism
    Item 1

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

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

    Crow's Nest Card 3:
    Shapechange
    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.

    Crow's Nest Card 4:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

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

    Crow's Nest Card 5:
    Social Niceties
    Barrier 5

    Traits
    Task

    Check
    Charisma
    Diplomacy
    14

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

    Crow's Nest Card 6:
    Blood Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

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

    Crow's Nest Card 7:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Crow's Nest Card 8 - Lightning Elemental:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

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

    Cargo Hold SotS
    At This Location: When you acquire a boon, draw a boon of that type from the box. Choose 1 and put it in your hand; banish the other.
    When Closing: Succeed at an Intelligence 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:1 Ba:0 W:1 Sp:0 Ar:1 I:4 Al:0 Bl:0 ?:1
    Located here: Hayato

    Cargo Hold SotS Card 1 - Falcata +1:
    Falcata +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

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

    Cargo Hold SotS Card 2:
    Anchor
    Item B

    Traits
    Tool

    Check
    Wisdom
    Survival
    8

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

    Cargo Hold SotS Card 3:
    Topaz of Strength
    Item B

    Traits
    Object
    Magic

    Check
    Strength
    7

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

    Cargo Hold SotS Card 4:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Cargo Hold SotS Card 5:
    Reflecting Buckler
    Armor 5

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Cargo Hold SotS Card 6:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

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

    Cargo Hold SotS Card 7:
    Tot Flask
    Item C

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Cargo Hold SotS Card 8:
    Shark-Eating Crab
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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


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

    BYA: random location examine (1 Helm/5 Cargo Hold SotS: 1d5 ⇒ 4 Crow's Next. Card is Icy Boarding Pike +1 (Weapon B).

    Tarlin notes something a little out of the ordinary about one of the rigging poles...it's a boarding pike placed makeshift! Can he get it out...?
    DC 10 Melee: 1d10 + 5 ⇒ (5) + 5 = 10 success

    He manages to wrench it free and looks it over, noting it's in pretty good shape! He tucks it away, offering a brief prayer to Iomedae.

    Housekeeping: recharge Icy Boarding Pike +1 (found) and Greatclub +1 to recharge both cards in discard pile. first card recharged: 1d2 ⇒ 2 Greatclub +3. Discard Blessing of Cayden Cailean to explore again.

    Tied up in the ropes he can see a potion bottle, but the cold wind up this high has made his fingers numb and he cannot grasp it, watching helplessly as it drops into the pitching sea below. Auto-fail check to acquire Potion of Heroism.

    Reset hand and end turn.

    Tarlin wrote:

    Hand: Find Traps, Cure, Icy Hooked Hammer +1, Exalted, Spellsword +2, Blessing of Pharasma,

    Displayed:
    Deck: 23 Discard: 1 Buried: 0
    Notes: Blessing(s) available if needed.

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size 4 [x] 5 [x] 6 [ ] 7
    Proficient with: Lt Armor, Hv Armor, Weapons
    Powers:
    * Instead of your first exploration on a turn, you may reveal a weapon that has the 2-handed trait or a blessing to choose a character at your location. Shuffle 1d4+1 ([x] +2) random cards from her discard pile into her deck, then discard the card you revealed.
    * You may discard [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.


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

    It is the hour of abadar

    (almost worth taking on the henchman but no)

    At start of my turn no un occupied locations. Also move Tarlin to helm

    Move to crows nest and explore

    Shapechange spell

    divine 13: 1d10 + 6 + 2 + 1d4 ⇒ (7) + 6 + 2 + (3) = 18

    Acquired displayed all str dex and con skills 1d12+2

    Discard velociraptor to explore again Pirate hunting

    if we were on a ship:

    ship 19 abrograils fury: 1d19 ⇒ 12

    The come what may is defeated by lini

    plunder: 1d6 ⇒ 1

    Saltwater ogre Aquatic Display trident add 2d6 from velociraptor

    combat 14: 1d12 + 2 + 1d8 + 1 + 2d6 + 4 ⇒ (8) + 2 + (5) + 1 + (3, 6) + 4 = 29

    "

    Lini wrote:

    Hand: Blessing of Pharasma, Seaborne trident +1, Helm of electric radiance, Thylacine, Headband of wisdom, Blessing of Sivanah, Benevolent buckler,

    , "
    Displayed: Shapechanger 1d12+2 Str Dex Con,
    Deck: 16 Discard: 0 Buried: 0
    Notes: Blessing available
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [X5 ]+1 [X6 ]+2 [ ]+3
    Dexterity d6 [ ]+1 [ ]+2 [ ]+3
    Constitution d8 [AR ]+1 [ ]+2 [ ] +3
    Fortitude +2 d8+2
    Intelligence d6 [ ]+1
    Wisdom d10 [X1 ]+1 [X2 ]+2 [X3 ]+3 [X4]+4
    Divine +2 d10+6
    Survival +2 d10+6
    Charisma d8 [ ]+1

    Hand Size 5 [X3 ] 6 [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.


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

    During This Scenario: 0-6E: INTO THE MAELSTROM

  • The party does not have a ship.
  • When your ship is dealt Structural damage, first apply any powers on cards in play that reduce or increase that damage, then characters may play cards or use powers that affect Structural damage. The party must then collectively discard a number of cards equal to the damage dealt.
  • At the start of each character’s turn, the party must collectively discard a number of cards equal to the number of unoccupied locations.
  • The difficulty of checks to close locations is decreased by the number of cards in the blessings discard pile.
  • To win the scenario, close all locations.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Defeated: Captain Horrus Riptooth, Hyapatia
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Pirate Sniper
    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.

    Monster 2
    Spoiler:
    Galvo
    Monster 5

    Traits
    Aberration
    Aquatic
    Swarm

    Check
    Combat
    18

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

    Monster 3
    Spoiler:
    Blood Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

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

    Monster 4
    Spoiler:
    Kapre
    Monster 5

    Traits
    Plant

    Check
    Combat
    20

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

    Monster 5
    Spoiler:
    Giant Rock Crab
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    13

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Pirate Hunting
    Barrier C

    Traits
    Task
    Pirate

    Check
    None

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

    Barrier 2
    Spoiler:
    Electricity Arc Trap
    Barrier 4

    Traits
    Trap
    Magic
    Electricity

    Check
    Dexterity
    Disable
    12
    OR
    Intelligence
    Arcane
    14

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

    Barrier 3
    Spoiler:
    Sabotage
    Barrier 5

    Traits
    Task
    Fire

    Check
    Dexterity
    Disable
    Wisdom
    Perception
    12

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

    Barrier 4
    Spoiler:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

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

    Barrier 5
    Spoiler:
    Wyvern Blade Trap
    Barrier 3

    Traits
    Trap

    Check
    Dexterity
    Disable
    10
    OR
    Wisdom
    Perception
    12

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Blasting Pistol +2
    Weapon 5

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    13

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
    If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

    Weapon 2
    Spoiler:
    Keen Rapier +3
    Weapon 5

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    13

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

    Weapon 3
    Spoiler:
    Rapier +2
    Weapon 4

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 4
    Spoiler:
    Flaming Musket +2
    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 5
    Spoiler:
    Keen Falcata +1
    Weapon 2

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 6.

    Random Spells:
    Spell 1
    Spoiler:
    Animated Weapon
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

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

    Spell 2
    Spoiler:
    Dimension Leap
    Spell 3

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

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

    Spell 3
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Spell 4
    Spoiler:
    Dimension Leap
    Spell 3

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

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

    Spell 5
    Spoiler:
    World Wave
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Flaming Buckler Gun
    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 2
    Spoiler:
    Besmaran Vestments
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Flaming Buckler Gun
    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 4
    Spoiler:
    Breastplate of the Deep
    Armor 5

    Traits
    Heavy Armor
    Magic
    Aquatic

    Check
    Constitution
    Fortitude
    11

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

    Armor 5
    Spoiler:
    Hellknight Armor
    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.

    Random Items:
    Item 1
    Spoiler:
    Onyx of Constitution
    Item B

    Traits
    Object
    Magic

    Check
    Constitution
    7

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

    Item 2
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 3
    Spoiler:
    Potion of Healing
    Item C

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 4
    Spoiler:
    Astrolabe
    Item 1

    Traits
    Tool

    Check
    Wisdom
    Survival
    7

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

    Item 5
    Spoiler:
    Pearl of Magic
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Avimar Sorrinash
    Ally 4

    Traits
    Lycanthrope
    Captain
    Pirate

    Check
    Wisdom
    Survival
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 2
    Spoiler:
    Mase Darimar
    Ally 4

    Traits
    Half-Elf
    Druid
    Captain
    Pirate

    Check
    Wisdom
    Perception
    8
    THEN
    Charisma
    Diplomacy
    11

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

    Ally 3
    Spoiler:
    Albatross
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

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

    Ally 4
    Spoiler:
    Barefoot Samms Toppin
    Ally B

    Traits
    Human
    Rogue
    Pirate

    Check
    Charisma
    Diplomacy
    8

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

    Ally 5
    Spoiler:
    Merrill Pegsworthy
    Ally 2

    Traits
    Human
    Fighter
    Captain
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    8

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

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

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Turn: 8 Aric/Greenclaw

    Top of Blessing Discard Pile: Blessing of Erastil

    Top Blessing:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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


    Blessings Remaining: 22
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 9 Hayato)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 2 (Turn 10 Amaryllis)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 11 Tarlin)
    Spoiler:
    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 Deck Card 4 (Turn 12 Lini)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 5 (Turn 13 Aric)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 14 Hayato)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 15 Amaryllis)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 16 Tarlin)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 9 (Turn 17 Lini)
    Spoiler:
    Blessing of Norgorber
    Blessing 5

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 18 Aric)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 19 Hayato)
    Spoiler:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 12 (Turn 20 Amaryllis)
    Spoiler:
    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 Deck Card 13 (Turn 21 Tarlin)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 14 (Turn 22 Lini)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 23 Aric)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 24 Hayato)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessings Deck Card 17 (Turn 25 Amaryllis)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 18 (Turn 26 Tarlin)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 19 (Turn 27 Lini)
    Spoiler:
    Blessing of Erastil
    Blessing C

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 20 (Turn 28 Aric)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 21 (Turn 29 Hayato)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 22 (Turn 30 Amaryllis)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Helm
    At This Location: At the start of your turn, a character at another location may move to this location.
    When Closing: Succeed at a Wisdom 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:2 Ba:3 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Tarlin

    Helm Card 1 - Hurricane Winds:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Helm Card 2:
    Teleportation Trap
    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.

    Helm Card 3:
    Shackles Sorcerer
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

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

    Helm Card 4:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Helm Card 5:
    Fuse Grenade
    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.

    Helm Card 6:
    Dagger Pistol +1
    Weapon 2

    Traits
    Knife
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

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

    Helm Card 7:
    Spiny Eurypterid
    Monster 5

    Traits
    Animal
    Aquatic

    Check
    Combat
    21

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

    Helm Card 8:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Helm Card 9:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

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

    Bow
    At This Location: At the start of your turn, you may examine the top card of this location deck.
    When Closing: Succeed at an Intelligence 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
    Located here: Amaryllis

    Bow Card 1 - Sargassum Fiend:
    Sargassum Fiend
    Monster 4

    Traits
    Plant
    Aquatic

    Check
    Wisdom
    Perception
    12

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

    Bow Card 2:
    Master of the Gales
    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.

    Bow Card 3:
    Venomous Pike +2
    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.

    Bow Card 4:
    Crawling Cyclops Hands
    Barrier 4

    Traits
    Skirmish
    Undead

    Check
    Wisdom
    Perception
    14
    OR
    Divine
    10

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

    Bow Card 5:
    Pirate Bomber
    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.

    Bow Card 6:
    Pearl of Magic
    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.

    Bow Card 7:
    Canopy Creeper
    Monster 2

    Traits
    Plant

    Check
    Combat
    12

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

    Bow Card 8:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Bow Card 9:
    Crown of Swords
    Item 2

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    Melee
    8

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

    Rigging
    At This Location: You may recharge a card to evade your encounter.
    When Closing: Succeed at a Dexterity 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:3 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Aric
    Notes: Pirate Entertainments, Seaweed Siren

    Rigging Card 1:
    Seaweed Siren
    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.

    Rigging Card 2:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

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

    Rigging Card 3:
    Albatross Soup
    Barrier 5

    Traits
    Task

    Check
    Constitution
    Fortitude
    15

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

    Rigging Card 4:
    Sapphire Jellyfish
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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

    Rigging Card 5:
    Sandbar
    Barrier 3

    Traits
    Task
    Aquatic

    Check
    Strength
    Knowledge
    Wisdom
    Perception
    11

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

    Rigging Card 6:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

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

    Rigging Card 7:
    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.

    Rigging Card 8:
    Instant Armor
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

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

    Rigging Card 9:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Crow's Nest
    At This Location: At the start of your turn, you may examine the top card of a random open location deck.
    When Closing: Succeed at a Wisdom 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:1 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Lini
    Notes: Animated Shield, Pirate Hunting

    Crow's Nest Card 1:
    Social Niceties
    Barrier 5

    Traits
    Task

    Check
    Charisma
    Diplomacy
    14

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

    Crow's Nest Card 2:
    Blood Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

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

    Crow's Nest Card 3:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Crow's Nest Card 4 - Lightning Elemental:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

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

    Cargo Hold SotS
    At This Location: When you acquire a boon, draw a boon of that type from the box. Choose 1 and put it in your hand; banish the other.
    When Closing: Succeed at an Intelligence 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:1 Ba:0 W:1 Sp:0 Ar:1 I:4 Al:0 Bl:0 ?:1
    Located here: Hayato

    Cargo Hold SotS Card 1 - Falcata +1:
    Falcata +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

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

    Cargo Hold SotS Card 2:
    Anchor
    Item B

    Traits
    Tool

    Check
    Wisdom
    Survival
    8

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

    Cargo Hold SotS Card 3:
    Topaz of Strength
    Item B

    Traits
    Object
    Magic

    Check
    Strength
    7

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

    Cargo Hold SotS Card 4:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Cargo Hold SotS Card 5:
    Reflecting Buckler
    Armor 5

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Cargo Hold SotS Card 6:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

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

    Cargo Hold SotS Card 7:
    Tot Flask
    Item C

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Cargo Hold SotS Card 8:
    Shark-Eating Crab
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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


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

    Start of Turn: Switch to The Red Raven. Swap in Hypnotist's Locket from kit for Safe Harbor
    Start of Turn: Examine top card of location: Seaweed Siren
    Upon examine: Switch to Aric. Swap in Safe Harbor from kit for Hypnotist's Locket
    Explore

    Seaweed Siren:

    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.


    Discard Safe Harbor to evade the encounter. Shuffle monster back into deck.

    Put Vizier on top of deck to examine the top card of the location.
    Random Card: 1d9 ⇒ 1

    SIGH! This card really sucks for Aric, particularly given he has so many allies in his deck.

    The sirens in the sea next to the ship return and seem obsessed with luring Aric into the water. Trying to block his ears with the scraps of the scroll he just found, he rushes to find his companion the vizier. Thankfully the man is true to form and chews Aric's ear off with an incessant barrage of pompous boasts and opinions, which prove just loud and constant enough to block out the song of the sirens...for now!

    End Turn. Reset Hand.

    Aric/The Red Raven wrote:

    Hand: Blessing of the Eternal Rose, Shadowless Sword, Vestments of False Faith, Lockpick Shield, Vizier, Blessing of Bastet, Blessing of Zon-Kuthon,

    Displayed:
    Deck: 15 Discard: 1 Buried: 0
    Notes: Use blessings as needed. Reroll used: N
    Kit: Hypnotist's Locket, Armor of Skulls, Shadow Victim Ring,

    Skills and Powers:
    SKILLS

    Aric
    Strength d6 [X]+1 [ ]+2
    Dexterity d4 [ ]+1
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [X]+1 [X]+2 [ ]+3
    Knowledge: Intelligence +2
    Wisdom d8 [X]+1 [ ]+2 [ ]+3
    Perception: Wisdom +2
    Charisma d10 [X]+1 [X]+2 [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).


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

    During This Scenario: 0-6E: INTO THE MAELSTROM

  • The party does not have a ship.
  • When your ship is dealt Structural damage, first apply any powers on cards in play that reduce or increase that damage, then characters may play cards or use powers that affect Structural damage. The party must then collectively discard a number of cards equal to the damage dealt.
  • At the start of each character’s turn, the party must collectively discard a number of cards equal to the number of unoccupied locations.
  • The difficulty of checks to close locations is decreased by the number of cards in the blessings discard pile.
  • To win the scenario, close all locations.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Defeated: Captain Horrus Riptooth, Hyapatia
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Norgorber Cultist
    Monster 5

    Traits
    Elf
    Cultist

    Check
    Combat
    19

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

    Monster 2
    Spoiler:
    Great White Shark
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

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

    Monster 3
    Spoiler:
    Sea Troll
    Monster 5

    Traits
    Troll
    Aquatic

    Check
    Combat
    20

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

    Monster 4
    Spoiler:
    Shark-Eating Crab
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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

    Monster 5
    Spoiler:
    Great White Shark
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Symbol of Insanity
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Wisdom
    Divine
    14

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

    Barrier 2
    Spoiler:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Barrier 3
    Spoiler:
    Jagged Shoals
    Barrier 3

    Traits
    Obstacle
    Task
    Aquatic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    11

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

    Barrier 4
    Spoiler:
    Dead Man's Chest
    Barrier C

    Traits
    Cache
    Lock
    Pirate

    Check
    Dexterity
    Disable
    11
    OR
    Strength
    Melee
    13

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

    Barrier 5
    Spoiler:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Furious Broadsword +2
    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 2
    Spoiler:
    Enervating Pistol +3
    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 3
    Spoiler:
    Falcata +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 4
    Spoiler:
    Animalbane Dagger +1
    Weapon 1

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    7

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

    Weapon 5
    Spoiler:
    Falchion +3
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Seamantle
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

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

    Spell 2
    Spoiler:
    Righteousness
    Spell 5

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

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

    Spell 3
    Spoiler:
    Righteousness
    Spell 5

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

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

    Spell 4
    Spoiler:
    Telekinesis
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

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

    Spell 5
    Spoiler:
    Control Weather
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
    At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Fortified Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 2
    Spoiler:
    Hellknight Armor
    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 3
    Spoiler:
    Flaming Buckler Gun
    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 4
    Spoiler:
    Eel Skin Armor
    Armor 4

    Traits
    Light Armor
    Magic
    Aquatic
    Swashbuckling

    Check
    Constitution
    Fortitude
    9

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

    Armor 5
    Spoiler:
    Besmaran Vestments
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

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

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 2
    Spoiler:
    Alchemical Glue
    Item 1

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

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

    Item 3
    Spoiler:
    Spyglass
    Item B

    Traits
    Object

    Check
    Wisdom
    Perception
    4

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

    Item 4
    Spoiler:
    Onyx of Constitution
    Item B

    Traits
    Object
    Magic

    Check
    Constitution
    7

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

    Item 5
    Spoiler:
    Ring of Regeneration
    Item 5

    Traits
    Accessory
    Magic
    Healing

    Check
    Constitution
    Fortitude
    Divine
    11

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

    Random Allies:
    Ally 1
    Spoiler:
    Pteranodon
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

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

    Ally 2
    Spoiler:
    Besmaran Priest
    Ally C

    Traits
    Human
    Cleric
    Pirate

    Check
    Divine
    Charisma
    Diplomacy
    6

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

    Ally 3
    Spoiler:
    Mase Darimar
    Ally 4

    Traits
    Half-Elf
    Druid
    Captain
    Pirate

    Check
    Wisdom
    Perception
    8
    THEN
    Charisma
    Diplomacy
    11

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

    Ally 4
    Spoiler:
    Lady Cerise Bloodmourn
    Ally 4

    Traits
    Human
    Aristocrat
    Captain
    Pirate

    Check
    Intelligence
    Knowledge
    8
    THEN
    Charisma
    Diplomacy
    11

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

    Ally 5
    Spoiler:
    Avimar Sorrinash
    Ally 4

    Traits
    Lycanthrope
    Captain
    Pirate

    Check
    Wisdom
    Survival
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

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

    Turn: 9 Hayato/Chthonicthul

    Top of Blessing Discard Pile: Blessing of Pharasma

    Top Blessing:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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


    Blessings Remaining: 21
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 10 Amaryllis)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 11 Tarlin)
    Spoiler:
    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 Deck Card 3 (Turn 12 Lini)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 4 (Turn 13 Aric)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 14 Hayato)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 15 Amaryllis)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 16 Tarlin)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 8 (Turn 17 Lini)
    Spoiler:
    Blessing of Norgorber
    Blessing 5

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 18 Aric)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 19 Hayato)
    Spoiler:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 11 (Turn 20 Amaryllis)
    Spoiler:
    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 Deck Card 12 (Turn 21 Tarlin)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 22 Lini)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 14 (Turn 23 Aric)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 24 Hayato)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessings Deck Card 16 (Turn 25 Amaryllis)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 17 (Turn 26 Tarlin)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 18 (Turn 27 Lini)
    Spoiler:
    Blessing of Erastil
    Blessing C

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 19 (Turn 28 Aric)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 20 (Turn 29 Hayato)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 21 (Turn 30 Amaryllis)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Helm
    At This Location: At the start of your turn, a character at another location may move to this location.
    When Closing: Succeed at a Wisdom 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:2 Ba:3 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Tarlin

    Helm Card 1 - Hurricane Winds:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Helm Card 2:
    Teleportation Trap
    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.

    Helm Card 3:
    Shackles Sorcerer
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

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

    Helm Card 4:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Helm Card 5:
    Fuse Grenade
    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.

    Helm Card 6:
    Dagger Pistol +1
    Weapon 2

    Traits
    Knife
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

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

    Helm Card 7:
    Spiny Eurypterid
    Monster 5

    Traits
    Animal
    Aquatic

    Check
    Combat
    21

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

    Helm Card 8:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Helm Card 9:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

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

    Bow
    At This Location: At the start of your turn, you may examine the top card of this location deck.
    When Closing: Succeed at an Intelligence 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
    Located here: Amaryllis

    Bow Card 1 - Sargassum Fiend:
    Sargassum Fiend
    Monster 4

    Traits
    Plant
    Aquatic

    Check
    Wisdom
    Perception
    12

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

    Bow Card 2:
    Master of the Gales
    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.

    Bow Card 3:
    Venomous Pike +2
    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.

    Bow Card 4:
    Crawling Cyclops Hands
    Barrier 4

    Traits
    Skirmish
    Undead

    Check
    Wisdom
    Perception
    14
    OR
    Divine
    10

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

    Bow Card 5:
    Pirate Bomber
    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.

    Bow Card 6:
    Pearl of Magic
    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.

    Bow Card 7:
    Canopy Creeper
    Monster 2

    Traits
    Plant

    Check
    Combat
    12

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

    Bow Card 8:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Bow Card 9:
    Crown of Swords
    Item 2

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    Melee
    8

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

    Rigging
    At This Location: You may recharge a card to evade your encounter.
    When Closing: Succeed at a Dexterity 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:3 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Aric
    Notes: Pirate Entertainments, Seaweed Siren

    Rigging Card 1:
    Seaweed Siren
    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.

    Rigging Card 2:
    Albatross Soup
    Barrier 5

    Traits
    Task

    Check
    Constitution
    Fortitude
    15

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

    Rigging Card 3:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Rigging Card 4:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

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

    Rigging Card 5:
    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.

    Rigging Card 6:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

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

    Rigging Card 7:
    Sandbar
    Barrier 3

    Traits
    Task
    Aquatic

    Check
    Strength
    Knowledge
    Wisdom
    Perception
    11

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

    Rigging Card 8:
    Instant Armor
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

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

    Rigging Card 9:
    Sapphire Jellyfish
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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

    Crow's Nest
    At This Location: At the start of your turn, you may examine the top card of a random open location deck.
    When Closing: Succeed at a Wisdom 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:1 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Lini
    Notes: Animated Shield, Pirate Hunting

    Crow's Nest Card 1:
    Social Niceties
    Barrier 5

    Traits
    Task

    Check
    Charisma
    Diplomacy
    14

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

    Crow's Nest Card 2:
    Blood Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

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

    Crow's Nest Card 3:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Crow's Nest Card 4 - Lightning Elemental:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

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

    Cargo Hold SotS
    At This Location: When you acquire a boon, draw a boon of that type from the box. Choose 1 and put it in your hand; banish the other.
    When Closing: Succeed at an Intelligence 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:1 Ba:0 W:1 Sp:0 Ar:1 I:4 Al:0 Bl:0 ?:1
    Located here: Hayato

    Cargo Hold SotS Card 1 - Falcata +1:
    Falcata +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

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

    Cargo Hold SotS Card 2:
    Anchor
    Item B

    Traits
    Tool

    Check
    Wisdom
    Survival
    8

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

    Cargo Hold SotS Card 3:
    Topaz of Strength
    Item B

    Traits
    Object
    Magic

    Check
    Strength
    7

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

    Cargo Hold SotS Card 4:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Cargo Hold SotS Card 5:
    Reflecting Buckler
    Armor 5

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Cargo Hold SotS Card 6:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

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

    Cargo Hold SotS Card 7:
    Tot Flask
    Item C

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Cargo Hold SotS Card 8:
    Shark-Eating Crab
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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


  • Turn 8: Hayato/Blessing of Pharasma
    Explore Cargo Hold SotS Card #1: Falcata +1

    In another spot in the hold, Hayato finds a decent-looking falcata propped up against a bag of dried fish.

    Melee 10 to acquire Falcata +1, being alone at location: 1d8 + 6 + 2 ⇒ (5) + 6 + 2 = 13
    Draw random Weapon from box: Furious Broadsword +2. Niiiiiice! Keep that, very much.

    But behind it is an even-nicer broadsword. Beautiful!

    Discard Blessing of Shizuru to explore Cargo Hold SotS Card #2: Anchor

    It sits beside an old anchor.

    Survival 8 to acquire Anchor, being alone at location: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5

    What would a samurai do with an anchor? He leaves it be.

    Reset hand and end turn, discarding Furious Broadsword as free discard.

    Hayato wrote:

    Hand: Jorgenfist Spear, Gem of Physical Prowess, Grappler's Mask, Flaming Longsword +3, Mace of Smiting,

    Displayed:
    Deck: 16 Discard: 4 Buried: 0
    Notes: T-shirt reroll, 0-6D: nope
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d8 [X] +1 [X] +2 [ ] +3
    Fortitude: Constitution +2
    Intelligence d6 [ ] +1
    Wisdom d6 [ ] +1 [ ] +2 [ ] +3
    Survival: Wisdom +1
    Charisma d6 [ ] +1 [ ] +2
    Diplomacy: Charisma +1

    Favored Card Type: Weapon
    Hand Size: 5
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers: Hand Size [X]5
    On your first combat check of your turn, add 1d6 ([X] 1d10).
    On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
    [X] When you are the only character at your location, add 1 [X]2 to your checks

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


    Amaryllis' Deck

    The hour of Abadar
    All locations occupied so no start of turn scenario effect

    Amaryllis returns to the bow where she saw the Sargassum Fiend scaling the side of the ship.

    Free explore of Bow card #1:

    Sargassum Fiend:

    Monster 4
    Traits
    Plant
    Aquatic

    Check
    Wisdom
    Perception
    12

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


    Discard Fire Snake to use Arcane skill, discard Blessing of the Gods for extra die
    Wisdom 12: 2d12 + 6 ⇒ (12, 7) + 6 = 25 defeated, banished
    Blessing of the Gods recharged for odd result
    Spell Recharge - Arcane 8: 1d12 + 6 ⇒ (10) + 6 = 16 recharged

    Amaryllis summons her arcane fire snake and dries out its seaweed form until it falls back into the surf.

    Discard Blessing of Nethys to examine top 2 cards and encounter 1: Master of the Gales (Ally 6) and Venomous Pike +2 (Weapon 6)
    Encounter Ally

    Master of the Gales:

    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.


    Discard Lini's Blessing of Sivanah to add 2 dice
    Charisma 14: 3d12 + 4 ⇒ (10, 6, 9) + 4 = 29 acquired

    A familiar voice shouts from the deck of the ship and points toward the bow. Amaryllis recognizes the Master of Gales but cannot make out what he's shouting in the wind. She takes to the air to scout in the direction he's pointing.

    Discard Fly to examine the top card of Crow's Nest and Cargo Hold
    CN top card: Social Niceties (Barrier 5)
    CH top card: Topaz of Strength (Item B)
    Move to Crow's Nest
    Spell Recharge - Arcane 10: 1d12 + 6 ⇒ (10) + 6 = 16 recharged

    As Amaryllis takes to the sky she is blown by a gust directly into the Crow's Nest.

    Discard Master of the Gales to explore Crow's Nest card #1
    Reveal Codex of Conversations to attempt ally recharge
    Charisma 14: 1d12 + 4 ⇒ (4) + 4 = 8 failed, discarded

    Social Niceties:

    Barrier 5
    Traits
    Task

    Check
    Charisma
    Diplomacy
    14

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


    Reveal Alise Grogblud to succeed at check to defeat barrier with the Task trait
    ATC 1d6 roll: 1d6 ⇒ 6 no cards banished from hand
    Bury Evocation Staff to draw random ally from the box:

    Pteranodon:

    Ally 4
    Traits
    Animal

    Check
    Wisdom
    Survival
    11

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


    Wow, that is incredibly fortunate!

    Amaryllis lands with a thud in the Crow's nest. Lini and Alise Grogblud both pick her up and place her on her feet again, dusting off her cloak and fussing over the straightness of her hair. In her the most polite way she can muster, she requests that the two refrain from concerning themselves with such trivial matters while there is a maelstrom surrounding the ship. Lini apologizes and offers to carry Amaryllis back to the bow on the back of her Pteranadon. Amaryllis accepts gratefully.

    Discard Pteranodon to move to Bow and chose not to explore location.
    End of turn: Attempt Scrying recharge check discard Blessing of the Gods for extra die
    Arcane 12: 2d12 + 6 ⇒ (3, 4) + 6 = 13 recharged + odd result so blessing recharges
    Reset hand, shuffle player deck and end turn

    Amaryllis wrote:

    Hand: Codex of Conversations, Alise Grogblud (Loot), Cloudburst, Death's Touch, Pyromaniac Mage, Wand of Treasure Finding, Surgeon, Life Leech, Wand of Thunder, Besmaran Priest (acquired), Ataxian,

    Displayed:
    Deck: 11 Discard: 3 Buried: 1
    Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result. Dice re-roll used for 0-6E: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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 discards Blessing of Sivanah
    Top card of Bow is known: Venomous Pike +2 (Weapon 6)
    Top card of Cargo Hold is known: Topaz of Strength (Item B)


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

    BYT effect: all locations occupied, no discards.

    BoT Location power: Amaryllis moves to Helm .
    With a tip of his helmet to the gnome, Tarlin takes his leave and heads to the Bow. Top card of Bow is card #3, Venomous Pike +2.

    Tarlin sees a curious piece of metal that makes up the bow flagpole. Is that...? He asks for a hand from his temple accompanist. Discard Exalted for an additional 1d6.

    DC 13 Melee: 1d10 + 5 + 1d6 ⇒ (10) + 5 + (4) = 19 success
    A fine weapon! he says aloud, only to discover that he is no longer accompanied by the Exalted of Iomedae. Hmpf.

    Recharge Icy Hooked Hammer +1 to recharge random card from discard pile: 1d2 ⇒ 1 Blessing of Cayden Cailean. Discard Blessing of Pharasma to explore again.

    He is rudely snapped from his reverie by a massive, undead hand! And its matched set!

    Crawling Cyclops Hands is a Barrier, so Tarlin will use his Find Traps spell for 2 additional dice.

    DC 10 Divine: 1d8 + 4 + 2d8 ⇒ (2) + 4 + (4, 3) = 13 success
    Tarlin calmly dispatches the undead menace and takes a brief respite.

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

    Recharge Spellsword +2 to recharge random card from discard pile: 1d3 ⇒ 3 Find Traps. Reset hand and end turn.

    Tarlin wrote:

    Hand: Cure, Venomous Pike +2 (found), Blessing of Iomedae 1, Belt of Giant Strength, Divine Blaze, Blessing of Iomedae 2,

    Displayed:
    Deck: 24 Discard: 2 Buried: 0
    Notes: Blessing(s) available if needed. Belt of Giant Strength is Impossible Bottle.

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size 4 [x] 5 [x] 6 [ ] 7
    Proficient with: Lt Armor, Hv Armor, Weapons
    Powers:
    * Instead of your first exploration on a turn, you may reveal a weapon that has the 2-handed trait or a blessing to choose a character at your location. Shuffle 1d4+1 ([x] +2) random cards from her discard pile into her deck, then discard the card you revealed.
    * You may discard [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.


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

    During This Scenario: 0-6E: INTO THE MAELSTROM

  • The party does not have a ship.
  • When your ship is dealt Structural damage, first apply any powers on cards in play that reduce or increase that damage, then characters may play cards or use powers that affect Structural damage. The party must then collectively discard a number of cards equal to the damage dealt.
  • At the start of each character’s turn, the party must collectively discard a number of cards equal to the number of unoccupied locations.
  • The difficulty of checks to close locations is decreased by the number of cards in the blessings discard pile.
  • To win the scenario, close all locations.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Defeated: Captain Horrus Riptooth, Hyapatia
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Dweller in the Deeps
    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 2
    Spoiler:
    Sea Troll
    Monster 5

    Traits
    Troll
    Aquatic

    Check
    Combat
    20

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

    Monster 3
    Spoiler:
    Werecrocodile
    Monster 3

    Traits
    Lycanthrope
    Aquatic

    Check
    Combat
    18

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

    Monster 4
    Spoiler:
    Dire Shark
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    22

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

    Monster 5
    Spoiler:
    Cyclops
    Monster 4

    Traits
    Giant
    Cyclops

    Check
    Combat
    22

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Symbol of Insanity
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Wisdom
    Divine
    14

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

    Barrier 2
    Spoiler:
    Assassination Attempt
    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 3
    Spoiler:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

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

    Barrier 4
    Spoiler:
    Phantom Fog
    Barrier 5

    Traits
    Obstacle
    Weather

    Check
    Wisdom
    Survival
    15

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

    Barrier 5
    Spoiler:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Falchion +3
    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 2
    Spoiler:
    Icy Boarding Pike +1
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 3
    Spoiler:
    Cutlass +1
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite

    Check
    Strength
    Melee
    8

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

    Weapon 4
    Spoiler:
    Adamantine Trident +3
    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
    Spoiler:
    Navigator Musket +1
    Weapon 3

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

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

    Random Spells:
    Spell 1
    Spoiler:
    Shapechange
    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 2
    Spoiler:
    Vengeful Storm
    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 3
    Spoiler:
    Righteousness
    Spell 5

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

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

    Spell 4
    Spoiler:
    Rage
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    Display this card next to the deck of a character at your location; you may play this card during her check. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

    Spell 5
    Spoiler:
    Blazing Servant
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Fortified Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 2
    Spoiler:
    Fortified Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 3
    Spoiler:
    Flaming Buckler Gun
    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 4
    Spoiler:
    Besmaran Vestments
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Shark Skin Armor
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

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

    Random Items:
    Item 1
    Spoiler:
    Pearl of Magic
    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 2
    Spoiler:
    Crystal of Healing Hands
    Item 3

    Traits
    Accessory
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

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

    Item 3
    Spoiler:
    Potion of the Ocean
    Item 3

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

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

    Item 4
    Spoiler:
    Bottled Lightning
    Item 5

    Traits
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

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

    Item 5
    Spoiler:
    Anchor
    Item B

    Traits
    Tool

    Check
    Wisdom
    Survival
    8

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

    Random Allies:
    Ally 1
    Spoiler:
    Giffer Tibbs
    Ally B

    Traits
    Gnome
    Pirate

    Check
    Charisma
    Diplomacy
    6

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

    Ally 2
    Spoiler:
    Tessa Fairwind
    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 3
    Spoiler:
    Baby Triceratops
    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 4
    Spoiler:
    Sandara Quinn
    Ally 1

    Traits
    Human
    Cleric
    Pirate

    Check
    Charisma
    Diplomacy
    5

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

    Ally 5
    Spoiler:
    Crimson Cogward
    Ally 1

    Traits
    Human
    Rogue
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    7

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Asmodeus
    Blessing 4

    Traits
    Divine
    Asmodeus

    Check
    Charisma
    Diplomacy
    7
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Achaekek
    Blessing C

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Cayden Cailean
    Blessing C

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Turn: 12 Lini/Merisal The Risen

    Top of Blessing Discard Pile: Blessing of Besmara

    Top Blessing:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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


    Blessings Remaining: 18
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 13 Aric)
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 14 Hayato)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 15 Amaryllis)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 16 Tarlin)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 5 (Turn 17 Lini)
    Spoiler:
    Blessing of Norgorber
    Blessing 5

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 18 Aric)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 19 Hayato)
    Spoiler:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 8 (Turn 20 Amaryllis)
    Spoiler:
    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 Deck Card 9 (Turn 21 Tarlin)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 22 Lini)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 23 Aric)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 24 Hayato)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessings Deck Card 13 (Turn 25 Amaryllis)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 14 (Turn 26 Tarlin)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 27 Lini)
    Spoiler:
    Blessing of Erastil
    Blessing C

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 28 Aric)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 17 (Turn 29 Hayato)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 18 (Turn 30 Amaryllis)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Helm
    At This Location: At the start of your turn, a character at another location may move to this location.
    When Closing: Succeed at a Wisdom 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:2 Ba:3 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Amaryllis

    Helm Card 1 - Hurricane Winds:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Helm Card 2:
    Teleportation Trap
    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.

    Helm Card 3:
    Shackles Sorcerer
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

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

    Helm Card 4:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Helm Card 5:
    Fuse Grenade
    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.

    Helm Card 6:
    Dagger Pistol +1
    Weapon 2

    Traits
    Knife
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

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

    Helm Card 7:
    Spiny Eurypterid
    Monster 5

    Traits
    Animal
    Aquatic

    Check
    Combat
    21

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

    Helm Card 8:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Helm Card 9:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

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

    Bow
    At This Location: At the start of your turn, you may examine the top card of this location deck.
    When Closing: Succeed at an Intelligence 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:2 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1
    Located here: Tarlin,

    Bow Card 1:
    Pirate Bomber
    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.

    Bow Card 2:
    Pearl of Magic
    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.

    Bow Card 3:
    Canopy Creeper
    Monster 2

    Traits
    Plant

    Check
    Combat
    12

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

    Bow Card 4:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Bow Card 5:
    Crown of Swords
    Item 2

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    Melee
    8

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

    Rigging
    At This Location: You may recharge a card to evade your encounter.
    When Closing: Succeed at a Dexterity 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:3 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Aric
    Notes: Pirate Entertainments, Seaweed Siren

    Rigging Card 1:
    Seaweed Siren
    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.

    Rigging Card 2:
    Albatross Soup
    Barrier 5

    Traits
    Task

    Check
    Constitution
    Fortitude
    15

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

    Rigging Card 3:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Rigging Card 4:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

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

    Rigging Card 5:
    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.

    Rigging Card 6:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

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

    Rigging Card 7:
    Sandbar
    Barrier 3

    Traits
    Task
    Aquatic

    Check
    Strength
    Knowledge
    Wisdom
    Perception
    11

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

    Rigging Card 8:
    Instant Armor
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

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

    Rigging Card 9:
    Sapphire Jellyfish
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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

    Crow's Nest
    At This Location: At the start of your turn, you may examine the top card of a random open location deck.
    When Closing: Succeed at a Wisdom 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:1 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Lini,
    Notes: Animated Shield, Pirate Hunting

    Crow's Nest Card 1:
    Blood Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

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

    Crow's Nest Card 2:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Crow's Nest Card 3 - Lightning Elemental:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

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

    Cargo Hold SotS
    At This Location: When you acquire a boon, draw a boon of that type from the box. Choose 1 and put it in your hand; banish the other.
    When Closing: Succeed at an Intelligence 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:1 Ba:0 W:0 Sp:0 Ar:1 I:3 Al:0 Bl:0 ?:1
    Located here: Hayato

    Cargo Hold SotS Card 1 - Topaz of Strength:
    Topaz of Strength
    Item B

    Traits
    Object
    Magic

    Check
    Strength
    7

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

    Cargo Hold SotS Card 2:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Cargo Hold SotS Card 3:
    Reflecting Buckler
    Armor 5

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Cargo Hold SotS Card 4:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

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

    Cargo Hold SotS Card 5:
    Tot Flask
    Item C

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Cargo Hold SotS Card 6:
    Shark-Eating Crab
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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


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

    It is the hour of Besmara

    Lini is at the crows nest and examines 1d5 ⇒ 3

    The rigging where she sees the seaweed siren

    Aric dont move

    Lini explores the crows nest and finds a blood hag

    no spells in hand so divine check irelevant

    Using Tarlins blessing of iomedae and revealing seaborne trident

    combat 15: 2d12 + 2 + 1d8 + 1 ⇒ (8, 10) + 2 + (3) + 1 = 24

    recharge helm to reduce fire damage by 2 discard benevolent buckler for remaining point of fire

    Discard thylacine to explore and encounter the animated shield

    con 7: 1d12 + 2 ⇒ (10) + 2 = 12

    Animated shield acquired end turn with just henchman left at crows nest

    Tarlin recharged a blessing of iomedae

    "

    Lini wrote:

    Hand: Blessing of Pharasma, Seaborne trident +1, Animated shield, Velociraptor, Headband of wisdom, fly, Mammoth hide armour,

    , "
    Displayed: Shapechanger 1d12+2 Str Dex Con,
    Deck: 15 Discard: 2 Buried: 0
    Notes: Blessing available
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [X5 ]+1 [X6 ]+2 [ ]+3
    Dexterity d6 [ ]+1 [ ]+2 [ ]+3
    Constitution d8 [AR ]+1 [ ]+2 [ ] +3
    Fortitude +2 d8+2
    Intelligence d6 [ ]+1
    Wisdom d10 [X1 ]+1 [X2 ]+2 [X3 ]+3 [X4]+4
    Divine +2 d10+6
    Survival +2 d10+6
    Charisma d8 [ ]+1

    Hand Size 5 [X3 ] 6 [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.


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

    It is the hour of Hshurha
    Start of Turn: Switch to The Red Raven. Swap in Shadow Victim Ring from kit for Lockpick Shield.
    Start of Turn: Examine top card of location: Seaweed Siren
    Upon examine: Switch to Aric.
    Explore Riggings

    Seaweed Siren:

    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.


    Recharge Shadow Victim Ring to evade the monster and shuffle it back into deck.
    Put Vizier on top of deck to examine top card of location:
    Random Card: 1d9 ⇒ 9 Sapphire Jellyfish
    Upon examine: Switch to The Red Raven. Swap in Armor of Skulls from kit for Blessing of the Eternal Rose
    Discard Vizier to explore the location.

    Aric does his best to stay far away from the alluring songs of the sirens. The vizier jumps in alarm as he sees something on the other side of the ship. "Oh, I say! A blue jellyfish. I've heard those things give the nastiest stings. Be a good man and go get rid of it would you?"

    Not particularly worried about the vizier's phobias, Aric is eager to take his mind of the sirens. Blue Jellyfish? A job for...The Red Raven!


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

    Sapphire Jellyfish:

    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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


    BYA Electricity Damage: 1d4 ⇒ 4
    Bury Armor of Skulls to reduce damage to 0.
    Reveal Shadowless Sword.
    Combat (Melee) 18: 1d10 + 7 + 1d8 + 2 + 1d8 ⇒ (8) + 7 + (8) + 2 + (1) = 26 Defeated!

    The jellyfish manages to land the first strike, its long tendril wrapping around The Red Raven's arm. Luckily, he was protected by his armor and retaliates with a quick slash of his sword, easily destroying the creature.

    End Turn: Examine top card of location: Random Card: 1d8 ⇒ 8 Instant Armor
    Upon examine: Switch to Aric

    Reset Hand.

    Aric/The Red Raven wrote:

    Hand: Scoundrel's Sword Cane, Shadowless Sword, Vestments of False Faith, Blessing of ABadar, Sawtooth Sabre +2, Blessing of Bastet, Blessing of Zon-Kuthon,

    Displayed:
    Deck: 13 Discard: 2 Buried: 1
    Notes: Use blessings as needed. Reroll used: N
    Kit: Hypnotist's Locket, Blessing of the Eternal Rose, Lockpick Shield,

    Skills and Powers:
    SKILLS

    Aric
    Strength d6 [X]+1 [ ]+2
    Dexterity d4 [ ]+1
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [X]+1 [X]+2 [ ]+3
    Knowledge: Intelligence +2
    Wisdom d8 [X]+1 [ ]+2 [ ]+3
    Perception: Wisdom +2
    Charisma d10 [X]+1 [X]+2 [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).


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

    During This Scenario: 0-6E: INTO THE MAELSTROM

  • The party does not have a ship.
  • When your ship is dealt Structural damage, first apply any powers on cards in play that reduce or increase that damage, then characters may play cards or use powers that affect Structural damage. The party must then collectively discard a number of cards equal to the damage dealt.
  • At the start of each character’s turn, the party must collectively discard a number of cards equal to the number of unoccupied locations.
  • The difficulty of checks to close locations is decreased by the number of cards in the blessings discard pile.
  • To win the scenario, close all locations.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Defeated: Captain Horrus Riptooth, Hyapatia
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Sea Hag
    Monster B

    Traits
    Hag
    Aquatic

    Check
    Combat
    11

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

    Monster 2
    Spoiler:
    Dire Shark
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    22

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

    Monster 3
    Spoiler:
    Lorelei
    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.

    Monster 4
    Spoiler:
    Dire Shark
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    22

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

    Monster 5
    Spoiler:
    Giant Rock Crab
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    13

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Social Niceties
    Barrier 5

    Traits
    Task

    Check
    Charisma
    Diplomacy
    14

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

    Barrier 2
    Spoiler:
    Firedrake Trap
    Barrier 6

    Traits
    Trap
    Alchemical
    Fire

    Check
    Dexterity
    Acrobatics
    18
    OR
    Disable
    Craft
    14

    Powers
    If defeated, each character at your location is dealt 1d4 Fire damage.
    If undefeated, each character at your location is dealt 2d4+1 Fire damage.

    Barrier 3
    Spoiler:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

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

    Barrier 4
    Spoiler:
    Symbol of Insanity
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Wisdom
    Divine
    14

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

    Barrier 5
    Spoiler:
    Electricity Arc Trap
    Barrier 4

    Traits
    Trap
    Magic
    Electricity

    Check
    Dexterity
    Disable
    12
    OR
    Intelligence
    Arcane
    14

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Trident +2
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 2
    Spoiler:
    Keen Falcata +1
    Weapon 2

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 6.

    Weapon 3
    Spoiler:
    Keen Falcata +1
    Weapon 2

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 6.

    Weapon 4
    Spoiler:
    Falchion +3
    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 5
    Spoiler:
    Old Salt's Rapier +2
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Vengeful Storm
    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 2
    Spoiler:
    Skeleton Crew
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Discard this card to succeed at your check to defeat a barrier that has the Task trait.
    Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Vengeful Storm
    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 4
    Spoiler:
    Arcane Armor
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Spell 5
    Spoiler:
    Divine Fortune
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    11

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

    Random Armors:
    Armor 1
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

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

    Armor 2
    Spoiler:
    Flaming Buckler Gun
    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
    Spoiler:
    Besmaran Vestments
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Fortified Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 5
    Spoiler:
    Eel Skin Armor
    Armor 4

    Traits
    Light Armor
    Magic
    Aquatic
    Swashbuckling

    Check
    Constitution
    Fortitude
    9

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

    Random Items:
    Item 1
    Spoiler:
    Potion of Flying
    Item 3

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    10

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

    Item 2
    Spoiler:
    Wand of Flame
    Item 2

    Traits
    Wand
    Attack
    Fire
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Item 3
    Spoiler:
    Jolly Roger
    Item 2

    Traits
    Object
    Swashbuckling

    Check
    Wisdom
    Survival
    8

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

    Item 4
    Spoiler:
    Net of Snaring
    Item 4

    Traits
    Object
    Magic

    Check
    Dexterity
    Ranged
    12

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

    Item 5
    Spoiler:
    Crystal of Healing Hands
    Item 3

    Traits
    Accessory
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

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

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

    Traits
    Human
    Rogue
    Pirate

    Check
    Charisma
    Diplomacy
    6

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

    Ally 2
    Spoiler:
    Dindreann
    Ally 3

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    11

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

    Ally 3
    Spoiler:
    Albatross
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

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

    Ally 4
    Spoiler:
    Haneilius Fitch
    Ally 3

    Traits
    Human
    Surgeon

    Check
    Charisma
    Diplomacy
    9

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

    Ally 5
    Spoiler:
    Merrill Pegsworthy
    Ally 2

    Traits
    Human
    Fighter
    Captain
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    8

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

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

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of 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.

    Blessing 3
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Norgorber
    Blessing 5

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Turn: 14 Hayato/Chthonicthul

    Top of Blessing Discard Pile: Blessing of Gorum

    Top Blessing:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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


    Blessings Remaining: 16
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 15 Amaryllis)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 16 Tarlin)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 3 (Turn 17 Lini)
    Spoiler:
    Blessing of Norgorber
    Blessing 5

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 18 Aric)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 19 Hayato)
    Spoiler:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 6 (Turn 20 Amaryllis)
    Spoiler:
    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 Deck Card 7 (Turn 21 Tarlin)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 22 Lini)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 23 Aric)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

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

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessings Deck Card 11 (Turn 25 Amaryllis)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 26 Tarlin)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 27 Lini)
    Spoiler:
    Blessing of Erastil
    Blessing C

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 14 (Turn 28 Aric)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 15 (Turn 29 Hayato)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 30 Amaryllis)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Helm
    At This Location: At the start of your turn, a character at another location may move to this location.
    When Closing: Succeed at a Wisdom 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:2 Ba:3 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Amaryllis

    Helm Card 1 - Hurricane Winds:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Helm Card 2:
    Teleportation Trap
    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.

    Helm Card 3:
    Shackles Sorcerer
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

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

    Helm Card 4:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Helm Card 5:
    Fuse Grenade
    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.

    Helm Card 6:
    Dagger Pistol +1
    Weapon 2

    Traits
    Knife
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

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

    Helm Card 7:
    Spiny Eurypterid
    Monster 5

    Traits
    Animal
    Aquatic

    Check
    Combat
    21

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

    Helm Card 8:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Helm Card 9:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

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

    Bow
    At This Location: At the start of your turn, you may examine the top card of this location deck.
    When Closing: Succeed at an Intelligence 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:2 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1
    Located here: Tarlin,

    Bow Card 1:
    Pirate Bomber
    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.

    Bow Card 2:
    Pearl of Magic
    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.

    Bow Card 3:
    Canopy Creeper
    Monster 2

    Traits
    Plant

    Check
    Combat
    12

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

    Bow Card 4:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Bow Card 5:
    Crown of Swords
    Item 2

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    Melee
    8

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

    Rigging
    At This Location: You may recharge a card to evade your encounter.
    When Closing: Succeed at a Dexterity 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:2 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Aric
    Notes: Pirate Entertainments, Seaweed Siren

    Rigging Card 1 - Instant Armor:
    Instant Armor
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

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

    Rigging Card 2:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Rigging Card 3:
    Sandbar
    Barrier 3

    Traits
    Task
    Aquatic

    Check
    Strength
    Knowledge
    Wisdom
    Perception
    11

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

    Rigging Card 4:
    Albatross Soup
    Barrier 5

    Traits
    Task

    Check
    Constitution
    Fortitude
    15

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

    Rigging Card 5:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

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

    Rigging Card 6:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

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

    Rigging Card 7:
    Seaweed Siren
    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.

    Rigging Card 8:
    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.

    Crow's Nest
    At This Location: At the start of your turn, you may examine the top card of a random open location deck.
    When Closing: Succeed at a Wisdom 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Lini,
    Notes: Animated Shield, Pirate Hunting

    Crow's Nest Card 1 - Lightning Elemental:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

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

    Cargo Hold SotS
    At This Location: When you acquire a boon, draw a boon of that type from the box. Choose 1 and put it in your hand; banish the other.
    When Closing: Succeed at an Intelligence 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:1 Ba:0 W:0 Sp:0 Ar:1 I:3 Al:0 Bl:0 ?:1
    Located here: Hayato

    Cargo Hold SotS Card 1 - Topaz of Strength:
    Topaz of Strength
    Item B

    Traits
    Object
    Magic

    Check
    Strength
    7

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

    Cargo Hold SotS Card 2:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Cargo Hold SotS Card 3:
    Reflecting Buckler
    Armor 5

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Cargo Hold SotS Card 4:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

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

    Cargo Hold SotS Card 5:
    Tot Flask
    Item C

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Cargo Hold SotS Card 6:
    Shark-Eating Crab
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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


  • Rurn 14: Hayato/Blessing of Gorum
    Explore Cargo Hold SotS Card #1: Topaz of Strength

    The cargo hold seems to have endless bounty. Is this a topaz?

    Strength 7 to acquire Topaz of Strength, being alone at location: 1d10 + 4 + 2 ⇒ (7) + 4 + 2 = 13 Acquired. As per location power, draw another Item from box - Potion of Flying - and keep new Item

    Reset hand and end turn, discarding Potion of Flying and Mace of Smiting as free discards.

    Hayato wrote:

    Hand: Jorgenfist Spear, Gem of Physical Prowess, Grappler's Mask, Flaming Longsword +3, Dwarven Earthbreaker +1,

    Displayed:
    Deck: 15 Discard: 6 Buried: 0
    Notes: T-shirt reroll, 0-6D: nope
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d8 [X] +1 [X] +2 [ ] +3
    Fortitude: Constitution +2
    Intelligence d6 [ ] +1
    Wisdom d6 [ ] +1 [ ] +2 [ ] +3
    Survival: Wisdom +1
    Charisma d6 [ ] +1 [ ] +2
    Diplomacy: Charisma +1

    Favored Card Type: Weapon
    Hand Size: 5
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers: Hand Size [X]5
    On your first combat check of your turn, add 1d6 ([X] 1d10).
    On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
    [X] When you are the only character at your location, add 1 [X]2 to your checks

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


    Amaryllis' Deck

    Start of turn: the hour of Erastil
    Move Tarlin to Helm using ATL start-of-turn power
    Move to Bow

    Amaryllis, having trouble holding the wheel steady at her stature, is relieved by Tarlin. She takes her place again at the bow of the ship.

    Bury Wand of Treasure Finding to examine location deck to find a weapon, item, or armor
    Bow card #1: Pirate Bomber (Monster 6)
    Bow card #2: Pearl of Magic (Item 6)
    Place item on top and shuffle remaining cards
    Wand Recharge - Arcane 8: 1d12 + 6 ⇒ (5) + 6 = 11 recharged

    Pearl of Magic:

    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.


    Recharge Pyromaniac Mage to add 1d6+1
    Arcane 10: 1d12 + 6 + 1d6 + 1 ⇒ (3) + 6 + (4) + 1 = 14 acquired

    On her way to the bow she catches a glowing pearl as it rattles across the deck. She senses and arcane power within the object and pockets it for later inspection.

    Reveal Surgeon to shuffle in random discarded card: Master of Gales, then recharge Surgeon
    Discard Besmaran Priest to explore random top card (ignoring 2), revealing Codex of Conversations and auto-succeeding at check to recharge
    Random top card: 1d5 ⇒ 3

    Canopy Creeper:

    Monster 2
    Traits
    Plant

    Check
    Combat
    12

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


    Discard Death's Touch to defeat monster 3
    Spell Recharge - Arcane 12: 1d12 + 6 ⇒ (2) + 6 = 8 discarded

    The ship's surgeon calls Amaryllis below deck to take care of some of her injuries. While being tended to, she hears a shout from the Besmaran priest and heads back up to investigate. A canopy creeper has found its way onto the deck and has surrounded the man with its vines. Amaryllis reaches out to touch the monster and kills it instantly before it can devour him.

    End of turn: Attempt Death's Touch recharge check
    Spell Recharge - Arcane 12: 1d12 + 6 ⇒ (1) + 6 = 7 remains in discard
    Freely discard Wand of Thunder, reset hand and shuffle player deck
    Spell Recharge - Arcane 12: 1d12 + 6 ⇒ (2) + 6 = 8 discarded
    End turn

    Amaryllis wrote:

    Hand: Codex of Conversations, Alise Grogblud (Loot), Pearl of Magic (acquired), Life Leech, Ataxian, Cloudburst, Scrying, Blessing of the Gods 4, Blessing of the Gods 2, Master of the Gales (acquired), Fly,

    Displayed:
    Deck: 11 Discard: 4 Buried: 1
    Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result. Dice re-roll used for 0-6E: N
    Sideboard cards:

    At the start of Tarlin's turn, Amaryllis will discard Scrying to examine Bow (spoilered so he does his start of turn actions first)

    Scrying of Bow:

    Name monster and examine top 3 cards (ignoring 2 & 3)
    Bow card #1: 1d5 ⇒ 3
    Bow card #1: 1d5 ⇒ 1 Pirate Bomber (Monster 6)
    Bow card #2: 1d2 + 3 ⇒ (2) + 3 = 5 Crown of Swords (Item 2)
    Bow card #3: Hurricane Winds (Henchman Barrier 3)
    Place Pirate Bomber on bottom of deck, then shuffle remaining 2 cards
    Spell Recharge - Arcane 12: 1d12 + 6 ⇒ (10) + 6 = 16 recharged

    Amaryllis wrote:

    Hand: Codex of Conversations, Alise Grogblud (Loot), Pearl of Magic (acquired), Life Leech, Ataxian, Cloudburst, Blessing of the Gods 4, Blessing of the Gods 2, Master of the Gales (acquired), Fly,

    Displayed:
    Deck: 12 Discard: 4 Buried: 1
    Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result. Dice re-roll used for 0-6E: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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.


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

    During This Scenario: 0-6E: INTO THE MAELSTROM

  • The party does not have a ship.
  • When your ship is dealt Structural damage, first apply any powers on cards in play that reduce or increase that damage, then characters may play cards or use powers that affect Structural damage. The party must then collectively discard a number of cards equal to the damage dealt.
  • At the start of each character’s turn, the party must collectively discard a number of cards equal to the number of unoccupied locations.
  • The difficulty of checks to close locations is decreased by the number of cards in the blessings discard pile.
  • To win the scenario, close all locations.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Defeated: Captain Horrus Riptooth, Hyapatia
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Nirento
    Monster 2

    Traits
    Plant

    Check
    Combat
    11

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

    Monster 2
    Spoiler:
    Blood Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

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

    Monster 3
    Spoiler:
    Dire Shark
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    22

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

    Monster 4
    Spoiler:
    Blood Hag
    Monster 3

    Traits
    Hag

    Check
    Combat
    15

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

    Monster 5
    Spoiler:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

    Powers
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.

    Random Barriers:
    Barrier 1
    Spoiler:
    Jagged Shoals
    Barrier 3

    Traits
    Obstacle
    Task
    Aquatic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    11

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

    Barrier 2
    Spoiler:
    Wyvern Blade Trap
    Barrier 3

    Traits
    Trap

    Check
    Dexterity
    Disable
    10
    OR
    Wisdom
    Perception
    12

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

    Barrier 3
    Spoiler:
    Electricity Arc Trap
    Barrier 4

    Traits
    Trap
    Magic
    Electricity

    Check
    Dexterity
    Disable
    12
    OR
    Intelligence
    Arcane
    14

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

    Barrier 4
    Spoiler:
    Electricity Arc Trap
    Barrier 4

    Traits
    Trap
    Magic
    Electricity

    Check
    Dexterity
    Disable
    12
    OR
    Intelligence
    Arcane
    14

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

    Barrier 5
    Spoiler:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Enervating Pistol +3
    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 2
    Spoiler:
    Blasting Pistol +2
    Weapon 5

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    13

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
    If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

    Weapon 3
    Spoiler:
    Falcata +1
    Weapon 1

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 4
    Spoiler:
    Distance Musket +1
    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.

    Weapon 5
    Spoiler:
    Invigorating Kukri +1
    Weapon 4

    Traits
    Knife
    Melee
    Slashing
    Healing
    Finesse
    Magic

    Check
    Strength
    Melee
    Divine
    9

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

    Random Spells:
    Spell 1
    Spoiler:
    Vengeful Storm
    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 2
    Spoiler:
    Freezing Sphere
    Spell 3

    Traits
    Magic
    Arcane
    Cold
    Attack

    Check
    Intelligence
    Arcane
    11

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

    Spell 3
    Spoiler:
    Holy Feast
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    13

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

    Spell 4
    Spoiler:
    Shapechange
    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
    Spoiler:
    Rage
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    Display this card next to the deck of a character at your location; you may play this card during her check. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

    Random Armors:
    Armor 1
    Spoiler:
    Flaming Buckler Gun
    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 2
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

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

    Armor 3
    Spoiler:
    Breastplate of the Deep
    Armor 5

    Traits
    Heavy Armor
    Magic
    Aquatic

    Check
    Constitution
    Fortitude
    11

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

    Armor 4
    Spoiler:
    Besmaran Vestments
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Ring of Rat Fangs
    Item 4

    Traits
    Accessory
    Magic
    Healing

    Check
    Constitution
    Fortitude
    10

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

    Item 2
    Spoiler:
    Net of Snaring
    Item 4

    Traits
    Object
    Magic

    Check
    Dexterity
    Ranged
    12

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

    Item 3
    Spoiler:
    Anchor
    Item B

    Traits
    Tool

    Check
    Wisdom
    Survival
    8

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

    Item 4
    Spoiler:
    Periscope
    Item 2

    Traits
    Object

    Check
    Wisdom
    Perception
    8

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

    Item 5
    Spoiler:
    Nautical Charts
    Item B

    Traits
    Book

    Check
    Wisdom
    Survival
    7

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

    Random Allies:
    Ally 1
    Spoiler:
    Corlan
    Ally 3

    Traits
    Tengu
    Smuggler

    Check
    Charisma
    Diplomacy
    9

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

    Ally 2
    Spoiler:
    Lady Cerise Bloodmourn
    Ally 4

    Traits
    Human
    Aristocrat
    Captain
    Pirate

    Check
    Intelligence
    Knowledge
    8
    THEN
    Charisma
    Diplomacy
    11

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

    Ally 3
    Spoiler:
    Cut-Throat Grok
    Ally 1

    Traits
    Half-Orc
    Fighter
    Pirate

    Check
    Constitution
    Fortitude
    5
    OR
    Charisma
    Diplomacy
    7

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

    Ally 4
    Spoiler:
    Albatross
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

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

    Ally 5
    Spoiler:
    Old Salt
    Ally C

    Traits
    Human
    Veteran

    Check
    Charisma
    Diplomacy
    7

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

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

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Cayden Cailean
    Blessing C

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Turn: 16 Tarlin/Thunderspirit

    Top of Blessing Discard Pile: Blessing of Besmara

    Top Blessing:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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


    Blessings Remaining: 14
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 17 Lini)
    Spoiler:
    Blessing of Norgorber
    Blessing 5

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 18 Aric)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 19 Hayato)
    Spoiler:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 4 (Turn 20 Amaryllis)
    Spoiler:
    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 Deck Card 5 (Turn 21 Tarlin)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 22 Lini)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 23 Aric)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 24 Hayato)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessings Deck Card 9 (Turn 25 Amaryllis)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 26 Tarlin)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 27 Lini)
    Spoiler:
    Blessing of Erastil
    Blessing C

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 28 Aric)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 13 (Turn 29 Hayato)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 14 (Turn 30 Amaryllis)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Helm
    At This Location: At the start of your turn, a character at another location may move to this location.
    When Closing: Succeed at a Wisdom 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:2 Ba:3 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Tarlin,

    Helm Card 1 - Hurricane Winds:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Helm Card 2:
    Teleportation Trap
    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.

    Helm Card 3:
    Shackles Sorcerer
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

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

    Helm Card 4:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Helm Card 5:
    Fuse Grenade
    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.

    Helm Card 6:
    Dagger Pistol +1
    Weapon 2

    Traits
    Knife
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

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

    Helm Card 7:
    Spiny Eurypterid
    Monster 5

    Traits
    Animal
    Aquatic

    Check
    Combat
    21

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

    Helm Card 8:
    Cannonade
    Barrier 3

    Traits
    Skirmish
    Veteran

    Check
    Wisdom
    Perception
    Survival
    10

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

    Helm Card 9:
    Becalmed
    Barrier 2

    Traits
    Task
    Aquatic
    Weather

    Check
    Wisdom
    Survival
    8

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

    Bow
    At This Location: At the start of your turn, you may examine the top card of this location deck.
    When Closing: Succeed at an Intelligence 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:1 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Amaryllis

    Bow Card 1:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Bow Card 2:
    Crown of Swords
    Item 2

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    Melee
    8

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

    Bow Card 3:
    Pirate Bomber
    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.

    Rigging
    At This Location: You may recharge a card to evade your encounter.
    When Closing: Succeed at a Dexterity 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:2 Ba:3 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Aric
    Notes: Pirate Entertainments, Seaweed Siren

    Rigging Card 1 - Instant Armor:
    Instant Armor
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

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

    Rigging Card 2:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Rigging Card 3:
    Sandbar
    Barrier 3

    Traits
    Task
    Aquatic

    Check
    Strength
    Knowledge
    Wisdom
    Perception
    11

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

    Rigging Card 4:
    Albatross Soup
    Barrier 5

    Traits
    Task

    Check
    Constitution
    Fortitude
    15

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

    Rigging Card 5:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

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

    Rigging Card 6:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

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

    Rigging Card 7:
    Seaweed Siren
    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.

    Rigging Card 8:
    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.

    Crow's Nest
    At This Location: At the start of your turn, you may examine the top card of a random open location deck.
    When Closing: Succeed at a Wisdom 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Lini,
    Notes: Animated Shield, Pirate Hunting

    Crow's Nest Card 1 - Lightning Elemental:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

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

    Cargo Hold SotS
    At This Location: When you acquire a boon, draw a boon of that type from the box. Choose 1 and put it in your hand; banish the other.
    When Closing: Succeed at an Intelligence 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:1 Ba:0 W:0 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
    Located here: Hayato

    Cargo Hold SotS Card 1:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Cargo Hold SotS Card 2:
    Reflecting Buckler
    Armor 5

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Cargo Hold SotS Card 3:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

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

    Cargo Hold SotS Card 4:
    Tot Flask
    Item C

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Cargo Hold SotS Card 5:
    Shark-Eating Crab
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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


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

    BYT effect: all locations occupied, no discards.

    BoT Location power: Aric/Red Raven moves to Helm.

    Tarlin heads on to Rigging, trying to make heads or tails of the mass of ropes and pulleys.

    Display Impossible Bottle. Cast Cure on self, shuffling all cards in.

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

    Almost at once he picks out a scrap of parchement lodged in one of the pulleys, and quickly identifies it as a scroll, which he secures to clear the blockage. Auto-succeed at check to acquire Instant Armor. Recharge Blessing of Iomedae 2 to explore again.

    The winds pick up suddenly, and Tarlin is buffeted about by the hurricane force. Cannot make the DC 13 WIS check without a blessing, and I don't thing it's worth spending right now. Very glad I displayed the Impossible Bottle though. Whew!

    structural damage (reduced by 2 with Impossible Bottle): 1d4 + 1 ⇒ (2) + 1 = 3 Discard Instant Armor (found) for remaining point. That could have gone worse, that's for sure. Per Google chat: recharge Instant Armor (found) to evade Hurricane Winds.

    Tarlin clings for dear life, and finally the winds subside. Reset hand and end turn.

    Tarlin wrote:

    Hand: Venomous Pike +2 (found), Divine Blaze, Greatclub +3, Exalted, Blessing of Sivanah, Major Cure,

    Displayed: Belt of Giant Strength,
    Deck: 25 Discard: 2 Buried: 0
    Notes: Blessing(s) available if needed. Belt of Giant Strength is Impossible Bottle.

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size 4 [x] 5 [x] 6 [ ] 7
    Proficient with: Lt Armor, Hv Armor, Weapons
    Powers:
    * Instead of your first exploration on a turn, you may reveal a weapon that has the 2-handed trait or a blessing to choose a character at your location. Shuffle 1d4+1 ([x] +2) random cards from her discard pile into her deck, then discard the card you revealed.
    * You may discard [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.


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

    location of top card that is examined: 1d5 ⇒ 4


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

    So two henchmen on top at the crows nest and the helm

    Moves to helm

    Takes on hurricane winds with survival revealing headband and seaborne trident

    survival 13: 1d10 + 6 + 2 + 1d4 ⇒ (8) + 6 + 2 + (1) = 17

    then the close check on the helm discard blessing of pharasma reveal head band and trident

    wisdom 14: 2d10 + 4 + 2 + 1d4 ⇒ (3, 6) + 4 + 2 + (1) = 16

    Casts fly to examine the top two cards of the hold and the rigging

    then Aric moves to the crows nest

    divine 10: 1d10 + 6 + 2 + 1d4 ⇒ (3) + 6 + 2 + (4) = 15 Fly recharges

    "

    Lini wrote:

    Hand: Forest quarterstaff, Seaborne trident +1, Animated shield, Velociraptor, Headband of wisdom, cure, Mammoth hide armour,

    , "
    Displayed: Shapechanger 1d12+2 Str Dex Con,
    Deck: 14 Discard: 3 Buried: 0
    Notes: Blessing available
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [X5 ]+1 [X6 ]+2 [ ]+3
    Dexterity d6 [ ]+1 [ ]+2 [ ]+3
    Constitution d8 [AR ]+1 [ ]+2 [ ] +3
    Fortitude +2 d8+2
    Intelligence d6 [ ]+1
    Wisdom d10 [X1 ]+1 [X2 ]+2 [X3 ]+3 [X4]+4
    Divine +2 d10+6
    Survival +2 d10+6
    Charisma d8 [ ]+1

    Hand Size 5 [X3 ] 6 [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.


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

    During This Scenario: 0-6E: INTO THE MAELSTROM

  • The party does not have a ship.
  • When your ship is dealt Structural damage, first apply any powers on cards in play that reduce or increase that damage, then characters may play cards or use powers that affect Structural damage. The party must then collectively discard a number of cards equal to the damage dealt.
  • At the start of each character’s turn, the party must collectively discard a number of cards equal to the number of unoccupied locations.
  • The difficulty of checks to close locations is decreased by the number of cards in the blessings discard pile.
  • To win the scenario, close all locations.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Defeated: Captain Horrus Riptooth, Hyapatia
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    Random Monsters:
    Monster 1
    Spoiler:
    Coral Golem
    Monster 4

    Traits
    Construct
    Golem

    Check
    Combat
    19

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

    Monster 2
    Spoiler:
    Sea Hag
    Monster B

    Traits
    Hag
    Aquatic

    Check
    Combat
    11

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

    Monster 3
    Spoiler:
    Giant Rock Crab
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    13

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

    Monster 4
    Spoiler:
    Giant Jellyfish
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    18
    OR
    Dexterity
    Acrobatics
    11

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

    Monster 5
    Spoiler:
    Jellyfish Swarm
    Monster 2

    Traits
    Animal
    Aquatic
    Swarm

    Check
    Combat
    16
    OR
    Dexterity
    Acrobatics
    10

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

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

    Barrier 2
    Spoiler:
    Storm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None

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

    Barrier 3
    Spoiler:
    Crawling Cyclops Hands
    Barrier 4

    Traits
    Skirmish
    Undead

    Check
    Wisdom
    Perception
    14
    OR
    Divine
    10

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

    Barrier 4
    Spoiler:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
    If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Barrier 5
    Spoiler:
    Storm
    Barrier 2

    Traits
    Obstacle
    Weather

    Check
    None

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

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

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

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

    Weapon 2
    Spoiler:
    Dagger Pistol +1
    Weapon 2

    Traits
    Knife
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

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

    Weapon 3
    Spoiler:
    Navigator Musket +1
    Weapon 3

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    Craft
    9

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

    Weapon 4
    Spoiler:
    Blasting Pistol +2
    Weapon 5

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic

    Check
    Dexterity
    Ranged
    Craft
    13

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
    If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

    Weapon 5
    Spoiler:
    Distance Musket +1
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Vengeful Storm
    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 2
    Spoiler:
    Raise Dead
    Spell 5

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    12

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

    Spell 3
    Spoiler:
    Resist Energy
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 4
    Spoiler:
    Control Weather
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
    At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Protect
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

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

    Random Armors:
    Armor 1
    Spoiler:
    Hellknight Armor
    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 2
    Spoiler:
    Animated Shield
    Armor 4

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Fortified Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Armor 4
    Spoiler:
    Besmaran Vestments
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

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

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

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 2
    Spoiler:
    Anchor
    Item B

    Traits
    Tool

    Check
    Wisdom
    Survival
    8

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

    Item 3
    Spoiler:
    Jolly Roger
    Item 2

    Traits
    Object
    Swashbuckling

    Check
    Wisdom
    Survival
    8

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

    Item 4
    Spoiler:
    Alkali Flask
    Item 4

    Traits
    Liquid
    Attack
    Acid
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

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

    Item 5
    Spoiler:
    Onyx of Constitution
    Item B

    Traits
    Object
    Magic

    Check
    Constitution
    7

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

    Random Allies:
    Ally 1
    Spoiler:
    Albatross
    Ally 5

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

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

    Ally 2
    Spoiler:
    Haneilius Fitch
    Ally 3

    Traits
    Human
    Surgeon

    Check
    Charisma
    Diplomacy
    9

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

    Ally 3
    Spoiler:
    Merrill Pegsworthy
    Ally 2

    Traits
    Human
    Fighter
    Captain
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    8

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

    Ally 4
    Spoiler:
    Coral Capuchin
    Ally 1

    Traits
    Animal
    Aquatic

    Check
    Wisdom
    Survival
    6

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

    Ally 5
    Spoiler:
    Old Salt
    Ally B

    Traits
    Human
    Veteran

    Check
    Charisma
    Diplomacy
    7

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Norgorber
    Blessing 5

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

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

    Turn: 18 Aric/Greenclaw

    Top of Blessing Discard Pile: Blessing of Gorum

    Top Blessing:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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


    Blessings Remaining: 12
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 19 Hayato)
    Spoiler:
    Blessing of Pharasma
    Blessing C

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 2 (Turn 20 Amaryllis)
    Spoiler:
    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 Deck Card 3 (Turn 21 Tarlin)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 22 Lini)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 23 Aric)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 24 Hayato)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

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

    Blessings Deck Card 7 (Turn 25 Amaryllis)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 26 Tarlin)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 27 Lini)
    Spoiler:
    Blessing of Erastil
    Blessing C

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 28 Aric)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

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

    Blessings Deck Card 11 (Turn 29 Hayato)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 30 Amaryllis)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

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

    Helm
    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,

    Bow
    At This Location: At the start of your turn, you may examine the top card of this location deck.
    When Closing: Succeed at an Intelligence 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:1 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Amaryllis

    Bow Card 1:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Bow Card 2:
    Crown of Swords
    Item 2

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    Melee
    8

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

    Bow Card 3 - Pirate Bomber:
    Pirate Bomber
    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.

    Rigging
    At This Location: You may recharge a card to evade your encounter.
    When Closing: Succeed at a Dexterity 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:2 Ba:3 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Tarlin,
    Notes: Pirate Entertainments, Seaweed Siren, Hurricane Winds

    Rigging Card 1 - Sandbar:
    Sandbar
    Barrier 3

    Traits
    Task
    Aquatic

    Check
    Strength
    Knowledge
    Wisdom
    Perception
    11

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

    Rigging Card 2:
    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.

    Rigging Card 3:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Rigging Card 4:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

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

    Rigging Card 5:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

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

    Rigging Card 6:
    Seaweed Siren
    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.

    Rigging Card 7:
    Albatross Soup
    Barrier 5

    Traits
    Task

    Check
    Constitution
    Fortitude
    15

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

    Crow's Nest
    At This Location: At the start of your turn, you may examine the top card of a random open location deck.
    When Closing: Succeed at a Wisdom 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Aric
    Notes: Animated Shield, Pirate Hunting

    Crow's Nest Card 1 - Lightning Elemental:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

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

    Cargo Hold SotS
    At This Location: When you acquire a boon, draw a boon of that type from the box. Choose 1 and put it in your hand; banish the other.
    When Closing: Succeed at an Intelligence 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:1 Ba:0 W:0 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1
    Located here: Hayato

    Cargo Hold SotS Card 1 - Token of Remembrance:
    Token of Remembrance
    Item B

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

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

    Cargo Hold SotS Card 2:
    Reflecting Buckler
    Armor 5

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    10

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

    Cargo Hold SotS Card 3:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

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

    Cargo Hold SotS Card 4:
    Tot Flask
    Item C

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Cargo Hold SotS Card 5:
    Shark-Eating Crab
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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


  • I'm not seeing Aric's turn, but I'll take your word for it that it happened and take mine since it won't affect anything either way.
    Turn 19: Hayato/Blessing of Pharasma
    Explore Cargo Hold SotS Card #1: Token of Remembrance
    Intelligence 7 to to acquire Token of Remembrance, being alone at location: 1d6 + 2 ⇒ (4) + 2 = 6
    Draw Item from box: Potion of Healing. Ah, probably won't need healing, so will keep Token.

    Reset hand and end turn, discarding Dwarven Earthbreaker +1 as free discard.

    Hayato wrote:

    Hand: Jorgenfist Spear, Gem of Physical Prowess, Grappler's Mask, Flaming Longsword +3, Blessing of the Lord in Iron,

    Displayed:
    Deck: 14 Discard: 7 Buried: 0
    Notes: T-shirt reroll, 0-6D: nope
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d8 [X] +1 [X] +2 [ ] +3
    Fortitude: Constitution +2
    Intelligence d6 [ ] +1
    Wisdom d6 [ ] +1 [ ] +2 [ ] +3
    Survival: Wisdom +1
    Charisma d6 [ ] +1 [ ] +2
    Diplomacy: Charisma +1

    Favored Card Type: Weapon
    Hand Size: 5
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers: Hand Size [X]5
    On your first combat check of your turn, add 1d6 ([X] 1d10).
    On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add ([ ] 1d10).
    [X] When you are the only character at your location, add 1 [X]2 to your checks

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


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

    During This Scenario: 0-6E: INTO THE MAELSTROM

  • The party does not have a ship.
  • When your ship is dealt Structural damage, first apply any powers on cards in play that reduce or increase that damage, then characters may play cards or use powers that affect Structural damage. The party must then collectively discard a number of cards equal to the damage dealt.
  • At the start of each character’s turn, the party must collectively discard a number of cards equal to the number of unoccupied locations.
  • The difficulty of checks to close locations is decreased by the number of cards in the blessings discard pile.
  • To win the scenario, close all locations.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Defeated: Captain Horrus Riptooth, Hyapatia
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Port Peril Corsair
    Monster 2

    Traits
    Elf
    Pirate
    Veteran

    Check
    Combat
    13

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

    Monster 2
    Spoiler:
    Bakekujira
    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
    Spoiler:
    Koko
    Monster 4

    Traits
    Plant
    Treant

    Check
    Combat
    17

    Powers
    Koko is immune to the Mental and Poison traits.
    Before you act, Koko deals 1 Ranged Combat damage to each character.
    If the check to defeat has the Fire trait, add 1d8 to it.
    If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.

    Monster 4
    Spoiler:
    Gargoyle Sniper
    Monster 4

    Traits
    Gargoyle
    Scout

    Check
    Combat
    18

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

    Monster 5
    Spoiler:
    Sapphire Jellyfish
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Electricity Arc Trap
    Barrier 4

    Traits
    Trap
    Magic
    Electricity

    Check
    Dexterity
    Disable
    12
    OR
    Intelligence
    Arcane
    14

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

    Barrier 2
    Spoiler:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may 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
    Spoiler:
    Teleportation Trap
    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 4
    Spoiler:
    Assassination Attempt
    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 5
    Spoiler:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Random Weapons:
    Weapon 1
    Spoiler:
    Flaming Longbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

    Weapon 2
    Spoiler:
    Keen Falcata +1
    Weapon 2

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 6.

    Weapon 3
    Spoiler:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Weapon 4
    Spoiler:
    Icy Boarding Pike +1
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Weapon 5
    Spoiler:
    Flaming Longbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

    Random Spells:
    Spell 1
    Spoiler:
    Holy Feast
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    13

    Powers
    Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.

    Spell 2
    Spoiler:
    Rage
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    Display this card next to the deck of a character at your location; you may play this card during her check. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

    Spell 3
    Spoiler:
    Speed
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
    If you do not have the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Animate Water
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
    Discard this card to evade a bane that has the Aquatic trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Instant Armor
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

    Powers
    When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Flaming Buckler Gun
    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 2
    Spoiler:
    Besmaran Vestments
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Besmaran Vestments
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Shark Skin Armor
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Random Items:
    Item 1
    Spoiler:
    Crystal of Healing Hands
    Item 3

    Traits
    Accessory
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
    After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.

    Item 2
    Spoiler:
    Ring of the Sea Strider
    Item 5

    Traits
    Accessory
    Magic
    Aquatic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
    Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.

    Item 3
    Spoiler:
    Topaz of Strength
    Item B

    Traits
    Object
    Magic

    Check
    Strength
    7

    Powers
    Recharge this card to roll your Strength die instead of the normal die on a non-combat check.

    Item 4
    Spoiler:
    Magic Spyglass
    Item 4

    Traits
    Object
    Magic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Reveal this card to add 1 die to any Perception check.
    Discard this card to examine the top 3 cards of your location deck and put them back in any order.

    Item 5
    Spoiler:
    Gloves of Dueling
    Item 5

    Traits
    Accessory
    Magic
    Swashbuckling

    Check
    Charisma
    Diplomacy
    13

    Powers
    Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.

    Random Allies:
    Ally 1
    Spoiler:
    Crimson Cogward
    Ally 1

    Traits
    Human
    Rogue
    Pirate

    Check
    Strength
    Melee
    6
    OR
    Charisma
    Diplomacy
    7

    Powers
    Discard this card and bury another card to succeed at your check to acquire a boon.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 2
    Spoiler:
    Baby Triceratops
    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 3
    Spoiler:
    Lady Cerise Bloodmourn
    Ally 4

    Traits
    Human
    Aristocrat
    Captain
    Pirate

    Check
    Intelligence
    Knowledge
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    Bury this card and recharge another card to succeed at your check to close a location.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 4
    Spoiler:
    Old Salt
    Ally B

    Traits
    Human
    Veteran

    Check
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Conchobhar Turlach Shortstone
    Ally 1

    Traits
    Gnome
    Bard
    Pirate

    Check
    Charisma
    Diplomacy
    7

    Powers
    Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 3
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 5
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Turn: 20 Amaryllis/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of Geryon

    Top Blessing:
    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: 10
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 21 Tarlin)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 2 (Turn 22 Lini)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 23 Aric)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 24 Hayato)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 25 Amaryllis)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 26 Tarlin)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 27 Lini)
    Spoiler:
    Blessing of Erastil
    Blessing C

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 28 Aric)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 29 Hayato)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 30 Amaryllis)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Helm
    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,

    Bow
    At This Location: At the start of your turn, you may examine the top card of this location deck.
    When Closing: Succeed at an Intelligence 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:1 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Amaryllis

    Bow Card 1:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Bow Card 2:
    Crown of Swords
    Item 2

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    Melee
    8

    Powers
    Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.

    Bow Card 3 - Pirate Bomber:
    Pirate Bomber
    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.

    Rigging
    At This Location: You may recharge a card to evade your encounter.
    When Closing: Succeed at a Dexterity 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:2 Ba:3 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Tarlin,
    Notes: Pirate Entertainments, Seaweed Siren, Hurricane Winds

    Rigging Card 1 - Sandbar:
    Sandbar
    Barrier 3

    Traits
    Task
    Aquatic

    Check
    Strength
    Knowledge
    Wisdom
    Perception
    11

    Powers
    Before you act, move each character to this location.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

    Rigging Card 2:
    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.

    Rigging Card 3:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Rigging Card 4:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

    Powers
    All damage dealt by the Siren Caller is Mental damage that may not be reduced.
    The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

    Rigging Card 5:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

    Powers
    The diffculty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

    Rigging Card 6:
    Seaweed Siren
    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.

    Rigging Card 7:
    Albatross Soup
    Barrier 5

    Traits
    Task

    Check
    Constitution
    Fortitude
    15

    Powers
    Banish an ally to evade and banish this barrier.
    Before the encounter, bury the top card of your deck.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Crow's Nest
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Aric
    Notes:

    Cargo Hold SotS
    At This Location: When you acquire a boon, draw a boon of that type from the box. Choose 1 and put it in your hand; banish the other.
    When Closing: Succeed at an Intelligence 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:1 Ba:0 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
    Located here: Hayato

    Cargo Hold SotS Card 1:
    Reflecting Buckler
    Armor 5

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Cargo Hold SotS Card 2:
    Lightning Elemental
    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Cargo Hold SotS Card 3:
    Tot Flask
    Item C

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

    Cargo Hold SotS Card 4:
    Shark-Eating Crab
    Monster 4

    Traits
    Animal
    Aquatic

    Check
    Combat
    18

    Powers
    If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
    Bury any allies played on the check to defeat the Shark-Eating Crab.


  • Character Deck Upgrade Prefs: Ally 6 > Armor 6 > Item 6

    :( Not sure what happened to my post. I'll try to recreate. SIGH!

    Aric finds himself assigned to lookout duty up in the Crow's nest. He's not a great fan of heights but thinks the may be more comfortable up there as...The Red Raven!

    SOT: Switch to The Red Raven. Swap in Blessing of Eternal Rose from kit for Shadowless Sword.
    SOT: Examine top card of Random Open Location: 1d4 ⇒ 4 Already known.
    Explore

    Lightning Elemental:

    Henchman Monster 3

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.


    Reveal Scoundrel's Sword Cane
    Combat (Melee) 17: 1d10 + 7 + 2d6 + 2 ⇒ (2) + 7 + (4, 1) + 2 = 16
    Recharge Blessing of Bastet to reroll the last d6
    Combat (Melee) 17: 15 + 1d6 ⇒ 15 + (4) = 19 Defeated!

    To make matters worse, the storm clouds seem to attack him, as a creature of pure electricity bursts out to strike at him. He manages to disperse it with one (or maybe two) quick swings of his cane. He's quite shocked he didn't get shocked!

    Attempt to Close
    Discard Blessing of the Eternal Rose
    Wisdom 12: 2d8 + 3 ⇒ (7, 2) + 3 = 12 Location Closed!

    "No, nothing up here...anymore!"

    End Turn. Switch back to Aric. Reset Hand.

    Aric/The Red Raven wrote:

    Hand: Scoundrel's Sword Cane, Marianix Karn, Vestments of False Faith, Blessing of Abadar, Sawtooth Sabre +2, Vampiric Backsword +3, Blessing of Zon-Kuthon,

    Displayed:
    Deck: 12 Discard: 3 Buried: 1
    Notes: Use blessings as needed. Reroll used: N
    Kit: Hypnotist's Locket, Shadowless Sword, Lockpick Shield,

    Skills and Powers:
    SKILLS

    Aric
    Strength d6 [X]+1 [ ]+2
    Dexterity d4 [ ]+1
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [X]+1 [X]+2 [ ]+3
    Knowledge: Intelligence +2
    Wisdom d8 [X]+1 [ ]+2 [ ]+3
    Perception: Wisdom +2
    Charisma d10 [X]+1 [X]+2 [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).


    Amaryllis' Deck

    The hour of Geryon (that's interesting...)

    Amaryllis attempts once again to fly ahead of the ship to scout.

    Discard Fly to examine top card of Bow and Cargo Hold
    Bow top card: Hurricane Winds (Henchman Barrier 3)
    CH top card: Reflecting Buckler (Armor 5)
    Move to Cargo Hold
    Spell Recharge - Arcane 10: 1d12 + 6 ⇒ (5) + 6 = 11 recharged

    She notices an electricity-resistant buckler near the cargo hold and decides it might be best to retrieve it before flying into the storm.

    Reflecting Buckler:

    Armor 5
    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.


    Reveal Ataxian to add 1 to Fortitude check, discard Blessing of the Gods to add 1 die
    Fortitude 10: 2d8 + 4 ⇒ (3, 3) + 4 = 10 acquired
    Draw random armor from the box as per location power and select one: Flaming Buckler Gun (Armor 6)
    Return Reflecting Buckler to the box

    A surging wave knocks Amaryllis from her feet and she tumbles with buckler in hand into the cargo hold.

    Recharge Pearl of Magic and bury Flaming Buckler Gun to recharge Death's Touch from discard pile
    Discard Master of Gales to explore, revealing Codex of Conversations to attempt recharge
    Charisma 14: 1d12 + 4 ⇒ (9) + 4 = 13 discarded

    Lightning Elemental:

    Henchman Monster 3
    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.


    Discard Ataxian to attempt to evade monster
    Diplomacy 10: 1d4 ⇒ 2 failed, monster not evaded
    Reveal Codex of Conversations to auto-succeed at recharge of Ataxian
    Bury Blessing of the Gods and remaining cards in hand (Codex of Conversations, Alise Grogblud, Life Leech, Cloudburst), copying top card of blessings discard pile, to succeed at check to defeat Lightning Elemental
    Draw up to hand size:

    Amaryllis wrote:

    Hand: Wand of Treasure Finding, Blessing of the Gods 3, Cleric of Nethys, Blessing of Pharasma 1, Wand of Flying, Pyromaniac Mage, Surgeon, Fire Snake, Blessing of the Gods 1, Channel the Gift, Besmaran Priest (acquired),

    Displayed:
    Deck: 5 Discard: 5 Buried: 7
    Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result. Dice re-roll used for 0-6E: N
    Sideboard cards:

    Attempt location close check: Discard Fire Snake to use Arcane skill, Recharge Pyromaniac Mage for 1d6+1

    Intelligence 30-20=10: 1d12 + 6 + 1d6 + 1 ⇒ (9) + 6 + (4) + 1 = 20 location closed!
    Spell Recharge - Arcane 8: 1d12 + 6 ⇒ (10) + 6 = 16 recharged

    Hayato helps Amaryllis right herself as the crackling energy of a lightning elemental forms below deck. Before the two can ready their weapons and spells, the monster lets out a wail as its tendrils of electricity form into snakes of all shapes and sizes. The creature morphs into a pile of writhing snakes that scatter to all corners of the hold as the sound of Geryon's maniacal laughter echo in their heads. The elemental has been defeated but Amaryllis is wary of why Geryon would chose to help them at that moment. Hayato and Amaryllis flee the hold full of slithering serpents.

    Discard Channel the Gift to draw Scrying from player deck
    Spell Recharge - Arcane 14: 1d12 + 6 ⇒ (10) + 6 = 16 recharged
    Discard Scrying to name barrier and examine top 3 cards of Rigging:
    Card #1: Sandbar (Barrier 3)
    Card #2: Blessing of Abadar (Blessing B)
    Card #3: Hurricane Winds (Henchman Barrier 3)
    Place Hurricane Winds on top of Sandbar on top of deck, shuffle remaining cards in location deck
    Spell Recharge - Arcane 12: 1d12 + 6 ⇒ (7) + 6 = 13 recharged
    Bury Wand of Flying to move to Bow (all top cards of open locations known)
    Wand Recharge - Arcane 12: 1d12 + 6 ⇒ (12) + 6 = 18 recharged
    Reveal Surgeon to shuffle in random card from discard: Blessing of Nethys, then recharge Surgeon

    Amaryllis checks her crystal ball and sees the full force of the hurricane approaching from the bow and sweeping over the rigging. She uses her wand to steady her through the whipping winds and heads to the bow to help the crew navigate through the storm.

    Reset hand, shuffle player deck and end turn

    Amaryllis wrote:

    Hand: Wand of Treasure Finding, Blessing of the Gods 3, Cleric of Nethys, Blessing of Pharasma 1, Blessing of the Gods 1, Besmaran Priest (acquired), Fire Snake, Ataxian, Pearl of Magic (acquired), Wand of Flying, Channel the Gift,

    Displayed:
    Deck: 6 Discard: 4 Buried: 7
    Notes: Blessings available as needed. All blessings with Basic trait give 1d12 instead of normal die and recharge with an odd result. Dice re-roll used for 0-6E: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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.

    Armor 6 acquired
    Cargo Hold closed
    Top card of Bow and Rigging are both [b]Hurricane Winds (Henchman)


    During This Adventure:
    Loot || Ships || Summoned Banes || Hand Summaries

    During This Scenario: 0-6E: INTO THE MAELSTROM

  • The party does not have a ship.
  • When your ship is dealt Structural damage, first apply any powers on cards in play that reduce or increase that damage, then characters may play cards or use powers that affect Structural damage. The party must then collectively discard a number of cards equal to the damage dealt.
  • At the start of each character’s turn, the party must collectively discard a number of cards equal to the number of unoccupied locations.
  • The difficulty of checks to close locations is decreased by the number of cards in the blessings discard pile.
  • To win the scenario, close all locations.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Defeated: Captain Horrus Riptooth, Hyapatia
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Pirate Bomber
    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 2
    Spoiler:
    Cyclops
    Monster 4

    Traits
    Giant
    Cyclops

    Check
    Combat
    22

    Powers
    Before you act, examine the top card of your deck; then recharge it.
    Damage dealt by the Cyclops is dealt to each character at your location.

    Monster 3
    Spoiler:
    Marine
    Monster C

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

    Monster 4
    Spoiler:
    Great White Shark
    Monster 3

    Traits
    Animal
    Aquatic

    Check
    Combat
    16

    Powers
    The Great White Shark may not be evaded.
    If undefeated, put this card under the top card of the location deck, if it came from one.

    Monster 5
    Spoiler:
    Koko
    Monster 4

    Traits
    Plant
    Treant

    Check
    Combat
    17

    Powers
    Koko is immune to the Mental and Poison traits.
    Before you act, Koko deals 1 Ranged Combat damage to each character.
    If the check to defeat has the Fire trait, add 1d8 to it.
    If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.

    Random Barriers:
    Barrier 1
    Spoiler:
    Treasure Hunt
    Barrier B

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated

    Barrier 2
    Spoiler:
    Wyvern Blade Trap
    Barrier 3

    Traits
    Trap

    Check
    Dexterity
    Disable
    10
    OR
    Wisdom
    Perception
    12

    Powers
    If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.

    Barrier 3
    Spoiler:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Barrier 4
    Spoiler:
    Symbol of Insanity
    Barrier 4

    Traits
    Trap
    Magic

    Check
    Wisdom
    Divine
    14

    Powers
    If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

    Barrier 5
    Spoiler:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Flaming Musket +2
    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 2
    Spoiler:
    Flaming Longbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

    Weapon 3
    Spoiler:
    Zul
    Weapon 2

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill +1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.

    Weapon 4
    Spoiler:
    Keen Falcata +1
    Weapon 2

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this check is a 4, count it as a 6.

    Weapon 5
    Spoiler:
    Seaborne Trident +1
    Weapon 3

    Traits
    Polearm
    Melee
    Piercing
    Magic

    Check
    Strength
    Melee
    Survival
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
    Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.

    Random Spells:
    Spell 1
    Spoiler:
    Animated Weapon
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Recast
    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 3
    Spoiler:
    Rage
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    Display this card next to the deck of a character at your location; you may play this card during her check. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

    Spell 4
    Spoiler:
    Arcane Armor
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Dimension Leap
    Spell 3

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

    Powers
    When another character encounters a card, you may discard this card to move yourself to or from that character's location.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Besmaran Vestments
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Brine Dragonhide Breastplate
    Armor 4

    Traits
    Heavy Armor
    Magic
    Aquatic

    Check
    Constitution
    Fortitude
    9

    Powers
    Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Breastplate of the Deep
    Armor 5

    Traits
    Heavy Armor
    Magic
    Aquatic

    Check
    Constitution
    Fortitude
    11

    Powers
    Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Shark Skin Armor
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

    Powers
    Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Fortified Breastplate
    Armor 5

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card to add 3 to your Constitution or Fortitude check.
    Reveal this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
    If you are proficient with heavy armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Crystal of Healing Hands
    Item 3

    Traits
    Accessory
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    8

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
    After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.

    Item 2
    Spoiler:
    Ring of Regeneration
    Item 5

    Traits
    Accessory
    Magic
    Healing

    Check
    Constitution
    Fortitude
    Divine
    11

    Powers
    At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
    At the end of your turn, reveal this card to recharge 1 random card from your discard pile.

    Item 3
    Spoiler:
    Fuse Grenade
    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 4
    Spoiler:
    Pearl of Magic
    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 5
    Spoiler:
    Sapphire of Intelligence
    Item B

    Traits
    Object
    Magic

    Check
    Intelligence
    7

    Powers
    Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.

    Random Allies:
    Ally 1
    Spoiler:
    Pierce Jerrell
    Ally 3

    Traits
    Human
    Sorcerer
    Captain
    Pirate

    Check
    Intelligence
    Arcane
    6
    OR
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Ally 2
    Spoiler:
    Baby Triceratops
    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 3
    Spoiler:
    Baby Triceratops
    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 4
    Spoiler:
    Pteranodon
    Ally 4

    Traits
    Animal

    Check
    Wisdom
    Survival
    11

    Powers
    On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.

    Ally 5
    Spoiler:
    Avimar Sorrinash
    Ally 4

    Traits
    Lycanthrope
    Captain
    Pirate

    Check
    Wisdom
    Survival
    8
    THEN
    Charisma
    Diplomacy
    11

    Powers
    If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of Norgorber
    Blessing 5

    Traits
    Divine
    Norgorber

    Check
    Bury any card

    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to acquire a boon.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessing 3
    Spoiler:
    Blessing of Hshurha
    Blessing 2

    Traits
    Divine
    Hshurha

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check attempted by a character on a ship.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 5
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Turn: 21 Tarlin/Thunderspirit

    Top of Blessing Discard Pile: Blessing of Gozreh

    Top Blessing:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.


    Blessings Remaining: 9
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 22 Lini)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 2 (Turn 23 Aric)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 24 Hayato)
    Spoiler:
    Blessing of Kelizandri
    Blessing 3

    Traits
    Divine
    Kelizandri

    Check
    Constitution
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 25 Amaryllis)
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 26 Tarlin)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 27 Lini)
    Spoiler:
    Blessing of Erastil
    Blessing C

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 to any combat Dexterity check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 28 Aric)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 29 Hayato)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 30 Amaryllis)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Helm
    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,

    Bow
    At This Location: At the start of your turn, you may examine the top card of this location deck.
    When Closing: Succeed at an Intelligence 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:1 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Amaryllis

    Bow Card 1 - Hurricane Winds:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Bow Card 2:
    Crown of Swords
    Item 2

    Traits
    Accessory
    Magic

    Check
    Wisdom
    Divine
    Melee
    8

    Powers
    Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.

    Bow Card 3 - Pirate Bomber:
    Pirate Bomber
    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.

    Rigging
    At This Location: You may recharge a card to evade your encounter.
    When Closing: Succeed at a Dexterity 30 check.
    When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
    M:2 Ba:3 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: Tarlin,
    Notes: Pirate Entertainments, Seaweed Siren, Hurricane Winds

    Rigging Card 1 - Hurricane Winds:
    Hurricane Winds
    Henchman Barrier 3

    Traits
    Obstacle
    Task
    Weather

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    13

    Powers
    You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Rigging Card 2 - Sandbar:
    Sandbar
    Barrier 3

    Traits
    Task
    Aquatic

    Check
    Strength
    Knowledge
    Wisdom
    Perception
    11

    Powers
    Before you act, move each character to this location.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

    Rigging Card 3:
    Pirate Entertainments
    Barrier 2

    Traits
    Obstacle
    Pirate
    Veteran

    Check
    Strength
    Ranged
    Constitution
    Fortitude
    7

    Powers
    The diffculty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

    Rigging Card 4:
    Seaweed Siren
    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.

    Rigging Card 5:
    Siren Caller
    Monster B

    Traits
    Siren
    Aquatic
    Veteran

    Check
    Wisdom
    8

    Powers
    All damage dealt by the Siren Caller is Mental damage that may not be reduced.
    The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
    If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

    Rigging Card 6:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Rigging Card 7:
    Albatross Soup
    Barrier 5

    Traits
    Task

    Check
    Constitution
    Fortitude
    15

    Powers
    Banish an ally to evade and banish this barrier.
    Before the encounter, bury the top card of your deck.
    If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

    Crow's Nest
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Aric
    Notes:

    Cargo Hold SotS
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Hayato,

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