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

Game Master MorkXII


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During This Adventure:

  • Adventure Deck Number: 1

During This Scenario:

  • The difficulty of checks to defeat banes that have the Animal
    trait is increased by 4.
Swabbing the Decks:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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Random Monsters:
Monster 1
Spoiler:
Tiger Shark
Monster 1

Traits
Animal
Aquatic
Elite

Check
Combat
11

Powers
The Tiger Shark may not be evaded.

Monster 2
Spoiler:
Shackles Pirate
Monster B

Traits
Human
Pirate
Veteran

Check
Combat
9

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

Monster 3
Spoiler:
Vine Choker
Monster 1

Traits
Aberration
Plant
Elite

Check
Combat
10

Powers
The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.

Monster 4
Spoiler:
Bloodbug
Monster 1

Traits
Animal
Basic

Check
Combat
9

Powers
If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.

Monster 5
Spoiler:
Shackles Pirate
Monster C

Traits
Human
Pirate
Veteran

Check
Combat
9

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

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 undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.

Barrier 2
Spoiler:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

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

Barrier 3
Spoiler:
Bucket Brigade
Barrier B

Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Barrier 4
Spoiler:
Ambush
Barrier C

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

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

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 look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Random Weapons:
Weapon 1
Spoiler:
Boarding Axe
Weapon B

Traits
Axe
Melee
Slashing
Swashbuckling
Basic

Check
Strength
Melee
6

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

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:
Longbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. 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 to a combat check at another location.

Weapon 4
Spoiler:
Boarding Pike
Weapon C

Traits
Polearm
Melee
Piercing
2-Handed
Basic

Check
Strength
Melee
6

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

Weapon 5
Spoiler:
Boarding Pike
Weapon B

Traits
Polearm
Melee
Piercing
2-Handed
Basic

Check
Strength
Melee
6

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

Random Spells:
Spell 1
Spoiler:
Inflict
Spell C

Traits
Magic
Divine
Attack
Basic

Check
Wisdom
Divine
6

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

Spell 2
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 3
Spoiler:
Sphere of Fire
Spell 1

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
7

Powers
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard it.

Spell 4
Spoiler:
Obscure
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Spell 5
Spoiler:
Instant Armor
Spell C

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
3

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

Random Armors:
Armor 1
Spoiler:
Leather Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 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:
Cloth Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Armor 4
Spoiler:
Cloth Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Armor 5
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

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:
Amulet of Life
Item B

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
4

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

Item 3
Spoiler:
Ring of Wave Walking
Item 1

Traits
Accessory
Magic
Aquatic
Elite

Check
Constitution
Fortitude
6

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

Item 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:
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.

Random Allies:
Ally 1
Spoiler:
Sailor
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
6

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

Ally 2
Spoiler:
Giffer Tibbs
Ally B

Traits
Gnome
Pirate

Check
Charisma
Diplomacy
6

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

Ally 3
Spoiler:
Carver
Ally B

Traits
Elf
Pirate
Basic

Check
Charisma
Diplomacy
6

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

Ally 4
Spoiler:
Parrot
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
7

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

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 the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 2
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 3
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 4
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 5
Spoiler:
Blessing of 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.

Turn: 5 Amaryllis/WilderRedbeard

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: 25
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 6 Tarlin)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 2 (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 3 (Turn 8 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 4 (Turn 9 Amaryllis)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 5 (Turn 10 Tarlin)
Spoiler:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 6 (Turn 11 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 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 8 (Turn 13 Amaryllis)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 9 (Turn 14 Tarlin)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 10 (Turn 15 Lini)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

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

Blessings Deck Card 11 (Turn 16 Aric)
Spoiler:
Blessing of Gozreh
Blessing C

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

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

Blessings Deck Card 12 (Turn 17 Amaryllis)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 13 (Turn 18 Tarlin)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 14 (Turn 19 Lini)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 15 (Turn 20 Aric)
Spoiler:
Blessing of 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 16 (Turn 21 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 22 Tarlin)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 18 (Turn 23 Lini)
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 24 Aric)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 20 (Turn 25 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 21 (Turn 26 Tarlin)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

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

Blessings Deck Card 22 (Turn 27 Lini)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 23 (Turn 28 Aric)
Spoiler:
Blessing of Achaekek
Blessing C

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 24 (Turn 29 Amaryllis)
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 25 (Turn 30 Tarlin)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

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

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

Jungle Card 1:
Eye Patch
Item C

Traits
Accessory
Swashbuckling
Basic

Check
Charisma
Dexterity
5

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

Jungle Card 2:
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.

Jungle Card 3:
Master-at-Arms
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

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

Jungle Card 4:
Eye Patch
Item B

Traits
Accessory
Swashbuckling
Basic

Check
Charisma
Dexterity
5

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

Jungle Card 5:
Merfolk
Monster C

Traits
Merfolk
Aquatic
Basic

Check
Combat
8

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

Jungle Card 6:
Botfly Swarm
Henchman Monster 1

Traits
Animal
Swarm

Check
Combat
12
OR
Wisdom
Survival
8

Powers
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If undefeated, you may immediately attempt to close the location this henchman came from.

Jungle Card 7:
Master-at-Arms
Ally C

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

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

Jungle Card 8:
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.

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

Tempest Cay Card 1:
Goose in the Rigging
Barrier 1

Traits
Task
Elite

Check
Intelligence
Craft
7

Powers
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Tempest Cay Card 2:
Marine
Monster B

Traits
Human
Warrior
Veteran

Check
Combat
8

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

Tempest Cay Card 3:
Buoyancy
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
3

Powers
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

Tempest Cay Card 4:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Tempest Cay Card 5:
Jinx Eater
Ally B

Traits
Tengu
Assassin
Basic

Check
Charisma
Diplomacy
8

Powers
Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.

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

Pinnacle Atoll Card 1:
Botfly Swarm
Henchman Monster 1

Traits
Animal
Swarm

Check
Combat
12
OR
Wisdom
Survival
8

Powers
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If undefeated, you may immediately attempt to close the location this henchman came from.

Pinnacle Atoll Card 2:
Harpoon Trap
Barrier 1

Traits
Trap
Basic

Check
Dexterity
Acrobatics
9
OR
Disable
6

Powers
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Pinnacle Atoll 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 undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.

Pinnacle Atoll Card 4:
Masterwork Tools
Item B

Traits
Tool
Elite

Check
Dexterity
Disable
7

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

Pinnacle Atoll Card 5:
Joseph "Jack" Scrimshaw
Ally C

Traits
Human
Pirate

Check
Charisma
Diplomacy
6

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

Pinnacle Atoll Card 6:
Treasure Hunt
Barrier C

Traits
Cache
Task
Veteran

Check
Intelligence
Knowledge
7

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

Pinnacle Atoll Card 7:
Bloodbug
Monster 1

Traits
Animal
Basic

Check
Combat
9

Powers
If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.

Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Tarlin

Mangrove Swamp Card 1:
Botfly Swarm
Henchman Monster 1

Traits
Animal
Swarm

Check
Combat
12
OR
Wisdom
Survival
8

Powers
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If undefeated, you may immediately attempt to close the location this henchman came from.

Mangrove Swamp Card 2:
Draugr
Monster C

Traits
Undead
Aquatic
Basic

Check
Combat
9

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

Mangrove Swamp Card 3:
Dolphin
Ally C

Traits
Animal
Aquatic
Elite

Check
Wisdom
Survival
8

Powers
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Mangrove Swamp Card 4:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

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

Mangrove Swamp Card 5:
Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
3

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Mangrove Swamp Card 6:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Mangrove Swamp Card 7:
Shackled Sorcerer
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

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

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:2 ?:1

Sea Caves Card 1:
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.

Sea Caves Card 2:
Black Spot
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Sea Caves Card 3:
Cloth Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Sea Caves Card 4:
Marine
Monster B

Traits
Human
Warrior
Veteran

Check
Combat
8

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

Sea Caves Card 5:
Swab
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Sea Caves Card 6:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Sea Caves Card 7:
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.

Sea Caves Card 8:
Sap
Weapon B

Traits
Club
Melee
Bludgeoning
Basic

Check
Strength
Melee
6

Powers
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

Sea Caves Card 9:
Botfly Swarm
Henchman Monster 1

Traits
Animal
Swarm

Check
Combat
12
OR
Wisdom
Survival
8

Powers
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If undefeated, you may immediately attempt to close the location this henchman came from.

Sea Caves Card 10:
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.

Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a locatoin and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M:1 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:2 ?:1

Fringes of the Eye Card 1:
Dire Rat
Monster B

Traits
Animal
Basic

Check
Combat
8
OR
Dexterity
Stealth
6

Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.

Fringes of the Eye Card 2:
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.

Fringes of the Eye Card 3:
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.

Fringes of the Eye Card 4:
Tidepool Dragon
Ally 1

Traits
Dragon
Aquatic
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.

Fringes of the Eye Card 5:
Bucket Brigade
Barrier C

Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Fringes of the Eye Card 6:
Lookout
Ally C

Traits
Elf
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Fringes of the Eye Card 7:
Brinebrood Queen
Villain Monster 1

Traits
Aberration
Goblin
Aquatic
Mutant

Check
Combat
13

Powers
The Brinebrood Queen may not be evaded.
Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location.
If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.

Fringes of the Eye Card 8:
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.

Fringes of the Eye Card 9:
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.

Fringes of the Eye Card 10:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Rocky Cliff
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


Amaryllis' Deck

Amaryllis continues to guide the ship through the treacherous waters of the Atoll. The ship sticks out like a sore thumb in these waters but she prays they don't attract any undue attention.

Explore Pinnacle Atoll
Hirgenzosk on 1: 1d12 ⇒ 8 nope

Botfly Swarm:

Henchman Monster 1
Traits
Animal
Swarm

Check
Combat
12
OR
Wisdom
Survival
8

Powers
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If undefeated, you may immediately attempt to close the location this henchman came from.

A hush comes over the crew as a low humming noise begins to rise off the starboard bow. Amaryllis races to the starboard rail in time to see a Botfly Swarm charging the ship!
Discard Force Missile, Attack trait adds 1d8
Combat 12+4=16: 1d12 + 1d8 + 2d4 + 3 ⇒ (8) + (7) + (4, 1) + 3 = 23 success
Recharge spell check Arcane 6: 1d12 + 3 ⇒ (6) + 3 = 9 success

She heaves a Force Missile into the centre of the swarm. The impact squashes each individual fly like a giant fly-swatting type device and sprays the deck of the ship with a fine mist of fly innards. The fine spray is immediately followed by the horrid stench of rotting flesh no doubt coming from the same direction the flys travelled from. She calls the crew to set sail for a different port as she hangs over the rail and lets loose a second, more gutteral force missile.

Discard top card of the Blessings deck to close location
Stash a plunder card 1 Weapon, 2 Spell, 3 Armour, 4 Item, 5 Ally, 6 Choice: 1d6 ⇒ 1 Weapon
Location Closed! Reset hand and end turn

Amaryllis wrote:

Hand: Blessing of the Spellbound, Blessing of Pharasma 2, Spell Book, Pyrotechnic Blast, Codex, Jinx Eater,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes: Feel free to use blessings as needed
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Consitution +2
Intelligence d4 [ ] +1 [ ] +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.


During This Adventure:

  • Adventure Deck Number: 1

During This Scenario:

  • The difficulty of checks to defeat banes that have the Animal
    trait is increased by 4.
Swabbing the Decks:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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

Random Monsters:
Monster 1
Spoiler:
Zombie
Monster B

Traits
Undead
Zombie
Basic

Check
Combat
9

Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.

Monster 2
Spoiler:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Monster 3
Spoiler:
Pirate Captain
Monster B

Traits
Human
Captain
Pirate
Veteran

Check
Combat
12

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

Monster 4
Spoiler:
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.

Monster 5
Spoiler:
Giant Moray Eel
Monster 1

Traits
Animal
Aquatic
Basic

Check
Combat
10

Powers
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.

Random Barriers:
Barrier 1
Spoiler:
Man Overboard
Barrier C

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Barrier 2
Spoiler:
Barroom Brawl
Barrier B

Traits
Skirmish
Veteran

Check
Strength
Melee
Dexterity
5

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

Barrier 3
Spoiler:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

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

Barrier 4
Spoiler:
Harpoon Trap
Barrier 1

Traits
Trap
Basic

Check
Dexterity
Acrobatics
9
OR
Disable
6

Powers
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Barrier 5
Spoiler:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

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

Random Weapons:
Weapon 1
Spoiler:
Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Swashbuckling
Basic

Check
Dexterity
Ranged
Craft
6

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

Weapon 2
Spoiler:
Boarding Pike
Weapon C

Traits
Polearm
Melee
Piercing
2-Handed
Basic

Check
Strength
Melee
6

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

Weapon 3
Spoiler:
Fire Lance
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite

Check
Dexterity
Ranged
Craft
5

Powers
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

Weapon 4
Spoiler:
Tidewater Cutlass +1
Weapon 1

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee check + 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.
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.

Weapon 5
Spoiler:
Animalbane Dagger +1
Weapon 1

Traits
Knife
Ranged
Piercing
Magic

Check
Dexterity
Ranged
7

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

Random Spells:
Spell 1
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 2
Spoiler:
Detect Magic
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
2

Powers
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Arcane Armor
Spell C

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

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

Spell 4
Spoiler:
Holy Stone
Spell 1

Traits
Magic
Divine
Attack
Ranged
Elite

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Aid
Spell B

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
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:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Armor 2
Spoiler:
Buckler Gun
Armor B

Traits
Shield
FIrearm
Basic

Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5

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

Armor 3
Spoiler:
Chain Mail
Armor C

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Armor 4
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 5
Spoiler:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

Random Items:
Item 1
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 2
Spoiler:
Powder Horn
Item B

Traits
Tool
Alchemical
Basic

Check
Ranged
Intelligence
Craft
6

Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

Item 3
Spoiler:
Potion of Heroism
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

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

Item 4
Spoiler:
Helpful Haversack
Item 1

Traits
Accessory
Magic

Check
Dexterity
Intelligence
6

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

Item 5
Spoiler:
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:
Conchobhar Turlach Shortstone
Ally 1

Traits
Gnome
Bard
Pirate

Check
Charisma
Diplomacy
7

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

Ally 2
Spoiler:
Sandara Quinn
Ally 1

Traits
Human
Cleric
Pirate

Check
Charisma
Diplomacy
5

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

Ally 3
Spoiler:
Sailor
Ally C

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
6

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

Ally 4
Spoiler:
Carver
Ally C

Traits
Elf
Pirate
Basic

Check
Charisma
Diplomacy
6

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

Ally 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 the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 2
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 3
Spoiler:
Blessing of Milani
Blessing C

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

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

Blessing 4
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessing 5
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Turn: 6 Tarlin/Thunderspirit

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: 23
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 7 Lini)
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 8 Aric)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 3 (Turn 9 Amaryllis)
Spoiler:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 4 (Turn 10 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 11 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 6 (Turn 12 Aric)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

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

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 8 (Turn 14 Tarlin)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

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

Blessings Deck Card 9 (Turn 15 Lini)
Spoiler:
Blessing of Gozreh
Blessing C

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

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

Blessings Deck Card 10 (Turn 16 Aric)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 11 (Turn 17 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 12 (Turn 18 Tarlin)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 13 (Turn 19 Lini)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 14 (Turn 20 Aric)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

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

Blessings Deck Card 15 (Turn 21 Amaryllis)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 16 (Turn 22 Tarlin)
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 23 Lini)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 18 (Turn 24 Aric)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

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

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

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

Blessings Deck Card 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 Achaekek
Blessing C

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 22 (Turn 28 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 23 (Turn 29 Amaryllis)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

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

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

Jungle Card 1:
Eye Patch
Item C

Traits
Accessory
Swashbuckling
Basic

Check
Charisma
Dexterity
5

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

Jungle Card 2:
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.

Jungle Card 3:
Master-at-Arms
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

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

Jungle Card 4:
Eye Patch
Item B

Traits
Accessory
Swashbuckling
Basic

Check
Charisma
Dexterity
5

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

Jungle Card 5:
Merfolk
Monster C

Traits
Merfolk
Aquatic
Basic

Check
Combat
8

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

Jungle Card 6:
Botfly Swarm
Henchman Monster 1

Traits
Animal
Swarm

Check
Combat
12
OR
Wisdom
Survival
8

Powers
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If undefeated, you may immediately attempt to close the location this henchman came from.

Jungle Card 7:
Master-at-Arms
Ally C

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

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

Jungle Card 8:
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.

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

Tempest Cay Card 1:
Goose in the Rigging
Barrier 1

Traits
Task
Elite

Check
Intelligence
Craft
7

Powers
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Tempest Cay Card 2:
Marine
Monster B

Traits
Human
Warrior
Veteran

Check
Combat
8

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

Tempest Cay Card 3:
Buoyancy
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
3

Powers
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

Tempest Cay Card 4:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Tempest Cay Card 5:
Jinx Eater
Ally B

Traits
Tengu
Assassin
Basic

Check
Charisma
Diplomacy
8

Powers
Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.

Pinnacle Atoll
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Amaryllis

Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Tarlin

Mangrove Swamp Card 1:
Botfly Swarm
Henchman Monster 1

Traits
Animal
Swarm

Check
Combat
12
OR
Wisdom
Survival
8

Powers
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If undefeated, you may immediately attempt to close the location this henchman came from.

Mangrove Swamp Card 2:
Draugr
Monster C

Traits
Undead
Aquatic
Basic

Check
Combat
9

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

Mangrove Swamp Card 3:
Dolphin
Ally C

Traits
Animal
Aquatic
Elite

Check
Wisdom
Survival
8

Powers
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Mangrove Swamp Card 4:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

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

Mangrove Swamp Card 5:
Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
3

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Mangrove Swamp Card 6:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Mangrove Swamp Card 7:
Shackled Sorcerer
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

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

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:2 ?:1

Sea Caves Card 1:
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.

Sea Caves Card 2:
Black Spot
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Sea Caves Card 3:
Cloth Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Sea Caves Card 4:
Marine
Monster B

Traits
Human
Warrior
Veteran

Check
Combat
8

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

Sea Caves Card 5:
Swab
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Sea Caves Card 6:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Sea Caves Card 7:
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.

Sea Caves Card 8:
Sap
Weapon B

Traits
Club
Melee
Bludgeoning
Basic

Check
Strength
Melee
6

Powers
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

Sea Caves Card 9:
Botfly Swarm
Henchman Monster 1

Traits
Animal
Swarm

Check
Combat
12
OR
Wisdom
Survival
8

Powers
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If undefeated, you may immediately attempt to close the location this henchman came from.

Sea Caves Card 10:
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.

Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a locatoin and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M:1 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:2 ?:1

Fringes of the Eye Card 1:
Dire Rat
Monster B

Traits
Animal
Basic

Check
Combat
8
OR
Dexterity
Stealth
6

Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.

Fringes of the Eye Card 2:
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.

Fringes of the Eye Card 3:
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.

Fringes of the Eye Card 4:
Tidepool Dragon
Ally 1

Traits
Dragon
Aquatic
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.

Fringes of the Eye Card 5:
Bucket Brigade
Barrier C

Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Fringes of the Eye Card 6:
Lookout
Ally C

Traits
Elf
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Fringes of the Eye Card 7:
Brinebrood Queen
Villain Monster 1

Traits
Aberration
Goblin
Aquatic
Mutant

Check
Combat
13

Powers
The Brinebrood Queen may not be evaded.
Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location.
If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.

Fringes of the Eye Card 8:
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.

Fringes of the Eye Card 9:
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.

Fringes of the Eye Card 10:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Rocky Cliff
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


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

Tarlin remains in the swamp, despite his bettter judgment.
He hears a faint buzzing sound, but imagines it's all in his head.
Then the buzzing gets louder.
And louder.
And LOUDER.

Not only is it not in his head, it swarms all over him!
He calls on the divine might of Iomedae and casts a spell at the Botfly Swarm!

Swarm has the Animal trait, so combat DC goes from 12 to 16. Yeesh.
Reveal Holy Light for an addtional 1d8, and request Amaryllis' BofPharasma for 2 extra dice.
DC 16 Combat: 1d8 + 2 + 2d6 + 2d8 + 1d8 ⇒ (5) + 2 + (6, 2) + (8, 3) + (2) = 28 success

Tarlin drives away the swarm, and throws his new hat up in the air to celebrate...and it sinks into the swamp. Whoops. Bury Spellmaster's Tricorne to automatically recharge Holy Light.

Disgruntled with the loss of his new headwear, Tarlin looks to get away from the Mangrove Swamp.
Discard BofIomedae on close check...
DC 6 Fort to close: 1d8 + 2 + 1d8 ⇒ (3) + 2 + (4) = 9 success!

Reset hand and end turn.

Tarlin wrote:

Hand: Longsword 1, Boarding Axe (found), Quarterstaff, Elven Chain Shirt, Blessing of Cayden Cailean,

Displayed:
Deck: 8 Discard: 4 Buried: 1
Notes: Blessing available if needed.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 4 [x] 5 [ ] 6
Proficient with: Lt Armor, Hv Armor, Weapons
Powers:
* Instead of your first exploration on a turn, you may reveal a weapon that has the 2-handed trait or a blessing to choose a character at your location. Shuffle 1d4+1 random cards from her discard pile into her deck, then discard the card you revealed.
* You may discard an armor to return a weapon from your discard pile to your hand.
<Power 3>
<Power 4>
<Power 5>


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

Lini once more tries to clean the filth from the deck this time getting help from the talisman crafter

fortitude 7: 1d8 + 2 + 1d4 ⇒ (2) + 2 + (1) = 5

Obviously not a job for a gnome

Sends the frog ahead

it finds an eye patch

charisma 5+1: 1d8 ⇒ 6 Black is so Linis colour

Discards frilled lizard finds a rose growing from a wall

divine 6: 1d10 + 3 ⇒ (10) + 3 = 13

Blessing of Milani acquired

Ends turn

Lini wrote:

Hand: Eye patch, Blessing of milani 2, Blessing of milani, Blessing of Thoth, Burning snot,

Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes: Blessing avaiable
Sideboard cards:

Skills and Powers:
SKILLS

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

Hand Size 5 [ ] 6
Light Armors [X1] Weapons [ ]
Powers:
When you play an ally that has the animal trait, if you would discard recharge or bury it you may instead shuffle it into your deck ([ ] or put it on top of your deck)
You may discard a card to use a d12 for your strength or dexterity die. If the check is against a card that has the animal or aquatic trait you may recharge it instead


During This Adventure:

  • Adventure Deck Number: 1

During This Scenario:

  • The difficulty of checks to defeat banes that have the Animal
    trait is increased by 4.
Swabbing the Decks:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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

Random Monsters:
Monster 1
Spoiler:
Crab Swarm
Monster B

Traits
Animal
Aquatic
Swarm
Basic

Check
Combat
8

Powers
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Monster 2
Spoiler:
Skeleton
Monster C

Traits
Undead
Skelton
Basic

Check
Combat
8

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

Monster 3
Spoiler:
Shackled Sorcerer
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

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

Monster 4
Spoiler:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

Monster 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:
Man Overboard
Barrier C

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Barrier 2
Spoiler:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

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

Barrier 3
Spoiler:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

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

Barrier 4
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 5
Spoiler:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

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

Random Weapons:
Weapon 1
Spoiler:
Mace
Weapon B

Traits
Mace
Melee
Bludgeoning
Basic

Check
Strength
Melee
4

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

Weapon 2
Spoiler:
Boarding Pike
Weapon B

Traits
Polearm
Melee
Piercing
2-Handed
Basic

Check
Strength
Melee
6

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

Weapon 3
Spoiler:
Rapier
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
5

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

Weapon 4
Spoiler:
Cutlass
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
6

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

Weapon 5
Spoiler:
Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
3

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Random Spells:
Spell 1
Spoiler:
Force Missile
Spell B

Traits
Magic
Arcane
Attack
Force
Basic

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Illuminate
Spell 1

Traits
Magic
Arcane
Divine
Attack
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Spell 3
Spoiler:
Strength
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Spell 4
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 5
Spoiler:
Sphere of Fire
Spell 1

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
7

Powers
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. 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 9 check. If you succeed, recharge this card; if you fail, discard it.

Random Armors:
Armor 1
Spoiler:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

Armor 2
Spoiler:
Chain Shirt
Armor B

Traits
Light Armor
Swashbuckling
Basic

Check
Constitution
Fortitude
4

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

Armor 3
Spoiler:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

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

Armor 4
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 5
Spoiler:
Buckler Gun
Armor B

Traits
Shield
FIrearm
Basic

Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5

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

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

Traits
Accessory
Magic
Elite

Check
Constitution
Fortitude
5

Powers
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.

Item 3
Spoiler:
Tot Flask
Item B

Traits
Object
Alchemical

Check
Intelligence
Craft
6

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

Item 4
Spoiler:
Bracers of Protection
Item B

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1.

Item 5
Spoiler:
Potion of Fortitude
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

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

Random Allies:
Ally 1
Spoiler:
Chanty Singer
Ally B

Traits
Half-Elf
Bard
Elite

Check
Charisma
Diplomacy
6

Powers
Reveal this card to avoid being moved to a location.
Discard this card to explore your location.

Ally 2
Spoiler:
Deckhand
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
6

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

Ally 3
Spoiler:
Master Gunner
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

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

Ally 4
Spoiler:
Master Gunner
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

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

Ally 5
Spoiler:
Barefoot Samms Toppin
Ally B

Traits
Human
Rogue
Pirate

Check
Charisma
Diplomacy
8

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

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

Traits
Divine
Basic

Check
None
0

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

Blessing 2
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessing 3
Spoiler:
Blessing of Milani
Blessing C

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

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

Blessing 4
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Turn: 8 Aric/Greenclaw

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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


Blessings Remaining: 21
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 9 Amaryllis)
Spoiler:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 2 (Turn 10 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 11 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 12 Aric)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 5 (Turn 13 Amaryllis)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 6 (Turn 14 Tarlin)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

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

Blessings Deck Card 7 (Turn 15 Lini)
Spoiler:
Blessing of Gozreh
Blessing C

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

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

Blessings Deck Card 8 (Turn 16 Aric)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 9 (Turn 17 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 10 (Turn 18 Tarlin)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 11 (Turn 19 Lini)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 12 (Turn 20 Aric)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

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

Blessings Deck Card 13 (Turn 21 Amaryllis)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 14 (Turn 22 Tarlin)
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 15 (Turn 23 Lini)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 16 (Turn 24 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 17 (Turn 25 Amaryllis)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

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

Blessings Deck Card 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 Achaekek
Blessing C

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 20 (Turn 28 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 21 (Turn 29 Amaryllis)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

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

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

Jungle Card 1:
Master-at-Arms
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

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

Jungle Card 2:
Eye Patch
Item B

Traits
Accessory
Swashbuckling
Basic

Check
Charisma
Dexterity
5

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

Jungle Card 3:
Merfolk
Monster C

Traits
Merfolk
Aquatic
Basic

Check
Combat
8

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

Jungle Card 4:
Botfly Swarm
Henchman Monster 1

Traits
Animal
Swarm

Check
Combat
12
OR
Wisdom
Survival
8

Powers
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If undefeated, you may immediately attempt to close the location this henchman came from.

Jungle Card 5:
Master-at-Arms
Ally C

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

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

Jungle Card 6:
Giant Rock Crab
Monster 1

Traits
Animal
Aquatic

Check
Combat
13

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

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

Tempest Cay Card 1:
Goose in the Rigging
Barrier 1

Traits
Task
Elite

Check
Intelligence
Craft
7

Powers
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Tempest Cay Card 2:
Marine
Monster B

Traits
Human
Warrior
Veteran

Check
Combat
8

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

Tempest Cay Card 3:
Buoyancy
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
3

Powers
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

Tempest Cay Card 4:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Tempest Cay Card 5:
Jinx Eater
Ally B

Traits
Tengu
Assassin
Basic

Check
Charisma
Diplomacy
8

Powers
Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.

Pinnacle Atoll
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Amaryllis

Mangrove Swamp
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Tarlin

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:2 ?:1

Sea Caves Card 1:
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.

Sea Caves Card 2:
Black Spot
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Sea Caves Card 3:
Cloth Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Sea Caves Card 4:
Marine
Monster B

Traits
Human
Warrior
Veteran

Check
Combat
8

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

Sea Caves Card 5:
Swab
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Sea Caves Card 6:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Sea Caves Card 7:
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.

Sea Caves Card 8:
Sap
Weapon B

Traits
Club
Melee
Bludgeoning
Basic

Check
Strength
Melee
6

Powers
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

Sea Caves Card 9:
Botfly Swarm
Henchman Monster 1

Traits
Animal
Swarm

Check
Combat
12
OR
Wisdom
Survival
8

Powers
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If undefeated, you may immediately attempt to close the location this henchman came from.

Sea Caves Card 10:
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.

Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a locatoin and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M:1 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:2 ?:1

Fringes of the Eye Card 1:
Dire Rat
Monster B

Traits
Animal
Basic

Check
Combat
8
OR
Dexterity
Stealth
6

Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.

Fringes of the Eye Card 2:
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.

Fringes of the Eye Card 3:
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.

Fringes of the Eye Card 4:
Tidepool Dragon
Ally 1

Traits
Dragon
Aquatic
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.

Fringes of the Eye Card 5:
Bucket Brigade
Barrier C

Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Fringes of the Eye Card 6:
Lookout
Ally C

Traits
Elf
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Fringes of the Eye Card 7:
Brinebrood Queen
Villain Monster 1

Traits
Aberration
Goblin
Aquatic
Mutant

Check
Combat
13

Powers
The Brinebrood Queen may not be evaded.
Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location.
If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.

Fringes of the Eye Card 8:
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.

Fringes of the Eye Card 9:
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.

Fringes of the Eye Card 10:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Rocky Cliff
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


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

With the botfly swarm dealt with, The Red Raven continues to explore Tempest Cay, still unsure what he may hope to achieve on this treacherous island.

After move step, examine next card using Red Raven's power:

Goose in the Rigging :

Barrier 1
Traits
Task
Elite

Check
Intelligence
Craft
7

Powers
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Explore

There is cry from this ship, which stops the vigilante in his tracks. "All hands on deck! Goose! Get that blasted thing out before it completely tangles the sails!"

With a sigh, The Red Raven rushes back to help out the rest of the crew. This was going to be one of those days.
BYA Strength DC6[/dice: 1d6 ⇒ 3

The goose gets tangled before enough men can get up on deck. It becomes a matter of working out how to get it without tearing the sails. Even the nobles on board are called in to provide their advice.
Recharge Social Climber to add 1d4.
Intelligence DC7: 1d8 + 1d4 ⇒ (2) + (1) = 3

This looks like it could take awhile...

End Turn. Reset Hand.

Aric/The Red Raven wrote:

Hand: Magnifying Glass, Sword Cane, Spyglass, Flawless Monocle,

Displayed:
Deck: 11 Discard: 4 Buried: 0
Notes:
Sideboard cards: Clockwork Spy, Rapier, Gambeson,

Skills and Powers:
SKILLS

Aric
Strength d6 [X]+1 [ ]+2
Dexterity d4 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Knowledge: Intelligence +2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Diplomacy: Charisma +3

Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

The Red Raven
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d4 [ ]+1

Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([ ] or turn) you may examine the top card of your location deck. ([ ] If its a monster, you may encounter it).


During This Adventure:

  • Adventure Deck Number: 1

During This Scenario:

  • The difficulty of checks to defeat banes that have the Animal
    trait is increased by 4.
Swabbing the Decks:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Goose in the Rigging:
Goose in the Rigging
Barrier 1

Traits
Task
Elite

Check
Intelligence
Craft
7

Powers
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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

Random Monsters:
Monster 1
Spoiler:
Tiger Shark
Monster 1

Traits
Animal
Aquatic
Elite

Check
Combat
11

Powers
The Tiger Shark may not be evaded.

Monster 2
Spoiler:
Zombie
Monster B

Traits
Undead
Zombie
Basic

Check
Combat
9

Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.

Monster 3
Spoiler:
Vine Choker
Monster 1

Traits
Aberration
Plant
Elite

Check
Combat
10

Powers
The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.

Monster 4
Spoiler:
Bloodbug
Monster 1

Traits
Animal
Basic

Check
Combat
9

Powers
If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.

Monster 5
Spoiler:
Blood Moon Pirate
Monster B

Traits
Lycanthrope
Pirate
Elite

Check
Combat
13

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

Random Barriers:
Barrier 1
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 2
Spoiler:
Man Overboard
Barrier C

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Barrier 3
Spoiler:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

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

Barrier 4
Spoiler:
Harpoon Trap
Barrier 1

Traits
Trap
Basic

Check
Dexterity
Acrobatics
9
OR
Disable
6

Powers
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Barrier 5
Spoiler:
Barroom Brawl
Barrier B

Traits
Skirmish
Veteran

Check
Strength
Melee
Dexterity
5

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

Random Weapons:
Weapon 1
Spoiler:
Rapier
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
5

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

Weapon 2
Spoiler:
Falcata
Weapon B

Traits
Sword
Melee
Slashing
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not 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:
Rapier
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
5

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

Weapon 4
Spoiler:
Tidewater Cutlass +1
Weapon 1

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee check + 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.
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.

Weapon 5
Spoiler:
Short Sword
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
4

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

Random Spells:
Spell 1
Spoiler:
Frostbite
Spell B

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

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

Spell 2
Spoiler:
Black Spot
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Holy Stone
Spell 1

Traits
Magic
Divine
Attack
Ranged
Elite

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Fireblade
Spell C

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Confusion
Spell B

Traits
Magic
Arcane
Divine
Mental
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Random Armors:
Armor 1
Spoiler:
Cloth Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Armor 2
Spoiler:
Wooden Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

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

Armor 3
Spoiler:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

Armor 4
Spoiler:
Benevolent Buckler
Armor 1

Traits
Shield
Magic

Check
Constitution
Fortitude
5

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

Armor 5
Spoiler:
Chain Shirt
Armor B

Traits
Light Armor
Swashbuckling
Basic

Check
Constitution
Fortitude
4

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

Random Items:
Item 1
Spoiler:
Alchemist's Fire
Item C

Traits
Liquid
Attack
Fire
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Item 2
Spoiler:
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 3
Spoiler:
Masterwork Tools
Item B

Traits
Tool
Elite

Check
Dexterity
Disable
7

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

Item 4
Spoiler:
Potion of Lucubration
Item C

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

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

Item 5
Spoiler:
Rum Bottle
Item B

Traits
Object
Liquid
Basic

Check
Constitution
Fortitude
7
OR
Craft
5

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

Random Allies:
Ally 1
Spoiler:
Dolphin
Ally B

Traits
Animal
Aquatic
Elite

Check
Wisdom
Survival
8

Powers
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Ally 2
Spoiler:
Cabin Boy
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
4

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

Ally 3
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 4
Spoiler:
Dwarf Caiman
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
6

Powers
Reveal this card to add 1d6 to your Stealth or Fortitude check.
Discard this card to explore your location.

Ally 5
Spoiler:
Giffer Tibbs
Ally B

Traits
Gnome
Pirate

Check
Charisma
Diplomacy
6

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

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

Traits
Divine
Basic

Check
None
0

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

Blessing 2
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 3
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessing 4
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessing 5
Spoiler:
Blessing of 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: 9 Amaryllis/WilderRedbeard

Top of Blessing Discard Pile: Blessing of Gorum

Top Blessing:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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


Blessings Remaining: 20
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 10 Tarlin)
Spoiler:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

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

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

Traits
Divine
Basic

Check
None
0

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

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

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 5 (Turn 14 Tarlin)
Spoiler:
Blessing of 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 15 Lini)
Spoiler:
Blessing of Gozreh
Blessing C

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

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

Blessings Deck Card 7 (Turn 16 Aric)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 8 (Turn 17 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 9 (Turn 18 Tarlin)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 10 (Turn 19 Lini)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 11 (Turn 20 Aric)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

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

Blessings Deck Card 12 (Turn 21 Amaryllis)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 13 (Turn 22 Tarlin)
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 23 Lini)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 15 (Turn 24 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 25 Amaryllis)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

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

Blessings Deck Card 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 Achaekek
Blessing C

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 19 (Turn 28 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 20 (Turn 29 Amaryllis)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

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

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

Jungle Card 1:
Master-at-Arms
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

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

Jungle Card 2:
Eye Patch
Item B

Traits
Accessory
Swashbuckling
Basic

Check
Charisma
Dexterity
5

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

Jungle Card 3:
Merfolk
Monster C

Traits
Merfolk
Aquatic
Basic

Check
Combat
8

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

Jungle Card 4:
Botfly Swarm
Henchman Monster 1

Traits
Animal
Swarm

Check
Combat
12
OR
Wisdom
Survival
8

Powers
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If undefeated, you may immediately attempt to close the location this henchman came from.

Jungle Card 5:
Master-at-Arms
Ally C

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

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

Jungle Card 6:
Giant Rock Crab
Monster 1

Traits
Animal
Aquatic

Check
Combat
13

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

Tempest Cay
At This Location: If your ship is dealt Structural damage, increase the damage by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M:2 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:0
Located here: Aric
Notes: Goose in the Rigging displayed (must be encountered for your first explore here each turn)

Tempest Cay Card 1:
Marine
Monster B

Traits
Human
Warrior
Veteran

Check
Combat
8

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

Tempest Cay Card 2:
Buoyancy
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
3

Powers
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

Tempest Cay Card 3:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Tempest Cay Card 4:
Jinx Eater
Ally B

Traits
Tengu
Assassin
Basic

Check
Charisma
Diplomacy
8

Powers
Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.

Pinnacle Atoll
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Amaryllis

Mangrove Swamp
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Tarlin

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:2 ?:1

Sea Caves Card 1:
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.

Sea Caves Card 2:
Black Spot
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Sea Caves Card 3:
Cloth Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Sea Caves Card 4:
Marine
Monster B

Traits
Human
Warrior
Veteran

Check
Combat
8

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

Sea Caves Card 5:
Swab
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Sea Caves Card 6:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Sea Caves Card 7:
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.

Sea Caves Card 8:
Sap
Weapon B

Traits
Club
Melee
Bludgeoning
Basic

Check
Strength
Melee
6

Powers
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

Sea Caves Card 9:
Botfly Swarm
Henchman Monster 1

Traits
Animal
Swarm

Check
Combat
12
OR
Wisdom
Survival
8

Powers
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If undefeated, you may immediately attempt to close the location this henchman came from.

Sea Caves Card 10:
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.

Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a locatoin and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M:1 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:2 ?:1

Fringes of the Eye Card 1:
Dire Rat
Monster B

Traits
Animal
Basic

Check
Combat
8
OR
Dexterity
Stealth
6

Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.

Fringes of the Eye Card 2:
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.

Fringes of the Eye Card 3:
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.

Fringes of the Eye Card 4:
Tidepool Dragon
Ally 1

Traits
Dragon
Aquatic
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.

Fringes of the Eye Card 5:
Bucket Brigade
Barrier C

Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Fringes of the Eye Card 6:
Lookout
Ally C

Traits
Elf
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Fringes of the Eye Card 7:
Brinebrood Queen
Villain Monster 1

Traits
Aberration
Goblin
Aquatic
Mutant

Check
Combat
13

Powers
The Brinebrood Queen may not be evaded.
Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location.
If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.

Fringes of the Eye Card 8:
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.

Fringes of the Eye Card 9:
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.

Fringes of the Eye Card 10:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Rocky Cliff
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


Amaryllis' Deck

Move to Sea Caves

Amaryllis shudders as the ship approaches a familiar sight. The swell of the surf threatens to envelop the mouths of several caves yawning toward the open water. It won't be the same as before, She reassures herself. Plus, you've already dealt with that Vine Choker, the rest should be a breeze!

Encounter Card #1

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.

A Sea Hag appears from the waves! Amaryllis grits her teeth in determination as a sputtering ball of flame begins to build in the palms of her hands.

No need for BYA check since Pyrotechnic Blast does not have the attack trait, recharge BotSpellbound
Combat 11: 2d12 + 2d4 + 3 ⇒ (5, 5) + (4, 1) + 3 = 18 success
Recharge spell check (reveal Spell Book): Arcane 8: 1d12 + 1d4 + 3 ⇒ (3) + (2) + 3 = 8 success

She fires a blast at the hag that explodes into a colourful fireworks display. The crew are delighted, the Sea Hag is charred, and Amaryllis prepares for what may lie ahead.

Reset hand and end turn

Amaryllis wrote:

Hand: Fire Snake, Confusion, Spell Book, Cape of Escape, Codex, Jinx Eater,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Consitution +2
Intelligence d4 [ ] +1 [ ] +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.


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

Tarlin guides the ship the very edge of the swirling Eye of Abendego. As he approaches, he realizes he needs to better prepare himself for the trials ahead, so he whispers a prayer to Iomedae, who responds by giving him a bit of healing.
Display Quarterstaff to heal 1d4 + 1 ⇒ (3) + 1 = 4 cards, then discard Quarterstaff.

Discard BofCayden to explore.
A dire rat emerges and scuttles across his boot as he tries to steer the ship! Animal trait increases DC by 4.
Reveal, then discard, Longsword 1
DC 8+4 Combat: 1d10 + 2 + 1d8 + 1d6 ⇒ (10) + 2 + (5) + (3) = 20 success

Tarlin drives the rat off!

Discard Elven Chain Shirt to return Quarterstaff to hand, then reset hand and end turn.

Tarlin wrote:

Hand: Quarterstaff, Boarding Axe (found), Blessing of Iomedae 1, Cure 1, Blessing of Sarenrae,

Displayed:
Deck: 9 Discard: 3 Buried: 1
Notes: Blessings available if needed.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 4 [x] 5 [ ] 6
Proficient with: Lt Armor, Hv Armor, Weapons
Powers:
* Instead of your first exploration on a turn, you may reveal a weapon that has the 2-handed trait or a blessing to choose a character at your location. Shuffle 1d4+1 random cards from her discard pile into her deck, then discard the card you revealed.
* You may discard an armor to return a weapon from your discard pile to your hand.
<Power 3>
<Power 4>
<Power 5>


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

Lini also heads to the sea caves Blessing of Besmara revealed

she explores and finds a curious marking and instantly recognises the power of the black spot (divine 4 1d10+3 autosuccess)

Discards one of her blessings of milani to explore again and finds some cloth armour (fort 2 1d8+2 auto success again)

Discards other blessing of milani to explore again and find a marine she sneezes burning snot all over the marine

combat 9: 1d10 + 3 + 1d6 ⇒ (7) + 3 + (2) = 12 The marine jumps into the sea to put out the falames and swims away from the gnomes

burning snot recharge divine 7: 1d10 + 3 ⇒ (1) + 3 = 4

Burning snot discarded

Lini wrote:

Hand: Eye patch, Talisman crafter, Blessing of Thoth, Black spot, cloth armour,

Displayed:
Deck: 11 Discard: 5 Buried: 0
Notes: Blessing avaiable Also Black spot
Sideboard cards:

Skills and Powers:
SKILLS

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

Hand Size 5 [ ] 6
Light Armors [X1] Weapons [ ]
Powers:
When you play an ally that has the animal trait, if you would discard recharge or bury it you may instead shuffle it into your deck ([ ] or put it on top of your deck)
You may discard a card to use a d12 for your strength or dexterity die. If the check is against a card that has the animal or aquatic trait you may recharge it instead


During This Adventure:

  • Adventure Deck Number: 1

During This Scenario:

  • The difficulty of checks to defeat banes that have the Animal
    trait is increased by 4.
Swabbing the Decks:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Goose in the Rigging:
Goose in the Rigging
Barrier 1

Traits
Task
Elite

Check
Intelligence
Craft
7

Powers
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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

Random Monsters:
Monster 1
Spoiler:
Shackles Pirate
Monster B

Traits
Human
Pirate
Veteran

Check
Combat
9

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

Monster 2
Spoiler:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

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

Monster 3
Spoiler:
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.

Monster 4
Spoiler:
Shackles Pirate
Monster C

Traits
Human
Pirate
Veteran

Check
Combat
9

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

Monster 5
Spoiler:
Shackled Sorcerer
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

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

Random Barriers:
Barrier 1
Spoiler:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

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

Barrier 2
Spoiler:
Harpoon Trap
Barrier 1

Traits
Trap
Basic

Check
Dexterity
Acrobatics
9
OR
Disable
6

Powers
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Barrier 3
Spoiler:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

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

Barrier 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 look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Random Weapons:
Weapon 1
Spoiler:
Harpoon
Weapon B

Traits
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

Weapon 2
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.

Weapon 3
Spoiler:
Short Sword
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
4

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

Weapon 4
Spoiler:
Cutlass
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
6

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

Weapon 5
Spoiler:
Cutlass
Weapon C

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
6

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

Random Spells:
Spell 1
Spoiler:
Aid
Spell B

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Instant Armor
Spell C

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
3

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

Spell 3
Spoiler:
Fireblade
Spell B

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Strength
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Spell 5
Spoiler:
Hydraulic Push
Spell 1

Traits
Magic
Arcane
Divine
Attack
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane 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 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Cloth Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Armor 2
Spoiler:
Wooden Armor
Armor C

Traits
Light Armor
Swashbuckling
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Armor 3
Spoiler:
Chain Mail
Armor C

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Armor 4
Spoiler:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

Armor 5
Spoiler:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

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

Random Items:
Item 1
Spoiler:
Nautical Charts
Item B

Traits
Book

Check
Wisdom
Survival
7

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

Item 2
Spoiler:
Archer's Bracers
Item 1

Traits
Accessory
Magic
Elite

Check
Dexterity
Ranged
7

Powers
Reveal this card to add 2 to your Ranged combat check.

Item 3
Spoiler:
Amulet of Life
Item B

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
4

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

Item 4
Spoiler:
Ring of Wave Walking
Item 1

Traits
Accessory
Magic
Aquatic
Elite

Check
Constitution
Fortitude
6

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

Item 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:
Captain
Ally B

Traits
Human
Captain
Pirate
Basic

Check
Constitution
Fortitude
4
THEN
Charisma
Diplomacy
6

Powers
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your noncombat checks during this exploration.

Ally 2
Spoiler:
Swab
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 3
Spoiler:
Master Gunner
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

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

Ally 4
Spoiler:
Heartbreak Hinsin
Ally B

Traits
Human
Aristocrat
Pirate

Check
Dexterity
Disable
4
THEN
Charisma
Diplomacy
7

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

Ally 5
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.

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

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 3
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessing 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 the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Turn: 12 Aric/Greenclaw

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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


Blessings Remaining: 17
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 13 Amaryllis)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 2 (Turn 14 Tarlin)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

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

Blessings Deck Card 3 (Turn 15 Lini)
Spoiler:
Blessing of Gozreh
Blessing C

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

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

Blessings Deck Card 4 (Turn 16 Aric)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 5 (Turn 17 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 6 (Turn 18 Tarlin)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 7 (Turn 19 Lini)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 8 (Turn 20 Aric)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

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

Blessings Deck Card 9 (Turn 21 Amaryllis)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 10 (Turn 22 Tarlin)
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 23 Lini)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 12 (Turn 24 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 13 (Turn 25 Amaryllis)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

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

Blessings Deck Card 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 Achaekek
Blessing C

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 16 (Turn 28 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 17 (Turn 29 Amaryllis)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

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

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

Jungle Card 1:
Master-at-Arms
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

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

Jungle Card 2:
Eye Patch
Item B

Traits
Accessory
Swashbuckling
Basic

Check
Charisma
Dexterity
5

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

Jungle Card 3:
Merfolk
Monster C

Traits
Merfolk
Aquatic
Basic

Check
Combat
8

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

Jungle Card 4:
Botfly Swarm
Henchman Monster 1

Traits
Animal
Swarm

Check
Combat
12
OR
Wisdom
Survival
8

Powers
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If undefeated, you may immediately attempt to close the location this henchman came from.

Jungle Card 5:
Master-at-Arms
Ally C

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

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

Jungle Card 6:
Giant Rock Crab
Monster 1

Traits
Animal
Aquatic

Check
Combat
13

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

Tempest Cay
At This Location: If your ship is dealt Structural damage, increase the damage by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M:2 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:0
Located here: Aric
Notes: Goose in the Rigging displayed (must be encountered for your first explore here each turn)

Tempest Cay Card 1:
Marine
Monster B

Traits
Human
Warrior
Veteran

Check
Combat
8

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

Tempest Cay Card 2:
Buoyancy
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
3

Powers
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

Tempest Cay Card 3:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Tempest Cay Card 4:
Jinx Eater
Ally B

Traits
Tengu
Assassin
Basic

Check
Charisma
Diplomacy
8

Powers
Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.

Pinnacle Atoll
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

Mangrove Swamp
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

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:0 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:2 ?:1
Located here: Amaryllis, Lini

Sea Caves Card 1:
Swab
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Sea Caves Card 2:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Sea Caves Card 3:
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.

Sea Caves Card 4:
Sap
Weapon B

Traits
Club
Melee
Bludgeoning
Basic

Check
Strength
Melee
6

Powers
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

Sea Caves Card 5:
Botfly Swarm
Henchman Monster 1

Traits
Animal
Swarm

Check
Combat
12
OR
Wisdom
Survival
8

Powers
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If undefeated, you may immediately attempt to close the location this henchman came from.

Sea Caves Card 6:
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.

Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a locatoin and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M:0 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:2 ?:1
Located here: Tarlin

Fringes of the Eye Card 1:
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.

Fringes of the Eye Card 2:
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.

Fringes of the Eye Card 3:
Tidepool Dragon
Ally 1

Traits
Dragon
Aquatic
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.

Fringes of the Eye Card 4:
Bucket Brigade
Barrier C

Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Fringes of the Eye Card 5:
Lookout
Ally C

Traits
Elf
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Fringes of the Eye Card 6:
Brinebrood Queen
Villain Monster 1

Traits
Aberration
Goblin
Aquatic
Mutant

Check
Combat
13

Powers
The Brinebrood Queen may not be evaded.
Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location.
If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.

Fringes of the Eye Card 7:
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.

Fringes of the Eye Card 8:
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.

Fringes of the Eye Card 9:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Rocky Cliff
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


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

The Red Raven excuses himself from the attempts to work out how to get the goose out of the riggings once it becomes a matter of brains not a question of braun. A few moments later it is Aric, not the Raven who is seen above deck helping the crew sort of out how best to get the troublesome birds out without destroying the sails in the process.

Switch to Aric at start of turn. Exchange Flawless Monocle for Clockwork Spy from kit. Explore Tempest Cay

Goose in the Rigging:

Barrier 1

Traits
Task
Elite

Check
Intelligence
Craft
7

Powers
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Intelligence DC7: 1d8 ⇒ 1

Aric, not being an experienced seamen is also unable to help, so decides to instead continue to scout around the island while the rest of the crew continue to try and sort out the whole goose situation. For extra protection, while not in his Red Raven costume, the aristocratic sends out his little toy 'Tock' to help spy out any threates.

Dipslay Clockwork Spy to examine top card of deck.

Marine:

Monster B

Traits
Human
Warrior
Veteran

Check
Combat
8

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

The little clockwork automaton quickly alerts of impending danger, so Aric again excuses himself below deck...and the Red Raven once again appears only a few minutes later. If everyone wasn't milling around looking up at the geese in the riggings, they might have been suspicious by now.

Upon examining card, switch to Red Raven again. Switch Magnifying Glass for Rapier


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

Free explore from Clockwork Spy

A scuffle breaks out on the shore between one of the crew and a rough looking man who just burst out of the jungle. One of the cultists? Or just an unfortunate survivor of a previous ship who has since lost his mind? Either way, the Red Raven wastes no time rushing forward to defend the deckhand.

Sword Cane
Combat (Melee) DC9: 1d10 + 3 + 1d6 ⇒ (10) + 3 + (4) = 17

A quick whack over the head with his sword cane is enough to knock the crazed seafarer out. Not wanting to be caught unawares again, The Red Raven pauses a moment to look around the surrounding area with his spyglass.

Discard Spyglass to examine top 2 cards of location deck and put them back in any order: Bouyancy spell and Rat Swarm. Leave spell on top.

The Red Raven then heads back to the ship for yet another quick change, completely unnoticed by the goose obsessed crew.

Switch to Aric again upon examining card.


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

End Turn. Reset Hand.

Aric/The Red Raven wrote:

Hand: Rapier, Sword Cane, Psychic Detective, Marianix Karn, Patrician's Armor, Captain's Cutlass,

Displayed: Clockwork Spy,
Deck: 6 Discard: 5 Buried: 0
Notes:
Sideboard cards: Flawless Monocle, Magnifying Glass, Gambeson,

Skills and Powers:
SKILLS

Aric
Strength d6 [X]+1 [ ]+2
Dexterity d4 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Knowledge: Intelligence +2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Diplomacy: Charisma +3

Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

The Red Raven
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d4 [ ]+1

Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([ ] or turn) you may examine the top card of your location deck. ([ ] If its a monster, you may encounter it).


Amaryllis' Deck

Flip top card of blessings deck: BotGods

The tide has started to rise and Amaryllis, being a halfling, is beginning to get a little uneasy about the height of the water.

ATL start-of-turn check Fortitude 6: 1d8 + 2 ⇒ (1) + 2 = 3 fail, bury Cape of Escape

As the surf continues to rise and Amaryllis starts to tread water but gets tangled up in her cape. The tide rises above her head as she fumbles with the clasp, releases the cape and bolts for the surface. The cape sinks and is taken away by the undertow. Undeterred, Amaryllis continues to explore the caves.

Explore Card #1

Swab:

Ally B
Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Deeper in the cave she notices a ragged looking man stranded by the high tide. Amaryllis calls out to him.

Charisma 6: 1d12 + 1 ⇒ (11) + 1 = 12 success

The man is grateful to be found before the tide rises any higher. He informs Amaryllis of the layout of the cave before she helps him return to the ship.

Discard Swab, explore Card #2

Blessing of the Gods:

Blessing B
Traits
Divine
Basic

Check
None
0

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

Auto-acquire

Amaryllis feels as if the gods are smiling on her for helping out that stranded man. She continues her search of the cave.

Discard Jinx Eater, explore Card #3

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.

After exploring one of the areas of the cave pointed out by the Swab, Amaryllis spots a Chest hidden on a ledge high up in the walls of the cave. With the rising of the tide she is just barely able to reach the ledge and pull herself up. The chest appears to be securely locked. Amaryllis attempts to open it with the help of a summoned Fire Snake.

Discard Fire Snake and BotGods to use Arcane skill in place of Dexterity
Arcane 9: 2d12 + 3 ⇒ (4, 3) + 3 = 10 success
Spell recharge check Arcane 8: 1d12 + 3 ⇒ (1) + 3 = 4 fail
Random Weapons: 1d4 ⇒ 1 Draw random weapon 1: Harpoon

Harpoon:

Weapon B
Traits
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

Amaryllis excitedly opens the chest to find a single harpoon rattling around in the bottom. She wonders why someone would have gone to so much trouble securing and stashing a harpoon but, once she lifts it out, she is grateful for the feel of the deadly weapon in her hands.

Reset hand, attempt spell recharge check for Fire Snake, end turn
Arcane 8: 1d12 + 3 ⇒ (10) + 3 = 13 success

Amaryllis wrote:

Hand: Flame Staff, Confusion, Spell Book, Harpoon (found), Codex, Surgeon,

Displayed:
Deck: 7 Discard: 6 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Consitution +2
Intelligence d4 [ ] +1 [ ] +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.


During This Adventure:

  • The scourge die is 1d6.
  • If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.
  • When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor.

During This Scenario:

  • Cohort: Cordelia Perseis
  • At the start of your turn, you may examine the top card of another location deck.
  • When you move, succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or move to a random open location.
Cordelia Perseis:
Cordelia Perseis
Cohort

Powers
At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck.

After your roll, recharge this card to reroll any number of dice.

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

Random Monsters:
Monster 1
Spoiler:
Ghost Scorpion
Monster B

Traits
Animal
Poison
Basic
Trigger

Check
Combat
9

Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.

Monster 2
Spoiler:
Shock Elemental
Monster B

Traits
Elemental
Outsider
Electricity
Basic

Check
Combat
9

Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

Monster 3
Spoiler:
Bonecrusher Chieftain
Monster 2

Traits
Bonecrusher
Trigger
Veteran

Check
Combat
12

Powers
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
If you play a weapon on your check to defeat, discard it.

Monster 4
Spoiler:
Plague Zombie
Monster 1

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Monster 5
Spoiler:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

Random Barriers:
Barrier 1
Spoiler:
The First Law
Barrier 1

Traits
Curse
Law
Trigger
Elite

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.

Barrier 2
Spoiler:
The Evil Eye
Barrier C

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.

Barrier 3
Spoiler:
Hurtling Tiles Trap
Barrier 1

Traits
Obstacle
Trap
Basic

Check
Intelligence
Perception
6
OR
Dexterity
Stealth
8

Powers
During this encounter, items may not be played.
If defeated, you may explore your location.
If undefeated, you are dealt 1d4 Ranged combat damage.

Barrier 4
Spoiler:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

Barrier 5
Spoiler:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

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

Random Weapons:
Weapon 1
Spoiler:
Explorer's Staff
Weapon C

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
2

Powers
Discard this card to add 2 dice to your Disable check.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

Weapon 2
Spoiler:
Djinni Quarterstaff
Weapon C

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
6
OR
Arcane
Divine
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 another 1d6.
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

Weapon 3
Spoiler:
Blowgun
Weapon B

Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic

Check
Dexterity
Ranged
Knowledge
5

Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Weapon 4
Spoiler:
Bolas
Weapon C

Traits
Chain
Ranged
Bludgeoning
Basic

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

Weapon 5
Spoiler:
Blowgun
Weapon B

Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic

Check
Dexterity
Ranged
Knowledge
5

Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Random Spells:
Spell 1
Spoiler:
Cure
Spell C

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

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

Spell 2
Spoiler:
Unshakable Chill
Spell B

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Detect Undead
Spell 1

Traits
Magic
Divine

Check
Wisdom
Divine
5

Powers
During your turn, discard this card to examine the top card of your location deck. If the card has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Immolate
Spell C

Traits
Magic
Arcane
Divine
Attack
Fire
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
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 7 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Knock
Spell 1

Traits
Magic
Arcane

Check
Intelligence
Arcane
7

Powers
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Tussah Silk Coat
Armor B

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 2
Spoiler:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.

Armor 3
Spoiler:
Shield Cloak
Armor 1

Traits
Clothing
Light Armor
Offhand
Magic

Check
Intelligence
Knowledge
8

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

Armor 4
Spoiler:
Crocodile Skin Helmet
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
6

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.

Armor 5
Spoiler:
Crocodile Skin Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

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

Random Items:
Item 1
Spoiler:
Mumia
Item 2

Traits
Liquid
Alchemical
Mummy

Check
Intelligence
Craft
8

Powers
Banish this card to banish a displayed card that has the Curse trait.
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.

Item 2
Spoiler:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

Item 3
Spoiler:
Noxious Bomb
Item C

Traits
Liquid
Attack
Poison
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Item 4
Spoiler:
Frost Staff
Item B

Traits
Staff
Attack
Magic
Cold

Check
Arcane
Divine
6

Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.

Item 5
Spoiler:
Bladeguard
Item B

Traits
Liquid
Acid
Alchemical
Basic

Check
Intelligence
Craft
6

Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

Random Allies:
Ally 1
Spoiler:
Porcupine
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Ally 2
Spoiler:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Ally 3
Spoiler:
Mumia Smugglers
Ally B

Traits
Human
Rogue
Aspis
Hireling

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
Discard this card to explore your location.

Ally 4
Spoiler:
Dhabba
Ally C

Traits
Animal
Poison
Basic

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Ally 5
Spoiler:
Nefti the Bard
Ally B

Traits
Human
Bard
Aspis

Check
Charisma
Diplomacy
8

Powers
If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
During a character at your location's explore step, discard this card to allow her to explore her location.

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

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessing 2
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

Blessing 3
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessing 4
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

Blessing 5
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Turn: 6 Poog/Redelia

Top of Blessing Discard Pile: Sovereign Court Favor

Top Blessing:
Sovereign Court Favor
Favor 2

Traits
None

Check
None

Powers
While this card is on top of the blessings discard pile, you may add 1d12 to checks to acquire. When you acquire a boon, you may draw a boon of the same type from the box.


Blessings Remaining: 24
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 7 Ukuja)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessings Deck Card 2 (Turn 8 Mavero)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 3 (Turn 9 Bekah)
Spoiler:
Blessing of Ra
Blessing C

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire 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 10 Valeros)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 5 (Turn 11 Erasmus)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 6 (Turn 12 Poog)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Blessings Deck Card 7 (Turn 13 Ukuja)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 8 (Turn 14 Mavero)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 9 (Turn 15 Bekah)
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 10 (Turn 16 Valeros)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire 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 Erasmus)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 12 (Turn 18 Poog)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessings Deck Card 13 (Turn 19 Ukuja)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 14 (Turn 20 Mavero)
Spoiler:
Blessing of Nethys
Blessing C

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you 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 Bekah)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Blessings Deck Card 16 (Turn 22 Valeros)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 17 (Turn 23 Erasmus)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 18 (Turn 24 Poog)
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 25 Ukuja)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire 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 26 Mavero)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire 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 27 Bekah)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

Blessings Deck Card 22 (Turn 28 Valeros)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

Blessings Deck Card 23 (Turn 29 Erasmus)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Deck Card 24 (Turn 30 Poog)
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.

Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:0 Ar:3 I:1 Al:1 Bl:0 ?:2

Dye Market Card 1:
Porcupine
Ally B

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Dye Market Card 2:
Bone Lamellar
Armor 1

Traits
Light Armor

Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8

Powers
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

Dye Market Card 3:
Tekenu
Monster 2

Traits
Undead
Elite

Check
Combat
13

Powers
The Tekenu is immune to the Mental and Poison traits.
Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
If the check to defeat has the Divine trait, add 1d6.

Dye Market Card 4:
Yellow Jelly
Monster B

Traits
Ooze
Acid
Basic

Check
Combat
8

Powers
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.

Dye Market Card 5:
Blessing of Wadjet
Blessing C

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Dye Market Card 6:
Osirion History Guide
Item B

Traits
Book
Basic

Check
Intelligence
Wisdom
Knowledge
3

Powers
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.

Dye Market Card 7:
Burglar's Buckler
Armor 1

Traits
Shield

Check
Constitution
Fortitude
Disable
6

Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.

Dye Market Card 8:
Falling Rubble
Barrier B

Traits
Obstacle
Trap
Bludgeoning
Basic

Check
Dexterity
Acrobatics
Perception
Survival
6

Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.

Dye Market Card 9:
Kidnapper
Henchman Monster 2

Traits
Trigger
Human
Rogue

Check
Combat
13
OR
Diplomacy
Perception
9

Powers
When you examine this card, you may encounter it. If you do, ignore its before you act power.

Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.

If defeated, you may immediately attempt to close the location this henchman came from.

Dye Market Card 10:
Armored Kilt
Armor B

Traits
Clothing
Light Armor
Basic

Check
Constitution
Fortitude
5

Powers
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.

Dye Market Card 11:
Galvanic Chakram +1
Weapon 1

Traits
Knife
Ranged
Slashing
Electricity
Magic
Elite

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

Mumia Lab
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: Ukuja

Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M:3 Ba:2 W:0 Sp:0 Ar:1 I:2 Al:1 Bl:0 ?:3
Notes: Enchanter

Warehouse Card 1:
Curse of Teeth and Fleas
Barrier 2

Traits
Curse
Magic
Trigger

Check
Wisdom
Survival
Divine
10

Powers
When you examine this card, banish it.
If undefeated, display this card. If you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage then 1d4 Poison damage. If the Poison damage is not reduced to 0, draw the scourge Curse of Poisoning from the box.

Warehouse Card 2:
Crocodile Skin Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Warehouse Card 3:
Carrion Golem
Monster 2

Traits
Construct
Golem
Elite

Check
Combat
14

Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Warehouse Card 4:
Kidnapper
Henchman Monster 2

Traits
Trigger
Human
Rogue

Check
Combat
13
OR
Diplomacy
Perception
9

Powers
When you examine this card, you may encounter it. If you do, ignore its before you act power.

Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.

If defeated, you may immediately attempt to close the location this henchman came from.

Warehouse Card 5:
Caravan Raider
Monster B

Traits
Human
Veteran

Check
Stealth
7
OR
Combat
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

Warehouse Card 6:
Stained Glass Elemental
Ally B

Traits
Elemental
Electricity
Veteran

Check
Charisma
Survival
Arcane
9

Powers
Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.

Warehouse Card 7:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

Warehouse Card 8:
The Second Law
Barrier 1

Traits
Curse
Law
Elite
Trigger

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

Warehouse Card 9:
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.

Warehouse Card 10:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Warehouse Card 11:
Effigy of Maat
Item 2

Traits
Object
Magic
Maat
Trigger

Check
Constitution
Fortitude
Divine
8

Powers
When you examine this card, you may reveal a blessing that has the Maat trait to acquire this card.
Bury this card after you roll a check to remove a number of dice rolled from the result. Add or subtract 5 from the result for each die removed.

Warehouse Card 12:
Enchanter
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.

Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Valeros

Dilapidated Plaza Card 1:
Kidnapper
Henchman Monster 2

Traits
Trigger
Human
Rogue

Check
Combat
13
OR
Diplomacy
Perception
9

Powers
When you examine this card, you may encounter it. If you do, ignore its before you act power.

Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.

If defeated, you may immediately attempt to close the location this henchman came from.

Dilapidated Plaza Card 2:
Fire Hydra
Monster B

Traits
Aberration
Fire
Basic

Check
Combat
7

Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

Dilapidated Plaza Card 3:
Javelin of Lightning
Weapon 2

Traits
Spear
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

Dilapidated Plaza Card 4:
Armored Coat
Armor C

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
5

Powers
Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check. 
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Dilapidated Plaza Card 5:
Void Glyph
Barrier 1

Traits
Trap
Cold
Arcane
Trigger
Veteran

Check
Intelligence
Arcane
Knowledge
6
OR
Wisdom
8

Powers
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

Dilapidated Plaza Card 6:
Apprentice
Ally 2

Traits
Half-Elf

Check
Arcane
Divine
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

Dilapidated Plaza Card 7:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Dilapidated Plaza Card 8:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

Powers
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

Dilapidated Plaza Card 9:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.

Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
M:2 Ba:2 W:0 Sp:2 Ar:0 I:1 Al:0 Bl:2 ?:2
Located here: Poog

Glass Pavilion Card 1:
Viper Strike
Spell B

Traits
Magic
Arcane
Divine
Attack
Poison
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Glass Pavilion Card 2:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Glass Pavilion Card 3:
Yellow Jelly
Monster C

Traits
Ooze
Acid
Basic

Check
Combat
8

Powers
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.

Glass Pavilion Card 4:
Fireblade
Spell B

Traits
Magic
Divine
Attack
Fire
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Glass Pavilion Card 5:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Glass Pavilion Card 6:
The Evil Eye
Barrier B

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.

Glass Pavilion Card 7:
Flash Freeze
Item C

Traits
Liquid
Cold
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

Glass Pavilion Card 8:
Collapsing Scaffolding
Barrier C

Traits
Obstacle
Bludgeoning
Basic

Check
Dexterity
Acrobatics
Perception
4
THEN
Dexterity
Acrobatics
Perception
7

Powers
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.

Glass Pavilion Card 9:
Kidnapper
Henchman Monster 2

Traits
Trigger
Human
Rogue

Check
Combat
13
OR
Diplomacy
Perception
9

Powers
When you examine this card, you may encounter it. If you do, ignore its before you act power.

Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.

If defeated, you may immediately attempt to close the location this henchman came from.

Glass Pavilion Card 10:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Glass Pavilion Card 11:
Acid Mantis
Monster 1

Traits
Vermin
Acid
Trigger
Elite

Check
Combat
9

Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.

Vizier's Hill
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: Mavero, Erasmus
Notes:

Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
For the rest of the scenario, if you are at this location, at the start of your turn, you may draw an item from your discard pile.
M:2 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:3

Precinct of Left Eyes Card 1:
Pahmet Clansman
Ally B

Traits
Dwarf
Cleric
Basic

Check
Charisma
Diplomacy
Divine
6

Powers
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.

Precinct of Left Eyes Card 2:
Khopesh
Weapon C

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

Precinct of Left Eyes Card 3:
Bonecrusher Wizard
Monster B

Traits
Bonecrusher
Wizard
Trigger
Elite

Check
Combat
9

Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

Precinct of Left Eyes Card 4:
Crystal Stalker
Monster 1

Traits
Trigger
Elemental
Outsider
Elite

Check
Combat
9

Powers
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.

Precinct of Left Eyes Card 5:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

Precinct of Left Eyes Card 6:
Sling Staff
Weapon B

Traits
Sling
Staff
Ranged
Bludgeoning
2-Handed
Elite

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.

Precinct of Left Eyes Card 7:
Alchemical Gas
Barrier B

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Precinct of Left Eyes Card 8:
Magic Carpet
Item 2

Traits
Object
Magic

Check
Intelligence
Craft
Charisma
Survival
9

Powers
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.

Precinct of Left Eyes Card 9:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Precinct of Left Eyes Card 10:
Kidnapper
Henchman Monster 2

Traits
Trigger
Human
Rogue

Check
Combat
13
OR
Diplomacy
Perception
9

Powers
When you examine this card, you may encounter it. If you do, ignore its before you act power.

Before you act, you may discard an ally or a blessing; if you do not, suffer the scourge Curse of Poisoning.

If defeated, you may immediately attempt to close the location this henchman came from.

Precinct of Left Eyes Card 11:
Master Illusionist
Villain Monster 2

Traits
Trigger
Human
Wizard

Check
Intelligence
Arcane
Wisdom
Perception
5
THEN
Combat
15

Powers
When you examine the Illusionist, recharge a random card.

Before you act, each other character must succeed at an Intelligence, Arcane, Wisdom, or Perception 5 check or be unable to play cards until the end of the encounter.

All damage dealt by the Illusionist is Mental damage which cannot be reduced.

Precinct of Left Eyes Card 12:
Lightning Storm
Barrier C

Traits
Obstacle
Weather
Electricity

Check
None

Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

Smoking Den
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
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: Bekah


Oops! Bad copy/paste. Here's the correct scenario:
During This Adventure:

  • Adventure Deck Number: 1

During This Scenario:

  • The difficulty of checks to defeat banes that have the Animal
    trait is increased by 4.
Swabbing the Decks:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Goose in the Rigging:
Goose in the Rigging
Barrier 1

Traits
Task
Elite

Check
Intelligence
Craft
7

Powers
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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

Random Monsters:
Monster 1
Spoiler:
Marine
Monster C

Traits
Human
Warrior
Veteran

Check
Combat
8

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

Monster 2
Spoiler:
Merfolk
Monster B

Traits
Merfolk
Aquatic
Basic

Check
Combat
8

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

Monster 3
Spoiler:
Water Elemental
Monster C

Traits
Elemental
Aquatic
Basic

Check
Combat
12

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

Monster 4
Spoiler:
Shackles Pirate
Monster B

Traits
Human
Pirate
Veteran

Check
Combat
9

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

Monster 5
Spoiler:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Random Barriers:
Barrier 1
Spoiler:
Ambush
Barrier C

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

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

Barrier 2
Spoiler:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

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

Barrier 3
Spoiler:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

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

Barrier 4
Spoiler:
Large Chest
Barrier B

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

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

Barrier 5
Spoiler:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

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

Random Weapons:
Weapon 1
Spoiler:
Fire Lance
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite

Check
Dexterity
Ranged
Craft
5

Powers
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

Weapon 2
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 3
Spoiler:
Pepperbox
Weapon 1

Traits
Firearm
Ranged
Piercing
Elite

Check
Dexterity
Ranged
9

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

Weapon 4
Spoiler:
Longbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. 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 to a combat check at another location.

Weapon 5
Spoiler:
Musket
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
Craft
7

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

Random Spells:
Spell 1
Spoiler:
Cure
Spell C

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

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

Spell 2
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 3
Spoiler:
Inflict
Spell B

Traits
Magic
Divine
Attack
Basic

Check
Wisdom
Divine
6

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

Spell 4
Spoiler:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

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

Spell 5
Spoiler:
Call Weapon
Spell B

Traits
Magic
Arcane
Divine
Elite

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
Bury this card to search the deck of a character at your location for a weapon and give it to any character.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Magic Buckler
Armor B

Traits
Shield
Magic
Elite

Check
Constitution
Fortitude
6

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

Armor 2
Spoiler:
Magic Chain Shirt
Armor C

Traits
Light Armor
Magic
Swashbuckling
Elite

Check
Constitution
Fortitude
5

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

Armor 3
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 4
Spoiler:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

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

Armor 5
Spoiler:
Cloth Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Random Items:
Item 1
Spoiler:
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 2
Spoiler:
Token of Remembrance
Item B

Traits
Object
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
5

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

Item 3
Spoiler:
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 4
Spoiler:
Potion of Glibness
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

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

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:
Fox
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d4 to any Intelligence or Wisdom check.
Discard this card to explore your location.

Ally 2
Spoiler:
Boatswain
Ally B

Traits
Dwarf
Pirate
Basic

Check
Charisma
Diplomacy
9

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

Ally 3
Spoiler:
Master Gunner
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

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

Ally 4
Spoiler:
Dodo
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
5

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

Ally 5
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.

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

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessing 3
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 4
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Turn: 14 Tarlin/Thunderspirit

Top of Blessing Discard Pile: Blessing of Cayden Cailean

Top Blessing:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

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


Blessings Remaining: 15
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 15 Lini)
Spoiler:
Blessing of Gozreh
Blessing C

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

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

Blessings Deck Card 2 (Turn 16 Aric)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 3 (Turn 17 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 18 Tarlin)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 5 (Turn 19 Lini)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 6 (Turn 20 Aric)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

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

Blessings Deck Card 7 (Turn 21 Amaryllis)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 8 (Turn 22 Tarlin)
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 9 (Turn 23 Lini)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 10 (Turn 24 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 11 (Turn 25 Amaryllis)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

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

Blessings Deck Card 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 Achaekek
Blessing C

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 14 (Turn 28 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 15 (Turn 29 Amaryllis)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

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

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

Jungle Card 1:
Master-at-Arms
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

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

Jungle Card 2:
Eye Patch
Item B

Traits
Accessory
Swashbuckling
Basic

Check
Charisma
Dexterity
5

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

Jungle Card 3:
Merfolk
Monster C

Traits
Merfolk
Aquatic
Basic

Check
Combat
8

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

Jungle Card 4:
Botfly Swarm
Henchman Monster 1

Traits
Animal
Swarm

Check
Combat
12
OR
Wisdom
Survival
8

Powers
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If undefeated, you may immediately attempt to close the location this henchman came from.

Jungle Card 5:
Master-at-Arms
Ally C

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

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

Jungle Card 6:
Giant Rock Crab
Monster 1

Traits
Animal
Aquatic

Check
Combat
13

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

Tempest Cay
At This Location: If your ship is dealt Structural damage, increase the damage by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M:1 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:0
Located here: Aric
Notes: Goose in the Rigging displayed (must be encountered for your first explore here each turn)

Tempest Cay Card 1 - Buoyancy:
Buoyancy
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
3

Powers
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

Tempest Cay Card 2 - Rat Swarm:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Tempest Cay Card 3:
Jinx Eater
Ally B

Traits
Tengu
Assassin
Basic

Check
Charisma
Diplomacy
8

Powers
Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.

Pinnacle Atoll
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

Mangrove Swamp
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

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Amaryllis, Lini

Sea Caves Card 1:
Sap
Weapon B

Traits
Club
Melee
Bludgeoning
Basic

Check
Strength
Melee
6

Powers
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

Sea Caves Card 2:
Botfly Swarm
Henchman Monster 1

Traits
Animal
Swarm

Check
Combat
12
OR
Wisdom
Survival
8

Powers
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If undefeated, you may immediately attempt to close the location this henchman came from.

Sea Caves Card 3:
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.

Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a locatoin and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M:0 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:2 ?:1
Located here: Tarlin

Fringes of the Eye Card 1:
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.

Fringes of the Eye Card 2:
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.

Fringes of the Eye Card 3:
Tidepool Dragon
Ally 1

Traits
Dragon
Aquatic
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.

Fringes of the Eye Card 4:
Bucket Brigade
Barrier C

Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Fringes of the Eye Card 5:
Lookout
Ally C

Traits
Elf
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Fringes of the Eye Card 6:
Brinebrood Queen
Villain Monster 1

Traits
Aberration
Goblin
Aquatic
Mutant

Check
Combat
13

Powers
The Brinebrood Queen may not be evaded.
Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location.
If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.

Fringes of the Eye Card 7:
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.

Fringes of the Eye Card 8:
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.

Fringes of the Eye Card 9:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Rocky Cliff
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


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

Tarlin has heard that the path to the Jungle is blocked, so he heads over that way to see what he can d—
SWAB THOSE DECKS! barks an uncomfortably large pirate, shoving a mop into the cleric's hands.
Excuse me?

Tarlin dutifully tries to do just that.
Discard BofSarenrae.
DC 7 Fort: 3d8 + 2 ⇒ (2, 5, 2) + 2 = 11 success
Hard work feels good for his soul, and when he is done, he takes a celebratory drink. Recharge BofCayden.

Discard BoIomedae 1 to explore again.
He takes a little too long in his reverie, however, and another pirate shouts at Tarlin about his "lazy, land-lubber bones" before storming off. Auto-fail check to acquire Master-at-Arms.

Whispering a silent prayer to The Inheritor (use Cure 1 spell, 1d4 + 1 ⇒ (1) + 1 = 2), Tarlin moves back to his cabin to brood a little while.

Cure cards:
1d4 ⇒ 2 Longsword 1
1d3 ⇒ 3 BoIomedae

Reset hand and end turn.

Tarlin wrote:

Hand: Quarterstaff, Boarding Axe (found), Blessing of Pharasma, Blessing of Iomedae 1, Cure 2,

Displayed:
Deck: 9 Discard: 3 Buried: 1
Notes: Blessings available if needed.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 4 [x] 5 [ ] 6
Proficient with: Lt Armor, Hv Armor, Weapons
Powers:
* Instead of your first exploration on a turn, you may reveal a weapon that has the 2-handed trait or a blessing to choose a character at your location. Shuffle 1d4+1 random cards from her discard pile into her deck, then discard the card you revealed.
* You may discard an armor to return a weapon from your discard pile to your hand.
<Power 3>
<Power 4>
<Power 5>


During This Adventure:

  • Adventure Deck Number: 1

During This Scenario:

  • The difficulty of checks to defeat banes that have the Animal
    trait is increased by 4.
Goose in the Rigging:
Goose in the Rigging
Barrier 1

Traits
Task
Elite

Check
Intelligence
Craft
7

Powers
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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

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:
Giant Moray Eel
Monster 1

Traits
Animal
Aquatic
Basic

Check
Combat
10

Powers
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.

Monster 3
Spoiler:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

Monster 4
Spoiler:
Cecaelia
Monster B

Traits
Merfolk
Aquatic

Check
Combat
13

Powers
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.

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:
Bucket Brigade
Barrier B

Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Barrier 2
Spoiler:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

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

Barrier 3
Spoiler:
Lookout Duty
Barrier B

Traits
Task
Veteran

Check
Wisdom
Perception
6

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

Barrier 4
Spoiler:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

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

Barrier 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:
Fire Lance
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite

Check
Dexterity
Ranged
Craft
5

Powers
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

Weapon 2
Spoiler:
Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
3

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Weapon 3
Spoiler:
Dagger
Weapon B

Traits
Knife
Ranged
Piercing
Basic

Check
Dexterity
Ranged
3

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

Weapon 4
Spoiler:
Dragon Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Elite

Check
Dexterity
Ranged
Craft
9

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. 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.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.

Weapon 5
Spoiler:
Boarding Axe
Weapon B

Traits
Axe
Melee
Slashing
Swashbuckling
Basic

Check
Strength
Melee
6

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

Random Spells:
Spell 1
Spoiler:
Inflict
Spell C

Traits
Magic
Divine
Attack
Basic

Check
Wisdom
Divine
6

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

Spell 2
Spoiler:
Rage
Spell 1

Traits
Magic
Arcane

Check
Intelligence
Arcane
6

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

Spell 3
Spoiler:
Force Missile
Spell B

Traits
Magic
Arcane
Attack
Force
Basic

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Hydraulic Push
Spell 1

Traits
Magic
Arcane
Divine
Attack
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane 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 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Force Missile
Spell B

Traits
Magic
Arcane
Attack
Force
Basic

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Chain Shirt
Armor B

Traits
Light Armor
Swashbuckling
Basic

Check
Constitution
Fortitude
4

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

Armor 2
Spoiler:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

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

Armor 3
Spoiler:
Buckler Gun
Armor B

Traits
Shield
FIrearm
Basic

Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5

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

Armor 4
Spoiler:
Magic Chain Shirt
Armor B

Traits
Light Armor
Magic
Swashbuckling
Elite

Check
Constitution
Fortitude
5

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

Armor 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:
Emerald of Dexterity
Item B

Traits
Object
Magic

Check
Dexterity
7

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

Item 2
Spoiler:
Tot Flask
Item B

Traits
Object
Alchemical

Check
Intelligence
Craft
6

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

Item 3
Spoiler:
Old Salt's Bandana
Item B

Traits
Accessory
Swashbuckling
Elite

Check
Wisdom
Survival
4

Powers
Reveal this card to add the Swashbuckling trait to your check.

Item 4
Spoiler:
Conch Shell
Item B

Traits
Object
Aquatic
Basic

Check
Wisdom
Perception
5

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

Item 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:
Turtle
Ally C

Traits
Animal
Aquatic
Basic

Check
Wisdom
Survival
5

Powers
Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.

Ally 2
Spoiler:
Giffer Tibbs
Ally B

Traits
Gnome
Pirate

Check
Charisma
Diplomacy
6

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

Ally 3
Spoiler:
Old Salt
Ally B

Traits
Human
Veteran

Check
Charisma
Diplomacy
7

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

Ally 4
Spoiler:
Besmaran Priest
Ally B

Traits
Human
Cleric
Pirate

Check
Divine
Charisma
Diplomacy
6

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

Ally 5
Spoiler:
Master-at-Arms
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

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

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

Traits
Divine
Basic

Check
None
0

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

Blessing 2
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 4
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Turn: 15 Lini/Merisal The Risen

Top of Blessing Discard Pile: Blessing of Gozreh

Top Blessing:
Blessing of Gozreh
Blessing C

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

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


Blessings Remaining: 14
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 16 Aric)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 2 (Turn 17 Amaryllis)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 3 (Turn 18 Tarlin)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 4 (Turn 19 Lini)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 5 (Turn 20 Aric)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

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

Blessings Deck Card 6 (Turn 21 Amaryllis)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 7 (Turn 22 Tarlin)
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 23 Lini)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 9 (Turn 24 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 25 Amaryllis)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

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

Blessings Deck Card 11 (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 12 (Turn 27 Lini)
Spoiler:
Blessing of Achaekek
Blessing C

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 13 (Turn 28 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 14 (Turn 29 Amaryllis)
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

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

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

Jungle Card 1:
Eye Patch
Item B

Traits
Accessory
Swashbuckling
Basic

Check
Charisma
Dexterity
5

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

Jungle Card 2:
Merfolk
Monster C

Traits
Merfolk
Aquatic
Basic

Check
Combat
8

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

Jungle Card 3:
Botfly Swarm
Henchman Monster 1

Traits
Animal
Swarm

Check
Combat
12
OR
Wisdom
Survival
8

Powers
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If undefeated, you may immediately attempt to close the location this henchman came from.

Jungle Card 4:
Master-at-Arms
Ally C

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

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

Jungle Card 5:
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.

Tempest Cay
At This Location: If your ship is dealt Structural damage, increase the damage by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M:1 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:0
Located here: Aric
Notes: Goose in the Rigging displayed (must be encountered for your first explore here each turn)

Tempest Cay Card 1 - Buoyancy:
Buoyancy
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
3

Powers
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

Tempest Cay Card 2 - Rat Swarm:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Tempest Cay Card 3:
Jinx Eater
Ally B

Traits
Tengu
Assassin
Basic

Check
Charisma
Diplomacy
8

Powers
Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.

Pinnacle Atoll
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

Mangrove Swamp
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

Sea Caves
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Amaryllis, Lini

Sea Caves Card 1:
Sap
Weapon B

Traits
Club
Melee
Bludgeoning
Basic

Check
Strength
Melee
6

Powers
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

Sea Caves Card 2:
Botfly Swarm
Henchman Monster 1

Traits
Animal
Swarm

Check
Combat
12
OR
Wisdom
Survival
8

Powers
The Botfly Swarm is immune to the Mental, Piercing, and Slashing traits. If the check to defeat has the Attack trait, add 1d8 to it.
If undefeated, discard the top card of your deck; return the Botfly Swarm to the top of a random location deck, if it came from one.
If undefeated, you may immediately attempt to close the location this henchman came from.

Sea Caves Card 3:
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.

Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a locatoin and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M:0 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:2 Bl:2 ?:1

Fringes of the Eye Card 1:
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.

Fringes of the Eye Card 2:
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.

Fringes of the Eye Card 3:
Tidepool Dragon
Ally 1

Traits
Dragon
Aquatic
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.

Fringes of the Eye Card 4:
Bucket Brigade
Barrier C

Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Fringes of the Eye Card 5:
Lookout
Ally C

Traits
Elf
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Fringes of the Eye Card 6:
Brinebrood Queen
Villain Monster 1

Traits
Aberration
Goblin
Aquatic
Mutant

Check
Combat
13

Powers
The Brinebrood Queen may not be evaded.
Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location.
If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.

Fringes of the Eye Card 7:
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.

Fringes of the Eye Card 8:
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.

Fringes of the Eye Card 9:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Rocky Cliff
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


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 starts at the sea caves

fortitude dc 6: 1d8 + 2 ⇒ (5) + 2 = 7

She explores and finds a sap. Talisman crafter can you make anything with that

Not with that botfly swarm (discards crafter to explore again after failing to acquire sap using blessing of Thoth to add two wisdom dice to survival check

survival 12: 3d10 + 3 ⇒ (2, 3, 6) + 3 = 14

A sea hag approaches "these caves are mine" she hisses

discards black spot (does not have attack trait) recharges cloth armour to give d12 str vs aquatic foe. recharges eye patch for 1d4 to defeat a bane discards TARLINs blessing of pharasma to add 2 dice as black spot has been played on check

combat dc 9: 3d12 + 1d4 ⇒ (1, 9, 3) + (3) = 16

"Ours now" smiles Lini at amaryllis as the hag dies

black spot recharge divine 6: 1d10 + 3 ⇒ (1) + 3 = 4

Lini wrote:

Hand: Frog, BotSpellbound, Cure, Armour of the sands, Frilled Lizard,

Displayed:
Deck: 7 Discard: 8 Buried: 0
Notes: Blessing avaiable
Sideboard cards:

Skills and Powers:
SKILLS

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

Hand Size 5 [ ] 6
Light Armors [X1] Weapons [ ]
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


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

At the start of Arics turn will cast cure on Lini

cards shuffled in: 1d4 + 1 ⇒ (3) + 1 = 4

Blessing of milani. pharasma, amulet of mighty fists and talisman crafter chuffled back in

cure recharge divine 8: 1d10 + 3 + 1d4 ⇒ (2) + 3 + (1) = 6 (recharging armour of the sands)
Cure hits the discard pile

Lini wrote:

Hand: Frog, BotSpellbound, Frilled Lizard,

Displayed:
Deck: 12 Discard: 5 Buried: 0
Notes: Blessing avaiable
Sideboard cards:

Skills and Powers:
SKILLS

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

Hand Size 5 [ ] 6
Light Armors [X1] Weapons [ ]
Powers:
When you play an ally that has the animal trait, if you would discard recharge or bury it you may instead shuffle it into your deck ([ ] or put it on top of your deck)
You may discard a card to use a d12 for your strength or dexterity die. If the check is against a card that has the animal or aquatic trait you may recharge it instead


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

The geese are still stuck in the riggings. Who would have thought that a few birds could cause so much trouble. Aric heads up to try and help out again, and is joined by an attractive yet somehow mysterious woman who up until now has kept to herself in her cabin. She offers some sage advice to the crew members trying to untangle the fowl.

Explore. Encounter Goose in the Riggings. Recharge Marianix Karn
Strength DC6: 1d6 + 1 ⇒ (4) + 1 = 5
Intelligence DC10: 1d8 + 1d6 ⇒ (3) + (2) = 5

The problem proves too tricky even for the smart, intriguing woman. Everyone is helping out now...except for that sneaky elf in the hat who Aric spots skulking down to the shore. Wondering what mischief he might be up to, Aric ducks away and stealthily tries to tail him.

Discard Psychic Elf to examine top card and then explore again.

Buoyancy:

Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
3

Powers
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

The elf seems to be practicing some spell to keep objects afloat. Why would he be doing that? Is he planning some sort of sabotage on the ship and working on his escape plan? Aric watches to see if he can mimic the spell for himself.

Intelligence Dc3: 1d8 ⇒ 2 Nuh!

No, the elf is too clever and keeps his back to the ship so that his words and gestures are hidden from view. Aric decides to head back to the goose untangling mission...surely one day someone will figure how to get those blasted birds out!

End Turn. Reset Hand.

Aric/The Red Raven wrote:

Hand: Rapier, Sword Cane, Punching Dagger, Lookout, Patrician's Armor, Captain's Cutlass,

Displayed: Clockwork Spy,
Deck: 5 Discard: 6 Buried: 0
Notes:
Sideboard cards: Flawless Monocle, Magnifying Glass, Gambeson,

Skills and Powers:
SKILLS

Aric
Strength d6 [X]+1 [ ]+2
Dexterity d4 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Knowledge: Intelligence +2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Diplomacy: Charisma +3

Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

The Red Raven
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d4 [ ]+1

Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([ ] or turn) you may examine the top card of your location deck. ([ ] If its a monster, you may encounter it).


Amaryllis' Deck

Discard top of Blessings deck: BoPharasma

With the Sea Caves scoured, Amaryllis nods to Lini in appreciation for the help and moves on to search the Fringes of the Eye. As she arrives she meets a Surgeon in the port who offers to patch up her wounds.

Reveal Surgeon, shuffle random discard card into deck, recharge Surgeon
1 Incanter, 2 BotGods, 3 BoPharasma, 4 Swab, 5 Jinx Eater, 6 BotGods: 1d6 ⇒ 3

Explore Fringes of the Eye card #1

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.

As her wounds are being attended to, suddenly Amaryllis sees dark figures creeping in from the shadows. Did the Surgeon set her up? Or is this just an unfortunate coincidence? Either way, it's an ambush!

Acrobatics 9+1+3=13, autofail. Examine deck to find a monster and encounter it

Brinebrood Queen:

Villain Monster 1
Traits
Aberration
Goblin
Aquatic
Mutant

Check
Combat
13

Powers
The Brinebrood Queen may not be evaded.
Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location.
If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.

It's the fearsome Brinebrood Queen! Amarrylis barely dodges its first swipe and prepares herself for battle.

Pausing to discuss strategy on chat


The Whale:
The Whale
Villain Monster 1

Traits
Aberration
Goblin
Aquatic
Mutant

Check
Combat
11

Powers
The Whale may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or discard the top 1d4 cards of the blessings deck.


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

DC 6 Divine to temp close Jungle: 1d8 + 2 ⇒ (1) + 2 = 3
reroll: 1d8 + 2 ⇒ (6) + 2 = 8


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

Aric hears a call that the brood queen may have been discovered further out at sea and helps the rest of the crew to secure the ship in case the monster will try to escape in this direction.

Knowledge DC7 to temp close: 1d8 + 2 ⇒ (8) + 2 = 10


Amaryllis' Deck

Before she has a chance to charge the Brinebrood Queen, a mutant whale appears from the depths to destroy the ship. Amaryllis heaves her newfound harpoon at the shark-headed creature.

The Whale:

Villain Monster 1
Traits
Aberration
Goblin
Aquatic
Mutant

Check
Combat
11

Powers
The Whale may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or discard the top 1d4 cards of the blessings deck.


Combat 11: 2d8 + 1d6 ⇒ (4, 4) + (2) = 10 fail
Power Feat: Bury Codex to re-roll dice

Combat 11: 2d8 + 1d6 ⇒ (4, 7) + (6) = 17 success!

The harpoon sinks deep into the Whale's skull and it glides lifelessly on the water's surface before harmlessly bumping the side of the ship. Amaryllis turns her focus toward the Brinebrood Queen in time to see a large glob of acid hurtles toward her. She leaps out of the way a second too late.
Discard Harpoon for 1 acid damage

Brinebrood Queen:

Villain Monster 1
Traits
Aberration
Goblin
Aquatic
Mutant
Check
Combat
13

Powers
The Brinebrood Queen may not be evaded.
Before you act, summon and encounter the villain The Whale. If you defeat The Whale, the Brinebrood Queen deals 1 Acid damage to each character at your location.
If the check to defeat has the Ranged or Attack trait, the difficulty is increased by 2.

Gritting her teeth through the burning pain of the acid, Amaryllis points her Flame Staff at the Queen and unleashes a fiery blast!
Discard Confusion spell, Discard Lini's BotSpellbound for extra dice
Combat 13: 2d12 + 1d8 + 3 ⇒ (4, 8) + (6) + 3 = 21 SUCCESS

The force of the flame staff staggers Amaryllis slightly, but the blast envelops the mutated shark queen. As the flame blast and the thick, black smoke clear, the charred remains of the queen are seen sinking to the depths. With the queen scorched and the ship safe once again, only one task still remains. Amaryllis turns her focus to helping the rest of the party with those blasted geese in the riggings...

Villain defeated!


Amaryllis' Deck

Add 1d4 blessings and 1d4 barriers to location and encounter top card
Blessings: 1d4 ⇒ 4
Barriers: 1d4 ⇒ 2
First 4 are Blessings, Last 2 are Barriers: 1d6 ⇒ 5Random barrier

Bucket Brigade:

Barrier B
Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Amaryllis turns to help with the geese only to realize that the blast from her staff has ignited some of the rigging. She grabs a wooden bucket and a rope and begins dousing the flames.
Fort 6+3=9: 1d8 + 2 ⇒ (7) + 2 = 9 defeated

With the crew's help they manage to get the flames under control before they can do any major damage to the ship. "Look on the bright side," Amaryllis sheepishly calls to the crew, "At least the fire took care of the geese..."

Location closed, scenario complete


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

w00t!


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

Looks like we are not having roast goose for lunch after all. (Lini is quietly pleased I think)

Great job. When Mark gets back from his camping trip we can sort out rewards


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

Great job, all! That's one way to get rid of the geese! :D


DEVELOPMENT:
You’re heroic. You’re dangerous. You’re deadlier than the Brinebrood Queen, and more importantly, you’re a threat to any pirate who would sail in the same waters as you. Captain Redclaw’s crew has been whispering about the reason for this dangerous voyage: they’ve sailed south in search of treasure. Your uneasy truce can only hold for so long. After your lengthy voyage, it’s only a matter of time before you can reach port, find provisions, and plan out your next expedition, but when that happens, you’ll still be surrounded by scoundrels. Some might be willing to sign up with your crew, but others may see you as competition. Jemma Redclaw brought you here, but watch your back. If you get in her way, she may decide to take you out.

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

ACQUIRED CARDS:
Weapon 1 Repelling Pike +1 (Plunder)
Weapon B Boarding Axe
Weapon B Harpoon
Spell B Black Spot
Spell B Phantasmal Minion
Armor C Cloth Armor
Armor B Magic Leather Armor
Item 1 Potion of Heroism (Plunder)
Item 1 Spellmaster's Tricorne
Ally 1 Rosie Cusswell
Ally B Swab
Blessing B Blessing of Milani
Blessing B Blessing of the Gods
Blessing B Blessing of the Gods


Amaryllis' Deck

Amaryllis chooses Item for Scenario Reward
Random B or 1 Item: 1d12 ⇒ 8 Token of Remembrance - I will pass

Acquired card preferences:
Ally 1: 1d1000 ⇒ 264
Item 1: 1d1000 ⇒ 266
Spell B: 1d1000 ⇒ 547


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 will pass on item armour selections

Ally b 1d1000 ⇒ 923 (mastiff for my talisman crafter)


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

random Item B/1: 1d3 ⇒ 1 Sage's Journal, no thank you

Weapon 1: 1d1000 ⇒ 594
Item 1: 1d1000 ⇒ 723


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

Aric will select Armor for the bonus card. Only one B or 1 card left in his box, which he'll take. Swapping in Lockpick Shield for Gambeson

Updgrade prefs:
Item 1: 1d1000 ⇒ 795
Weapon 1: 1d1000 ⇒ 760
Ally 1: 1d1000 ⇒ 19


0-1F: THE TREASURE OF JEMMA REDCLAW
Land ho! You unknowingly set sail with a gathering of scoundrels and knaves, but an uneasy truce has allowed you to survive long enough to reach Drenchport on the shores of Tempest Cay. Now your fortunes have turned: you’re not only free to disembark here, but you have the chance to recruit your own crew and set sail on your own ship!

Your life could be smooth sailing, but only if you can leave your past behind you. The captain of your former ship doesn’t like competition. Rumors have been spreading of a treasure hidden on this island, and no doubt she wants to make sure that rumor doesn’t spread. The captain might think you’re out to steal her crew, her ship, or worse, the reason she sailed back to the Shackles: her plunder. Of course, it’s entirely possible that other buccaneers have heard the rumor and started searching as well. Redclaw isn’t the only pirate in Drenchport… so gather a crew and set sail before you draw too much attention to yourself.

VILLAINS:
Jemma Redclaw
Master Scourge
Mister Plugg
HENCHMEN:
Aretta Bansion
Fipps Chumlett
Jaundiced Jape
Maheem
Owlbear Hartshorn
Slippery Syl Lonegan

LOCATIONS:
1 Tower
1 Merchant Marina
1 Docks
2 Festhall
3 Alehouse
4 Harbour
5 House of Stolen Kisses
6 Floating Shipyard

SHIP:
Merchantman

Merchantman:

Merchantman
Ship B
Class 0

Check To Defeat:
Wisdom
Survival
5
OR
Perception
7

Check To Repair:
Craft
6

When Encountering:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

When Commanding:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

When Commanding (Wrecked):
If you fail to defeat a bane that has the Pirate trait, bury a card.


DURING THIS SCENARIO:
  • When you would add villains and henchmen to location decks, set Jemma Redclaw aside. Make a stack of Master Scourge, Mister Plugg, and 2 fewer henchmen than you have locations. Shuffle this stack and put a card on top of each location deck, then shuffle each location deck.
  • To create the blessings deck, shuffle together 10 random blessings from the box to make a stack, put Jemma Redclaw on top of that stack, then shuffle 19 more blessings together and add them to the top of the stack.
  • When you would defeat Master Scourge or Mister Plugg, display him next to this sheet. If he would escape, shuffle him into the location deck he came from instead.
  • During this scenario, the difficulty to defeat Jemma Redclaw is increased by 10. For each villain displayed next to thissheet, the difficulty to defeat Jemma Redclaw is reduced by 5.
  • When you would discard Jemma Redclaw from the blessings deck, display her next to your character card and encounter her. If Jemma Redclaw is undefeated, discard a card from the blessings deck then return her facedown to the top of the blessings deck.
  • To win the scenario, defeat Jemma Redclaw.


During This Adventure:

  • Adventure Deck Number: 1

During This Scenario:

  • When you would add villains and henchmen to location decks, set Jemma Redclaw aside. Make a stack of Master Scourge, Mister Plugg, and 2 fewer henchmen than you have locations. Shuffle this stack and put a card on top of each location deck, then shuffle each location deck.
  • To create the blessings deck, shuffle together 10 random blessings from the box to make a stack, put Jemma Redclaw on top of that stack, then shuffle 19 more blessings together and add them to the top of the stack.
  • When you would defeat Master Scourge or Mister Plugg, display him next to this sheet. If he would escape, shuffle him into the location deck he came from instead.
  • During this scenario, the difficulty to defeat Jemma Redclaw is increased by 10. For each villain displayed next to thissheet, the difficulty to defeat Jemma Redclaw is reduced by 5.
  • When you would discard Jemma Redclaw from the blessings deck, display her next to your character card and encounter her. If Jemma Redclaw is undefeated, discard a card from the blessings deck then return her facedown to the top of the blessings deck.
  • To win the scenario, defeat Jemma Redclaw.
  • Ship: Merchantman
Merchantman:

Merchantman
Ship B
Class 0

Check To Defeat:
Wisdom
Survival
5
OR
Perception
7

Check To Repair:
Craft
6

When Encountering:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

When Commanding:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

When Commanding (Wrecked):
If you fail to defeat a bane that has the Pirate trait, bury a card.


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

Random Monsters:
Monster 1
Spoiler:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Monster 2
Spoiler:
Giant Frog
Monster 1

Traits
Animal
Basic

Check
Combat
9

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

Monster 3
Spoiler:
Shackles Pirate
Monster C

Traits
Human
Pirate
Veteran

Check
Combat
9

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

Monster 4
Spoiler:
Pirate Captain
Monster B

Traits
Human
Captain
Pirate
Veteran

Check
Combat
12

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

Monster 5
Spoiler:
Crab Swarm
Monster B

Traits
Animal
Aquatic
Swarm
Basic

Check
Combat
8

Powers
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Random Barriers:
Barrier 1
Spoiler:
Drowning Spikes Trap
Barrier 1

Traits
Trap
Aquatic

Check
Dexterity
Disable
7

Powers
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

Barrier 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:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

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

Barrier 4
Spoiler:
Barroom Brawl
Barrier B

Traits
Skirmish
Veteran

Check
Strength
Melee
Dexterity
5

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

Barrier 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:
Cutlass
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
6

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

Weapon 2
Spoiler:
Falcata
Weapon B

Traits
Sword
Melee
Slashing
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not 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:
Whip
Weapon B

Traits
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Weapon 4
Spoiler:
Blunderbuss
Weapon B

Traits
Firearm
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
Craft
8

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

Weapon 5
Spoiler:
Cutlass
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
6

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

Random Spells:
Spell 1
Spoiler:
Hydraulic Push
Spell 1

Traits
Magic
Arcane
Divine
Attack
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane 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 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Inflict
Spell C

Traits
Magic
Divine
Attack
Basic

Check
Wisdom
Divine
6

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

Spell 3
Spoiler:
Illuminate
Spell 1

Traits
Magic
Arcane
Divine
Attack
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Spell 4
Spoiler:
Phantasmal Minion
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

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

Spell 5
Spoiler:
Speed
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Random Armors:
Armor 1
Spoiler:
Fortified Leather Armor
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
4

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

Armor 2
Spoiler:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Armor 3
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 4
Spoiler:
Chain Shirt
Armor B

Traits
Light Armor
Swashbuckling
Basic

Check
Constitution
Fortitude
4

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

Armor 5
Spoiler:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

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:
Eye Patch
Item B

Traits
Accessory
Swashbuckling
Basic

Check
Charisma
Dexterity
5

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

Item 3
Spoiler:
Spellmaster's Tricorne
Item 1

Traits
Accessory
Magic
Swashbuckling
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

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

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:
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:
Carver
Ally C

Traits
Elf
Pirate
Basic

Check
Charisma
Diplomacy
6

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

Ally 2
Spoiler:
Quartermaster
Ally C

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 3
Spoiler:
Dolphin
Ally B

Traits
Animal
Aquatic
Elite

Check
Wisdom
Survival
8

Powers
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Ally 4
Spoiler:
Parrot
Ally B

Traits
Animal
Elite

Check
Wisdom
Survival
7

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

Ally 5
Spoiler:
Boatswain
Ally B

Traits
Dwarf
Pirate
Basic

Check
Charisma
Diplomacy
9

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

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

Traits
Divine
Basic

Check
None
0

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

Blessing 2
Spoiler:
Blessing of 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 Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

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

Blessing 4
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Turn: 1 Tarlin/Thunderspirit

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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


Blessings Remaining: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 2 Lini)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

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

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 4 (Turn 5 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 6 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 6 (Turn 7 Lini)
Spoiler:
Blessing of Sivanah
Blessing C

Traits
Divine
Sivanah

Check
Intelligence
Charisma
7
OR
Divine
5

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

Blessings Deck Card 7 (Turn 8 Aric)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

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

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 9 (Turn 10 Amaryllis)
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 10 (Turn 11 Tarlin)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 11 (Turn 12 Lini)
Spoiler:
Blessing of Cayden Cailean
Blessing C

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

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

Blessings Deck Card 12 (Turn 13 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 13 (Turn 14 Hayato)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 14 (Turn 15 Amaryllis)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

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

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 16 (Turn 17 Lini)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 17 (Turn 18 Aric)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

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

Blessings Deck Card 18 (Turn 19 Hayato)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 19 (Turn 20 Amaryllis)
Spoiler:
Jemma Redclaw
Villain Monster B

Traits
Human
Captain
Pirate

Check
Combat
11

Powers
Before you act, recharge a card, then summon and encounter the ship Shackles Pirate Ship.
If undefeated, bury the bottom 1d4 cards of your deck.

Blessings Deck Card 20 (Turn 21 Tarlin)
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 22 Lini)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 22 (Turn 23 Aric)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 23 (Turn 24 Hayato)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 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 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 27 Lini)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 27 (Turn 28 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 28 (Turn 29 Hayato)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 29 (Turn 30 Amaryllis)
Spoiler:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

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

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

Tower Card 1:
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.

Tower Card 2:
Fear
Spell B

Traits
Magic
Arcane
Divine
Attack
Mental
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Tower Card 3:
Bucket Brigade
Barrier C

Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Tower Card 4:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

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

Tower Card 5:
Fipps Chumlett
Henchman Monster 1

Traits
Human
Pirate

Check
Combat
8

Powers
If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Tower Card 6:
Rapier
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
5

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

Tower Card 7:
Draugr
Monster C

Traits
Undead
Aquatic
Basic

Check
Combat
9

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

Tower Card 8:
Dire Rat
Monster B

Traits
Animal
Basic

Check
Combat
8
OR
Dexterity
Stealth
6

Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.

Tower Card 9:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Tower Card 10:
Helpful Haversack
Item 1

Traits
Accessory
Magic

Check
Dexterity
Intelligence
6

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

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

Merchant Marina Card 1:
Wooden Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

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

Merchant Marina Card 2:
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.

Merchant Marina Card 3:
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.

Merchant Marina Card 4:
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.

Merchant Marina Card 5:
Jaundiced Jape
Henchman Monster 1

Traits
Half-Orc
Pirate

Check
Combat
8

Powers
If the check to defeat has the Piercing or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Merchant Marina Card 6:
Topaz of Strength
Item B

Traits
Object
Magic

Check
Strength
7

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

Merchant Marina Card 7:
Dolphin
Ally C

Traits
Animal
Aquatic
Elite

Check
Wisdom
Survival
8

Powers
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Merchant Marina Card 8:
Dagger
Weapon B

Traits
Knife
Ranged
Piercing
Basic

Check
Dexterity
Ranged
3

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

Merchant Marina Card 9:
Blood Moon Pirate
Monster B

Traits
Lycanthrope
Pirate
Elite

Check
Combat
13

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

Merchant Marina Card 10:
Dagger
Weapon B

Traits
Knife
Ranged
Piercing
Basic

Check
Dexterity
Ranged
3

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

Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:3 Al:1 Bl:0 ?:1

Docks Card 1:
Maheem
Henchman Monster 1

Traits
Human
Pirate

Check
Combat
8

Powers
If the check to defeat has the Bludgeoning or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Docks Card 2:
Swab
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose those cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Docks Card 3:
Ring of Wave Walking
Item 1

Traits
Accessory
Magic
Aquatic
Elite

Check
Constitution
Fortitude
6

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

Docks Card 4:
Powder Horn
Item C

Traits
Tool
Alchemical
Basic

Check
Ranged
Intelligence
Craft
6

Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

Docks Card 5:
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.

Docks Card 6:
Man Overboard
Barrier C

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Docks Card 7:
Cutlass +1
Weapon C

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
8

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

Docks Card 8:
Bilge Spider Swarm
Monster B

Traits
Animal
Swarm
Basic

Check
Combat
6

Powers
All damage dealt by the Bilge Spider Swarm is Poison damage.
If you are on a ship, the difficulty of the check to defeat is increased by 4.
If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the bilge Spider Swarm still counts as defeated.

Docks Card 9:
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.

Docks Card 10:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

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

Festhall Card 1:
Reefclaw
Monster 1

Traits
Animal
Aquatic
Elite

Check
Combat
11

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

Festhall Card 2:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

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

Festhall Card 3:
Dragon Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Elite

Check
Dexterity
Ranged
Craft
9

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. 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.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.

Festhall Card 4:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Festhall Card 5:
Rosie Cusswell
Ally 1

Traits
Halfling
Fighter
Pirate

Check
Charisma
Diplomacy
6

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

Festhall Card 6:
Short Sword
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
4

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

Festhall Card 7:
Master Scourge
Villain Monster 1

Traits
Human
Pirate

Check
Combat
12

Powers
Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded.
After you act, Master Scourge deals 1 Poison damage to you.

Festhall Card 8:
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.

Festhall Card 9:
Captain
Ally C

Traits
Human
Captain
Pirate
Basic

Check
Constitution
Fortitude
4
THEN
Charisma
Diplomacy
6

Powers
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your noncombat checks during this exploration.

Festhall Card 10:
Comozant Wyrd
Monster C

Traits
Outsider
Elemental
Incorporeal
Elite

Check
Combat
10

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

Alehouse
At This Location: When you acquire an ally, you may recharge it and draw a card.
When Closing: Summon and defeat the henchman Ruffian.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M:2 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:3 Bl:0 ?:1

Alehouse Card 1:
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.

Alehouse Card 2:
Quartermaster
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Alehouse Card 3:
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.

Alehouse Card 4:
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.

Alehouse Card 5:
Giant Moray Eel
Monster 1

Traits
Animal
Aquatic
Basic

Check
Combat
10

Powers
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.

Alehouse Card 6:
Master-at-Arms
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

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

Alehouse Card 7:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

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

Alehouse Card 8:
Mister Plugg
Villain Monster 1

Traits
Human
Pirate

Check
Combat
14

Powers
Before you act, succeed at a Wisdom or Survival 8 check or Mister Plugg is evaded.
After you act, bury a card.

Alehouse Card 9:
Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
3

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Alehouse Card 10:
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.

Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M:1 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:1 Bl:0 ?:1

Harbor Card 1:
Longsword
Weapon B

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
6

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

Harbor Card 2:
Belaying Pin
Weapon B

Traits
Club
Melee
Bludgeoning
Swashbuckling
Basic

Check
Strength
Melee
3

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

Harbor Card 3:
Chain Mail
Armor C

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Harbor Card 4:
Owlbear Hartshorn
Henchman Monster 1

Traits
Human
Pirate

Check
Combat
10

Powers
If you play a weapon, the difficulty of the check to defeat is increased by 3, or by 6 if your check has the Swashbuckling trait.
If defeated, you may immediately attempt to close the location this henchman came from.

Harbor Card 5:
Helpful Haversack
Item 1

Traits
Accessory
Magic

Check
Dexterity
Intelligence
6

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

Harbor Card 6:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Harbor Card 7:
Joseph "Jack" Scrimshaw
Ally C

Traits
Human
Pirate

Check
Charisma
Diplomacy
6

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

Harbor Card 8:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

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

Harbor Card 9:
Crab Swarm
Monster B

Traits
Animal
Aquatic
Swarm
Basic

Check
Combat
8

Powers
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Harbor Card 10:
Ring of Wave Walking
Item 1

Traits
Accessory
Magic
Aquatic
Elite

Check
Constitution
Fortitude
6

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

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

House of Stolen Kisses Card 1:
Master Gunner
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

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

House of Stolen Kisses Card 2:
Magic Weapon
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

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

House of Stolen Kisses Card 3:
Dodo
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
5

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

House of Stolen Kisses Card 4:
Carver
Ally B

Traits
Elf
Pirate
Basic

Check
Charisma
Diplomacy
6

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

House of Stolen Kisses Card 5:
Pirate Hunting
Barrier C

Traits
Task
Pirate

Check
None

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

House of Stolen Kisses Card 6:
Crocodile
Monster C

Traits
Animal
Aquatic
Elite

Check
Combat
13

Powers
Ifthe check to defeat has the Cold trait, add 1d6.
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.

House of Stolen Kisses 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.

House of Stolen Kisses Card 8:
Slippery Syl Lonegan
Henchman Monster 1

Traits
Human
Pirate

Check
Combat
8

Powers
If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

House of Stolen Kisses Card 9:
Charm Animal
Spell C

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

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

House of Stolen Kisses Card 10:
Treasure Hunt
Barrier B

Traits
Cache
Task
Veteran

Check
Intelligence
Knowledge
7

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

Plunder Card: 1d6 ⇒ 1 = Weapon


Happy to be back with his companions, Hayato invites them all for a drink at the Alehouse.

Hayato wrote:

Hand: Jinfu, Boarding Pike, Blood Periapt, Falcon, Banner,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

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

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


Amaryllis' Deck

Amaryllis will replace Jinx Eater with Riftwarden. She will start at the House of Stolen Kisses because it sounds the most exciting.

Amaryllis wrote:

Hand: Confusion, Codex, Spell Book, Cape of Escape, Blessing of the Spellbound, Prophesize,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Feel free to use blessing (BotSpellbound recharges on Arc/Div trait check)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Consitution +2
Intelligence d4 [ ] +1 [ ] +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
If you fail a check that has the Arcane trait ([X] or any check), you may bury a card from your hand to ignore the result and reroll the dice. You must take the second result.
At the end of your turn, after ([ ] and before) you reset your hand, you may attempt to recharge a spell in your discard pile.


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

Swapping Morningstar +1 in, Mace out.

Tarlin will start at the Merchant Marina.

Tarlin wrote:

Hand: Longsword 2, Cure 2, Quarterstaff, Holy Water, Cure 1,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 4 [x] 5 [ ] 6
Proficient with: Lt Armor, Hv Armor, Weapons
Powers:
* Instead of your first exploration on a turn, you may reveal a weapon that has the 2-handed trait or a blessing to choose a character at your location. Shuffle 1d4+1 random cards from her discard pile into her deck, then discard the card you revealed.
* You may discard an armor to return a weapon from your discard pile to your hand.
<Power 3>
<Power 4>
<Power 5>


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

Seeing that Hayato has staking out the tavern well in hand (and mug!), Tarlin sets his sights on the Merchant Marina, figuring they'll need a solid crew. Outside, a vendor hawks various and sundry wares, including a tabletop that looks like it might have other uses...

DC 4 Fort: 1d8 + 2 ⇒ (1) + 2 = 3 fail

...but the cleric is unable to haggle the merchant down, and Tarlin turns his attention elsewhere.

Discard Holy Water, reset hand, and end turn.

Tarlin wrote:

Hand: Longsword 2, Cure 2, Quarterstaff, Cure 1, Blessing of Pharasma,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Blessing available if needed.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 4 [x] 5 [ ] 6
Proficient with: Lt Armor, Hv Armor, Weapons
Powers:
* Instead of your first exploration on a turn, you may reveal a weapon that has the 2-handed trait or a blessing to choose a character at your location. Shuffle 1d4+1 random cards from her discard pile into her deck, then discard the card you revealed.
* You may discard an armor to return a weapon from your discard pile to your hand.
<Power 3>
<Power 4>
<Power 5>


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

Lini will start at the harbour

Lini wrote:

Hand: Frog, Frilled Lizard, Bit of luck, Mastiff, Walking stick,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Blessing avaiable
Sideboard cards:

Skills and Powers:
SKILLS

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

Hand Size 5 [ ] 6
Light Armors [X1] Weapons [ ]
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

Displays mastiif at the start of her turn to draw cure and Blessing of milani

Explores and finds a longsword

Not sized for gnomes

Discards frog to explore and find a belaying pin

strength 3: 1d4 ⇒ 4

That is gnome sized

frilled lizard sniffs ahead and finds some chain mail

Again gnome sized Fort 3(1d8+2)

Discard blessing of milani for an explore and finds Owlbear Hartshorn

Discards belaying pin for d12 str die and plays bit of luck and Tarlins blessing of Pharasma

Owlbear 10: 3d12 ⇒ (7, 5, 8) = 20

bit of luck recharge divine 5: 1d10 + 3 ⇒ (10) + 3 = 13

Plays cure on self (animals got shuffled in by Linis power only blessing of milani and belaying pin in discard pile shuffled in to deck)

cure recharge divine 8: 1d10 + 3 ⇒ (1) + 3 = 4

Not closing location as villain is in blessing deck and i dont want to give away cards

Lini wrote:

Hand: Chain mail, Blessing of Milani, Armour of the sands, Mastiff, Walking stick,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes: Blessing avaiable
Sideboard cards:

Skills and Powers:
SKILLS

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

Hand Size 5 [ ] 6
Light Armors [X1] Weapons [ ]
Powers:
When you play an ally that has the animal trait, if you would discard recharge or bury it you may instead shuffle it into your deck ([ ] or put it on top of your deck)
You may discard a card to use a d12 for your strength or dexterity die. If the check is against a card that has the animal or aquatic trait you may recharge it instead


During This Adventure:

  • Adventure Deck Number: 1

During This Scenario:

  • When you would add villains and henchmen to location decks, set Jemma Redclaw aside. Make a stack of Master Scourge, Mister Plugg, and 2 fewer henchmen than you have locations. Shuffle this stack and put a card on top of each location deck, then shuffle each location deck.
  • To create the blessings deck, shuffle together 10 random blessings from the box to make a stack, put Jemma Redclaw on top of that stack, then shuffle 19 more blessings together and add them to the top of the stack.
  • When you would defeat Master Scourge or Mister Plugg, display him next to this sheet. If he would escape, shuffle him into the location deck he came from instead.
  • During this scenario, the difficulty to defeat Jemma Redclaw is increased by 10. For each villain displayed next to thissheet, the difficulty to defeat Jemma Redclaw is reduced by 5.
  • When you would discard Jemma Redclaw from the blessings deck, display her next to your character card and encounter her. If Jemma Redclaw is undefeated, discard a card from the blessings deck then return her facedown to the top of the blessings deck.
  • To win the scenario, defeat Jemma Redclaw.
  • Ship: Merchantman
Merchantman:

Merchantman
Ship B
Class 0

Check To Defeat:
Wisdom
Survival
5
OR
Perception
7

Check To Repair:
Craft
6

When Encountering:
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

When Commanding:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

When Commanding (Wrecked):
If you fail to defeat a bane that has the Pirate trait, bury a card.


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

Random Monsters:
Monster 1
Spoiler:
Shackles Pirate
Monster C

Traits
Human
Pirate
Veteran

Check
Combat
9

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

Monster 2
Spoiler:
Marine
Monster B

Traits
Human
Warrior
Veteran

Check
Combat
8

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

Monster 3
Spoiler:
Shackles Pirate
Monster B

Traits
Human
Pirate
Veteran

Check
Combat
9

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

Monster 4
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 5
Spoiler:
Crab Swarm
Monster B

Traits
Animal
Aquatic
Swarm
Basic

Check
Combat
8

Powers
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Random Barriers:
Barrier 1
Spoiler:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

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

Barrier 2
Spoiler:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

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

Barrier 3
Spoiler:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

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

Barrier 4
Spoiler:
Lookout Duty
Barrier B

Traits
Task
Veteran

Check
Wisdom
Perception
6

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

Barrier 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:
Pistol +1
Weapon C

Traits
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite

Check
Dexterity
Ranged
Craft
8

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

Weapon 2
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 3
Spoiler:
Sap
Weapon B

Traits
Club
Melee
Bludgeoning
Basic

Check
Strength
Melee
6

Powers
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

Weapon 4
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 5
Spoiler:
Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Swashbuckling
Basic

Check
Dexterity
Ranged
Craft
6

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

Random Spells:
Spell 1
Spoiler:
Buoyancy
Spell C

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
3

Powers
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Confusion
Spell B

Traits
Magic
Arcane
Divine
Mental
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Spell 3
Spoiler:
Black Spot
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

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

Spell 5
Spoiler:
Frostbite
Spell B

Traits
Magic
Arcane
Divine
Attack
Cold
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

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

Random Armors:
Armor 1
Spoiler:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

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

Armor 2
Spoiler:
Wooden Armor
Armor C

Traits
Light Armor
Swashbuckling
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Armor 3
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 4
Spoiler:
Chain Shirt
Armor B

Traits
Light Armor
Swashbuckling
Basic

Check
Constitution
Fortitude
4

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

Armor 5
Spoiler:
Magic Buckler
Armor B

Traits
Shield
Magic
Elite

Check
Constitution
Fortitude
6

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

Random Items:
Item 1
Spoiler:
Rum Bottle
Item B

Traits
Object
Liquid
Basic

Check
Constitution
Fortitude
7
OR
Craft
5

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

Item 2
Spoiler:
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:
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:
Tot Flask
Item C

Traits
Object
Alchemical

Check
Intelligence
Craft
6

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

Item 5
Spoiler:
Alchemist's Fire
Item C

Traits
Liquid
Attack
Fire
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Random Allies:
Ally 1
Spoiler:
Boatswain
Ally B

Traits
Dwarf
Pirate
Basic

Check
Charisma
Diplomacy
9

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

Ally 2
Spoiler:
Dolphin
Ally B

Traits
Animal
Aquatic
Elite

Check
Wisdom
Survival
8

Powers
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Ally 3
Spoiler:
Old Salt
Ally C

Traits
Human
Veteran

Check
Charisma
Diplomacy
7

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

Ally 4
Spoiler:
Parrot
Ally B

Traits
Animal
Elite

Check
Wisdom
Survival
7

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

Ally 5
Spoiler:
Carver
Ally C

Traits
Elf
Pirate
Basic

Check
Charisma
Diplomacy
6

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

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

Traits
Divine
Basic

Check
None
0

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

Blessing 3
Spoiler:
Blessing of 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.

Blessing 4
Spoiler:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

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: 3 Aric/Greenclaw

Top of Blessing Discard Pile: Blessing of Sivanah

Top Blessing:
Blessing of Sivanah
Blessing B

Traits
Divine
Sivanah

Check
Intelligence
Charisma
7
OR
Divine
5

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


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

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 2 (Turn 5 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 6 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 4 (Turn 7 Lini)
Spoiler:
Blessing of Sivanah
Blessing C

Traits
Divine
Sivanah

Check
Intelligence
Charisma
7
OR
Divine
5

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

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

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

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

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 7 (Turn 10 Amaryllis)
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 8 (Turn 11 Tarlin)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 9 (Turn 12 Lini)
Spoiler:
Blessing of Cayden Cailean
Blessing C

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

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

Blessings Deck Card 10 (Turn 13 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 11 (Turn 14 Hayato)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 12 (Turn 15 Amaryllis)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 13 (Turn 16 Tarlin)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 14 (Turn 17 Lini)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

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

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

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

Blessings Deck Card 16 (Turn 19 Hayato)
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 17 (Turn 20 Amaryllis)
Spoiler:
Jemma Redclaw
Villain Monster B

Traits
Human
Captain
Pirate

Check
Combat
11

Powers
Before you act, recharge a card, then summon and encounter the ship Shackles Pirate Ship.
If undefeated, bury the bottom 1d4 cards of your deck.

Blessings Deck Card 18 (Turn 21 Tarlin)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

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

Traits
Divine
Basic

Check
None
0

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

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

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 21 (Turn 24 Hayato)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 22 (Turn 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 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 24 (Turn 27 Lini)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 25 (Turn 28 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 26 (Turn 29 Hayato)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 27 (Turn 30 Amaryllis)
Spoiler:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

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

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

Tower Card 1:
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.

Tower Card 2:
Fear
Spell B

Traits
Magic
Arcane
Divine
Attack
Mental
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Tower Card 3:
Bucket Brigade
Barrier C

Traits
Task
Fire
Elite

Check
Constitution
Fortitude
6

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Tower Card 4:
Taking on Water
Barrier 1

Traits
Task
Aquatic
Basic

Check
Strength
Constitution
Craft
7

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

Tower Card 5:
Fipps Chumlett
Henchman Monster 1

Traits
Human
Pirate

Check
Combat
8

Powers
If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Tower Card 6:
Rapier
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic

Check
Strength
Melee
5

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

Tower Card 7:
Draugr
Monster C

Traits
Undead
Aquatic
Basic

Check
Combat
9

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

Tower Card 8:
Dire Rat
Monster B

Traits
Animal
Basic

Check
Combat
8
OR
Dexterity
Stealth
6

Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.

Tower Card 9:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Tower Card 10:
Helpful Haversack
Item 1

Traits
Accessory
Magic

Check
Dexterity
Intelligence
6

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

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

Merchant Marina Card 1:
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.

Merchant Marina 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.

Merchant Marina Card 3:
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.

Merchant Marina Card 4:
Jaundiced Jape
Henchman Monster 1

Traits
Half-Orc
Pirate

Check
Combat
8

Powers
If the check to defeat has the Piercing or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Merchant Marina 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.

Merchant Marina Card 6:
Dolphin
Ally C

Traits
Animal
Aquatic
Elite

Check
Wisdom
Survival
8

Powers
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Merchant Marina Card 7:
Dagger
Weapon B

Traits
Knife
Ranged
Piercing
Basic

Check
Dexterity
Ranged
3

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

Merchant Marina Card 8:
Blood Moon Pirate
Monster B

Traits
Lycanthrope
Pirate
Elite

Check
Combat
13

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

Merchant Marina Card 9:
Dagger
Weapon B

Traits
Knife
Ranged
Piercing
Basic

Check
Dexterity
Ranged
3

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

Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:3 Al:1 Bl:0 ?:1

Docks Card 1:
Maheem
Henchman Monster 1

Traits
Human
Pirate

Check
Combat
8

Powers
If the check to defeat has the Bludgeoning or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Docks Card 2:
Swab
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
6

Powers
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose those cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Docks Card 3:
Ring of Wave Walking
Item 1

Traits
Accessory
Magic
Aquatic
Elite

Check
Constitution
Fortitude
6

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

Docks Card 4:
Powder Horn
Item C

Traits
Tool
Alchemical
Basic

Check
Ranged
Intelligence
Craft
6

Powers
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

Docks Card 5:
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.

Docks Card 6:
Man Overboard
Barrier C

Traits
Obstacle
Aquatic
Basic

Check
Dexterity
7

Powers
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Docks Card 7:
Cutlass +1
Weapon C

Traits
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite

Check
Strength
Melee
8

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

Docks Card 8:
Bilge Spider Swarm
Monster B

Traits
Animal
Swarm
Basic

Check
Combat
6

Powers
All damage dealt by the Bilge Spider Swarm is Poison damage.
If you are on a ship, the difficulty of the check to defeat is increased by 4.
If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the bilge Spider Swarm still counts as defeated.

Docks Card 9:
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.

Docks Card 10:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

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

Festhall Card 1:
Reefclaw
Monster 1

Traits
Animal
Aquatic
Elite

Check
Combat
11

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

Festhall Card 2:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

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

Festhall Card 3:
Dragon Pistol
Weapon B

Traits
Firearm
Ranged
Piercing
Elite

Check
Dexterity
Ranged
Craft
9

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. 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.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.

Festhall Card 4:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Festhall Card 5:
Rosie Cusswell
Ally 1

Traits
Halfling
Fighter
Pirate

Check
Charisma
Diplomacy
6

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

Festhall Card 6:
Short Sword
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
4

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

Festhall Card 7:
Master Scourge
Villain Monster 1

Traits
Human
Pirate

Check
Combat
12

Powers
Before you act, succeed at a Constitution or Fortitude 7 check or Master Scourge is evaded.
After you act, Master Scourge deals 1 Poison damage to you.

Festhall Card 8:
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.

Festhall Card 9:
Captain
Ally C

Traits
Human
Captain
Pirate
Basic

Check
Constitution
Fortitude
4
THEN
Charisma
Diplomacy
6

Powers
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your noncombat checks during this exploration.

Festhall Card 10:
Comozant Wyrd
Monster C

Traits
Outsider
Elemental
Incorporeal
Elite

Check
Combat
10

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

Alehouse
At This Location: When you acquire an ally, you may recharge it and draw a card.
When Closing: Summon and defeat the henchman Ruffian.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M:2 Ba:2 W:1 Sp:0 Ar:0 I:1 Al:3 Bl:0 ?:1

Alehouse Card 1:
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.

Alehouse Card 2:
Quartermaster
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Alehouse Card 3:
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.

Alehouse Card 4:
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.

Alehouse Card 5:
Giant Moray Eel
Monster 1

Traits
Animal
Aquatic
Basic

Check
Combat
10

Powers
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.

Alehouse Card 6:
Master-at-Arms
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

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

Alehouse Card 7:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

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

Alehouse Card 8:
Mister Plugg
Villain Monster 1

Traits
Human
Pirate

Check
Combat
14

Powers
Before you act, succeed at a Wisdom or Survival 8 check or Mister Plugg is evaded.
After you act, bury a card.

Alehouse Card 9:
Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
3

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Alehouse Card 10:
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.

Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M:1 Ba:1 W:0 Sp:0 Ar:1 I:2 Al:1 Bl:0 ?:0
Located here: Lini

Harbor Card 1:
Helpful Haversack
Item 1

Traits
Accessory
Magic

Check
Dexterity
Intelligence
6

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

Harbor Card 2:
Swabbing the Decks
Barrier 1

Traits
Task
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Harbor Card 3:
Joseph "Jack" Scrimshaw
Ally C

Traits
Human
Pirate

Check
Charisma
Diplomacy
6

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

Harbor Card 4:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

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

Harbor Card 5:
Crab Swarm
Monster B

Traits
Animal
Aquatic
Swarm
Basic

Check
Combat
8

Powers
Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Harbor Card 6:
Ring of Wave Walking
Item 1

Traits
Accessory
Magic
Aquatic
Elite

Check
Constitution
Fortitude
6

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

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

House of Stolen Kisses Card 1:
Master Gunner
Ally B

Traits
Human
Pirate
Basic

Check
Charisma
Diplomacy
8

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

House of Stolen Kisses Card 2:
Magic Weapon
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

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

House of Stolen Kisses Card 3:
Dodo
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
5

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

House of Stolen Kisses Card 4:
Carver
Ally B

Traits
Elf
Pirate
Basic

Check
Charisma
Diplomacy
6

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

House of Stolen Kisses Card 5:
Pirate Hunting
Barrier C

Traits
Task
Pirate

Check
None

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

House of Stolen Kisses Card 6:
Crocodile
Monster C

Traits
Animal
Aquatic
Elite

Check
Combat
13

Powers
Ifthe check to defeat has the Cold trait, add 1d6.
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.

House of Stolen Kisses 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.

House of Stolen Kisses Card 8:
Slippery Syl Lonegan
Henchman Monster 1

Traits
Human
Pirate

Check
Combat
8

Powers
If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

House of Stolen Kisses Card 9:
Charm Animal
Spell C

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

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

House of Stolen Kisses Card 10:
Treasure Hunt
Barrier B

Traits
Cache
Task
Veteran

Check
Intelligence
Knowledge
7

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


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

Aric swaps in Harrow Deck for Flawless Monocle.
He starts at the Tower


Character Deck Upgrade Prefs: Ally 6 > Armor 6 > Item 6
Aric/The Red Raven wrote:

Hand: Clockwork Spy, Spyglass, Lockpick Shield, Harrow Deck, Blessing of the Spy, Social Climber,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards: Captain's Cutlass, Mask of the Red Raven, Lookout,

Skills and Powers:
SKILLS

Aric
Strength d6 [X]+1 [ ]+2
Dexterity d4 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Knowledge: Intelligence +2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Diplomacy: Charisma +3

Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

The Red Raven
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d4 [ ]+1

Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([ ] or turn) you may examine the top card of your location deck. ([ ] If its a monster, you may encounter it).

Nice to be back again, although it's come back at around midnight my time after being down the whole day. I'll try and squeeze a quick turn in so as to keep things moving.

Aric heads to the mysterious tower to get a good look out over the island and surrounding ocean.

Explore

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.

On the way there he bumps into a peculiar little gnome wearing a foppish purple hat, an eye patch, and a white shirt, and carrying a dandyish cane. Oh wow, I shouldn't be one to laugh at someone dressing up in costumes, but this guy takes the cake!

"Ah...greetings! My name is Aric. Fine day for a walk!"

Diplomacy DC7: 1d10 + 3 ⇒ (6) + 3 = 9 Acquired!

"Ah, well met, my good man! Yes, most excellent weather. You seem to be heading to the tower as well. My favourite lookout spot. Do let me accompany you, won't you? I'll bet you 5 gold that you've never seen a view quite like the one from up there! Oh, how rude of me...Shortstone's the name. Conchobhar Turlach Shortstone! Shall we?"

Aric sighs. It seems he's made a new friend. Wary of what may be waiting inside the tower, he sends his little pal 'Toc' ahead while he strolls at the pace of the short-legged gnome.

Display Clockwork Spy to examine the top card of the location.

Fear:

Spell B

Traits
Magic
Arcane
Divine
Attack
Mental
Elite

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

"Tell me, young man. Do you dabble?" Shortstone continues to ramble on. "...and by that, I mean in the arcane, or perhaps even in the divine. I'm a dabbler myself. Bit of this. Bit of that. Here's a little trick I picked up at my last port. He starts muttering the words of a spell that for some strange reason gives Aric a case of the jitters.

Intelligence DC6: 1d8 ⇒ 8 Acquired!

"Nice trick!I could see how that could come in handy, you must show me how to do that." Aric replies, impressed despite himself, then digs into his pocket for his new pack of cards. "Here's a trick I just learned that you might like!" He offers the bard the deck. "Pick a card, any card. Then show me and I'll tell you your future!"

Bury Harrow Deck to examine the top 3 cards of the location deck. and put them back in any order: Bucket Brigade, Taking on Water...and the Henchman! Putting the henchman on top, followed by the bucket and then the water.
Reveal Spyglass for recharge check.
Recharge Harrow Deck - Perception DC12: 1d8 + 2 + 1d6 ⇒ (4) + 2 + (3) = 9
Upon examining card, switch to The Red Raven Swap in Captain's Cutlass from kit for Fear


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

The gnome pulls out 'The King of Swords'. Aric ponders the card. "Hmmm, this represents intellect, serious thought. You're either planning a new course of study...or, you're about to encounter a rather plump man with a sword...er, excuse me a minute will you?"

Aric catches sight of a shady looking, rather plump man with a sword inside the tower and quickly rushes to apprehend him, ditching his outer garments as he ducks out of sight inside the door.

Discard Blessing of the Spy to explore again.

Fipps Chumlett:

Henchman Monster 1

Traits
Human
Pirate

Check
Combat
8

Powers
If the check to defeat has the Finesse or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Drawing his cutlass, The Red Raven surprises the pirate and has at him!

Combat(Melee) DC8: 2d10 + 4 + 1d6 + 1 + 1d4 ⇒ (8, 5) + 4 + (2) + 1 + (4) = 24 Defeated!

The cutlass sinks deep into the plump pirate's rather large belly and then pierces his heart. Guess I'm not going to see that great view after all! The Red Raven thinks to himself as he quietly tries to get out of the tower without arousing suspicion from the peculiar gnome.

Attempt to close!
Stealth DC7: 2d10 + 3 ⇒ (8, 9) + 3 = 20 Closed!

End Turn. DiscardLockpick Shield to get down to hand limit. Reset Hand.

Aric/The Red Raven wrote:

Hand: Captain's Cutlass, Spyglass, Social Climber, Conchobar Turlach Shortstone,

Displayed: Clockwork Spy,
Deck: 10 Discard: 2 Buried: 1
Notes:
Sideboard cards: Fear, Mask of the Red Raven, Lookout,

Skills and Powers:
SKILLS

Aric
Strength d6 [X]+1 [ ]+2
Dexterity d4 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Knowledge: Intelligence +2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Diplomacy: Charisma +3

Favored Card: None
Hand Size: 6 [ ]7
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.

The Red Raven
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Perception: Wisdom +2
Charisma d4 [ ]+1

Favored Card: None
Hand Size: 4 [ ]5
Proficient with: Light Armors, Weapons
Powers:
At start of turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3
At the end of your move step ([ ] or turn) you may examine the top card of your location deck. ([ ] If its a monster, you may encounter it).


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

Oh, forgot the closing effect. Examining top 2 cards of blessings deck and putting them back in any order. They are both BoAbadar so no choice to make there.


Turn 4: Hayato, Blessing of Abadar

Hayato steps into the alehouse and orders a water, waiting for his companions to arrive.

Explore Alehouse Card #1: Large Chest

Seeing his imposing physique, the bartender strikes up a conversation. "Hey, buddy, I got this big chest some guy left to pay for his room. It's stuck, though, and just taking up space. Tell you what, you get it open, we split whatever's inside?"

Ever polite, Hayato sets to trying to open the chest.

Melee 10 to defeat Large Chest: 1d1 + 3 ⇒ (1) + 3 = 4

He huffs and puffs, but cannot do it... he shamefacedly apologizes to the bartender, then goes back to scanning the crowd.

Banish Large Chest. Recharge Jinfu to explore Alehouse Card #2: Quartermaster

A man sidles up to the bar, looks at Hayato, doesn't like what he sees, and moves on.

Auto-fail check to acquire. Reset hand and end turn.

Hayato wrote:

Hand: Blessing of the Samurai 2, Boarding Pike, Blood Periapt, Falcon, Banner,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: The first person to run into a monster - I will display my barrier (no need to ask) to get +1 on combat checks until someone fails.
Sideboard cards:

Skills and Powers:
SKILLS

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

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

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

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