[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:

  • 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:
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:
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:
Saltwater Ogre
Monster C

Traits
Giant
Ogre
Aquatic

Check
Combat
14

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

Monster 5
Spoiler:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.

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:
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.

Barrier 3
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 4
Spoiler:
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.

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:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

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

Weapon 2
Spoiler:
Longsword
Weapon C

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.

Weapon 3
Spoiler:
Shock Musket +1
Weapon 1

Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
Craft
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Weapon 4
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 5
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.

Random Spells:
Spell 1
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 2
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 3
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 4
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 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 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.

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:
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 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:
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.

Random Items:
Item 1
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 2
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 3
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 4
Spoiler:
Ring of the Beasts
Item 1

Traits
Accessory
Magic
Elite

Check
Wisdom
Divine
9

Powers
Reveal this card to add 1d6 to your check against a card with the Animal trait.

Item 5
Spoiler:
Sapphire of Intelligence
Item B

Traits
Object
Magic

Check
Intelligence
7

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

Random Allies:
Ally 1
Spoiler:
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:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 3
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 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:
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 Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of 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 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 4
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessing 5
Spoiler:
Blessing of 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 Abadar

Top Blessing:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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


Blessings Remaining: 25
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (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 2 (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 3 (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 4 (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 5 (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 6 (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 7 (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 8 (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 9 (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 10 (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 11 (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 12 (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 13 (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 14 (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 15 (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 16 (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 17 (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 18 (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 19 (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 20 (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 21 (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 22 (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 23 (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 24 (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 25 (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:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Aric

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

Alehouse Card 1:
Potion of Heroism
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

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

Alehouse Card 2:
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 3:
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 4:
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 5:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is 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 6:
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 7:
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 8:
Cut-Throat Grok
Ally 1

Traits
Half-Orc
Fighter
Pirate

Check
Constitution
Fortitude
5
OR
Charisma
Diplomacy
7

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

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.


Amaryllis' Deck

Amaryllis timidly pushes open the door to the House of Stolen Kisses. Not typically her scene but we're after a crew and the hint of treasure so this place looks as good as any.

Explore 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.


Charisma 8: 1d12 + 1 ⇒ (10) + 1 = 11 Acquired, discard Codex for ATL text

As she pushes the door open she is immediately greeted by a gruff looking pirate. "Welcome to the House of Stolen Kisses! You look new here, is it your first time visiting? Allow me to show you around the place, get you more acquainted with the ways of Calistria!" Before Amaryllis can stammer out a response he throws an arm around her and gives her a tour of the brothel? Or temple? Amaryllis isn't quite sure at this point.
After the whirlwind tour she thanks the surprisingly helpful pirate. "After sampling the wares, if you still aren't having a good time come back and find me again." The gunner winks and turns, disappearing into the crowd. Amaryllis, trying to regain her bearings, suddenly realizes that pirate made off with her Codex! Whole lot of good that's going to do him, She thinks to herself. I can barely read my own writing. Well, at least he gave me a valuable tour of the place.

Discard Master Gunner and explore 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.

Arcane 4 check = auto-acquire (1d4 + 3)

Amaryllis begins flipping through a few tomes in the shelves on the wall. She comes across an interesting Magic Weapon spell and makes note of it in her Spellbook.
Alright, back to the task at hand. She thinks to herself. She takes a moment of concentration to see if she can use her arcane ability to spot any useful allies.
Discard Prophesize, select Ally, examine top 2 cards of deck:
Dodo and Carver, Shuffle remainder of cards and put Dodo on top, Carver 2nd

Spell recharge Arc 6: 1d12 + 3 ⇒ (3) + 3 = 6 spell recharged

She sees a decent candidate and a Dodo? Perhaps there's some potential there.

Reset hand and end turn

Amaryllis wrote:

Hand: Confusion, Magic Weapon (found), Spell Book, Cape of Escape, Blessing of the Spellbound, Fire Snake,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Magic Weapon adds 1d4 and Magic Trait to combat check with a weapon
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:

  • 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:
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.

Monster 2
Spoiler:
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.

Monster 3
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 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:
Smuggler
Monster B

Traits
Human
Smuggler
Basic

Check
Combat
9

Powers
Before you act, display a random card from your hand. If undefeated, discard it; if undefeated, bury it.

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:
Drowning Spikes Trap
Barrier 1

Traits
Trap
Aquatic

Check
Dexterity
Disable
7

Powers
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

Barrier 3
Spoiler:
Barroom Brawl
Barrier B

Traits
Skirmish
Veteran

Check
Strength
Melee
Dexterity
5

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

Barrier 4
Spoiler:
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:
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.

Random Weapons:
Weapon 1
Spoiler:
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.

Weapon 2
Spoiler:
Harpoon
Weapon C

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 3
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 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 +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.

Random Spells:
Spell 1
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 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:
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 4
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 5
Spoiler:
Instant Armor
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
3

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

Random Armors:
Armor 1
Spoiler:
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 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:
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 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:
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:
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 2
Spoiler:
Helpful Haversack
Item 1

Traits
Accessory
Magic

Check
Dexterity
Intelligence
6

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

Item 3
Spoiler:
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:
Spyglass
Item B

Traits
Object

Check
Wisdom
Perception
4

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

Item 5
Spoiler:
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:
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.

Ally 2
Spoiler:
Coral Capuchin
Ally 1

Traits
Animal
Aquatic

Check
Wisdom
Survival
6

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

Ally 3
Spoiler:
Heartbreak Hinsin
Ally B

Traits
Human
Aristocrat
Pirate

Check
Dexterity
Disable
4
THEN
Charisma
Diplomacy
7

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

Ally 4
Spoiler:
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 5
Spoiler:
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.

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 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 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: 6 Tarlin/Thunderspirit

Top of Blessing Discard Pile: Blessing of Besmara

Top Blessing:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

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


Blessings Remaining: 24
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (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 2 (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 3 (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 4 (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 5 (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 6 (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 7 (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 8 (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 9 (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 10 (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 11 (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 12 (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 13 (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 14 (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 15 (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 16 (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 17 (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 18 (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 19 (Turn 25 Amaryllis)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

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

Blessings Deck Card 20 (Turn 26 Tarlin)
Spoiler:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

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

Blessings Deck Card 21 (Turn 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 22 (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 23 (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 24 (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:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Aric

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

Alehouse Card 1:
Potion of Heroism
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

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

Alehouse Card 2:
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 3:
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 4:
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 5:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is 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 6:
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 7:
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 8:
Cut-Throat Grok
Ally 1

Traits
Half-Orc
Fighter
Pirate

Check
Constitution
Fortitude
5
OR
Charisma
Diplomacy
7

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

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:1 Ar:0 I:0 Al:3 Bl:0 ?:1
Located here: Amaryllis

House of Stolen Kisses Card 1 - Dodo:
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 2 - Carver:
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 3:
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 4:
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 5:
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 6:
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 7:
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 8:
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.


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

Tarlin continues to search about the Merchant Marina for any interested crew. He finds an unattended chest down a back alleyway. That's unusual, he thinks, and looks about to see if anyone has set it up as a trap. Satisfied that it's not, he takes a closer look, hoping maybe he can break the lock.

DC 10 Melee: 1d10 + 2 ⇒ (8) + 2 = 10 w00t! success!
random weapons: 1d4 ⇒ 2
With a short prayer to Iomedae he accepts the bounty he has found, and gives praise to The Inheritor cast Cure 1.
cards healed: 1d4 + 1 ⇒ (2) + 1 = 3 shuffle all three back in
DC 8 Divine to recharge Cure 1: 1d8 + 2 ⇒ (4) + 2 = 6 nope

Will post hand once weapons are known and I know what, if any, I'll be keeping in hand.


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

random weapon 1 (cos I'm dumb): 1d5 ⇒ 4 Cutlass
random weapon 2: 1d4 ⇒ 4 ooh, Cutlass +1

Tarlin finds a pair of twin blades, but one is clearly better then the other, so he keeps that one.

Tarlin wrote:

Hand: Longsword 2, Cure 2, Quarterstaff, Cutlass +1 (found), Holy Light,

Displayed:
Deck: 12 Discard: 2 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>


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.


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Random Monsters:
Monster 1
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 2
Spoiler:
Sea Hag
Monster B

Traits
Hag
Aquatic

Check
Combat
11

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

Monster 3
Spoiler:
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 4
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 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:
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:
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 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:
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:
Large Chest
Barrier B

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

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

Random Weapons:
Weapon 1
Spoiler:
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:
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 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:
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 +1
Weapon B

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.

Random Spells:
Spell 1
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 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:
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 4
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 5
Spoiler:
Instant Armor
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
3

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

Random Armors:
Armor 1
Spoiler:
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 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:
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 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.

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:
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 2
Spoiler:
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.

Item 3
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 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:
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:
Coral Capuchin
Ally 1

Traits
Animal
Aquatic

Check
Wisdom
Survival
6

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

Ally 2
Spoiler:
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:
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 4
Spoiler:
Lookout
Ally B

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.

Ally 5
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.

Random Blessings:
Blessing 1
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 2
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of 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 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: 7 Lini/Merisal The Risen

Top of Blessing Discard Pile: Blessing of Sivanah

Top Blessing:
Blessing of Sivanah
Blessing C

Traits
Divine
Sivanah

Check
Intelligence
Charisma
7
OR
Divine
5

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


Blessings Remaining: 23
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (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 2 (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 3 (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 4 (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 5 (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 6 (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 7 (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 8 (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 9 (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 10 (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 11 (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 12 (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 13 (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 14 (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 15 (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 16 (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 17 (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 18 (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 19 (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 20 (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 21 (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 22 (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 23 (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:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Aric

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

Merchant Marina Card 1:
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 2:
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 3:
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 4:
Topaz of Strength
Item B

Traits
Object
Magic

Check
Strength
7

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

Merchant Marina Card 5:
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 6:
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 7:
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 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.

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

Alehouse Card 1:
Potion of Heroism
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

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

Alehouse Card 2:
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 3:
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 4:
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 5:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is 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 6:
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 7:
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 8:
Cut-Throat Grok
Ally 1

Traits
Half-Orc
Fighter
Pirate

Check
Constitution
Fortitude
5
OR
Charisma
Diplomacy
7

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

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:1 Ar:0 I:0 Al:3 Bl:0 ?:1
Located here: Amaryllis

House of Stolen Kisses Card 1 - Dodo:
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 2 - Carver:
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 3:
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 4:
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 5:
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 6:
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 7:
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 8:
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.


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

Lini heads for the docks and displays mastiff to draw two cards

Lini wrote:

Hand: Chain mail, Blessing of Milani, Armour of the sands, Frog, Walking stick, Blessing of Thoth,

Displayed: Mastiff,
Deck: 10 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

She encounter Maheem

combat 8: 4d4 ⇒ (4, 2, 1, 2) = 9. Reveal walking stick and blessing of Milani

Defeats henchman closes location by burying frog examines house of stolen kisses and acquires dodo

Lini wrote:

Hand: Chain mail, Dodo, Armour of the sands, Walking stick, Blessing of Thoth,

Displayed:
Deck: 11 Discard: 2 Buried: 1
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: Blessing 3/2 > Weapon 3 > Item 3 > Armor 3 > Ally 3/2

Sorry for the delay, guys!

The Red Raven, a bit suspicious of the strange gnome that befriended Aric, decides to tail the little bard to see what he gets up to and what his true motives are. The bard heads back into town and towards a very rowdy looking festhall.

Move to Festhall. Examine top card using Red Raven's power.

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.


Explore

The festhall is situated on the banks of a river. The Red Raven stops a moment to wash some of the blood of his hands, but is taken aback when a large, jagged pincer bursts out of the reeds at the edge of the water and tries to grab ahold, or perhaps sever, his fingers. The vigilante instinctively strikes back at the dangerous creature with a stab of his blade.

Captain's Cutlass
Combat (Melee) DC11: 1d10 + 4 + 1d6 + 1 ⇒ (6) + 4 + (3) + 1 = 14

The first claw is sliced clean off by The Red Raven's well aimed strike but another large claw instantly comes snapping out towards his sword hand.

Combat (Melee) DC11: 1d10 + 4 + 1d6 + 1 ⇒ (5) + 4 + (3) + 1 = 13

With a quick flick of his blade, the second claw is also detached from the reefclaw's body and the badly injured creature sinks down to the river floor, sending up a bloodied stream of bubbles to the surface.

The Red Raven then tries to scope out the hall from his vantage spot before heading in. Better to catch any unsavoury sorts unawares than just barge into the place in full costume.

Discard Spyglass to examine top 2 cards of deck and put them back in any order: Cure and Dragon Pistol. Put the weapon on top.

Unable to make much out through the poorly cleaned windows, The Raven moves closer to try and get a better view of what the gnome might be up to. On the way he finds an exotic looking weapon discarded at the side of the path.

Discard Conchibar Turlach Shortstone to explore again.

Dexterity DC9: 1d10 + 1 ⇒ (4) + 1 = 5

Not really a fan of guns, The Raven just kicks it back into the grass and ponders whether he should change out of costume before proceeding any further.

End Turn. Reset Hand.

Aric/The Red Raven wrote:

Hand: Patrician's Armor, Social Climber, Magnifying Glass, Captain's Cutlass, Blessing of the Ancients, Psychic Detective,

Displayed: Clockwork Spy,
Deck: 6 Discard: 4 Buried: 1
Notes: Use blessings as needed.
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).


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:
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.

Monster 2
Spoiler:
Swamp Ghoul
Monster B

Traits
Undead
Ghoul
Aquatic
Elite

Check
Combat
11

Powers
The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Monster 3
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.

Monster 4
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 5
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.

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:
Large Chest
Barrier B

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

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

Barrier 3
Spoiler:
Dead Man's Chest
Barrier C

Traits
Cache
Lock
Pirate

Check
Dexterity
Disable
11
OR
Strength
Melee
13

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

Barrier 4
Spoiler:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

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

Barrier 5
Spoiler:
Man Overboard
Barrier B

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.

Random Weapons:
Weapon 1
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 2
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 3
Spoiler:
Harpoon
Weapon C

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 4
Spoiler:
Icy Boarding Pike +1
Weapon B

Traits
Polearm
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
10

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

Weapon 5
Spoiler:
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.

Random Spells:
Spell 1
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 2
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 3
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 4
Spoiler:
Instant Armor
Spell C

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
3

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

Spell 5
Spoiler:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

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

Random Armors:
Armor 1
Spoiler:
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:
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:
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 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:
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:
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 2
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

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

Item 3
Spoiler:
Rum Bottle
Item C

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 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:
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:
Sandara Quinn
Ally 1

Traits
Human
Cleric
Pirate

Check
Charisma
Diplomacy
5

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

Ally 2
Spoiler:
Coral Capuchin
Ally 1

Traits
Animal
Aquatic

Check
Wisdom
Survival
6

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

Ally 3
Spoiler:
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 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:
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.

Random Blessings:
Blessing 1
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 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 Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessing 4
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessing 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: 9 Hayato/Chthonicthul

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 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 2 (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 3 (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 4 (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 5 (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 6 (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 7 (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 8 (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 9 (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 10 (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 11 (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 12 (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 13 (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 14 (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 15 (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 16 (Turn 25 Amaryllis)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

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

Blessings Deck Card 17 (Turn 26 Tarlin)
Spoiler:
Blessing of 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 18 (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 19 (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 20 (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 21 (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:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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

Merchant Marina Card 1:
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 2:
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 3:
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 4:
Topaz of Strength
Item B

Traits
Object
Magic

Check
Strength
7

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

Merchant Marina Card 5:
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 6:
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 7:
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 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.

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

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:1 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:1 ?:1
Located here: Aric

Festhall Card 1 - Cure:
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 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.

Festhall Card 3:
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 4:
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 5:
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 6:
Token of Remembrance
Item B

Traits
Object
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
5

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

Festhall Card 7:
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 8:
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:1 W:1 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Located here: Hayato

Alehouse Card 1:
Potion of Heroism
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

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

Alehouse Card 2:
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 3:
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 4:
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 5:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is 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 6:
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 7:
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 8:
Cut-Throat Grok
Ally 1

Traits
Half-Orc
Fighter
Pirate

Check
Constitution
Fortitude
5
OR
Charisma
Diplomacy
7

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

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

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
Before you act, each other 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 new result.

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:1 Ar:0 I:0 Al:2 Bl:0 ?:1
Located here: Amaryllis

House of Stolen Kisses Card 1 - Carver:
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 2:
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 3:
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 4:
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 5:
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 6:
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 7:
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.


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Turn 9/Hayato. Blessing of the Gods

Chastised by his failure to open a simple chest, Hayato scans the crowd as he sips his tea.

Explore Alehouse card #1: Potion of Heroism. Auto-fail.

A waitress walks by with an intriguing-smelling potion of some sort. Hayato keeps his attention on his tea.

Discard Falcon to explore Alehouse card #2: Pirate Captain

The samurai drops a coin emblazoned with a flying falcon on the bar to pay for hsi drink and prepares to leave. He feels a hard hand on his shoulder, and he is spun around to find that he is face-to-face with a hard-eyed man. A thin moustache, clearly grown to add character to a boring face, is the only thing that Hayato can look at as the man growls. "Leaving, Minkian? Too good for our little watering hole?" Drink has crossed the man's eyes; he looks to be a few minutes from sweet oblivion. Nonetheless, the pirate swings a clenched fist at the ronin.

Recharge Blood Periapt for monster power
Combat 13 to defeat Pirate Captain, reveailing Boarding Pike: 1d10 + 3 + 1d6 + 1d8 + 1d4 + 1 ⇒ (10) + 3 + (4) + (7) + (4) + 1 = 29

Hayato easily parries the blow, then lays the man out. It seems unlikely he will get up any time soon. Hayato offers a prayer of thanks to the gods.

Discard Blessing of the Samurai 2 to explore Alehouse card #3: Giant Moray Eel

No sooner does he turn his back, then a second, LARGER hand grabs his shoulder. This time, when he is spun around, he has to crane his neck to see the face that looms over him. "That captain. Me Eel. Eel work for captain. Eel mad at little man!" Once again, a fist flies.

Combat 10 to defeat Giant Moray Eel, revealing Boarding Pike: 1d10 + 3 + 1d8 + 1d4 + 1 ⇒ (5) + 3 + (4) + (2) + 1 = 15

Moments later, a second body is laid out upon the floor. Hayato think to himself that perhaps he is enjoying himself too much.

Reset hand and end turn.

Hayato wrote:

Hand: Katana +1, Boarding Pike, Blessing of the Samurai 1, Blessing of Shax, Portable Ram,

Displayed: Banner,
Deck: 8 Discard: 2 Buried: 0
Notes: Barrier displayed to give +1 on combat checks until someone fails. Also, if anyone encounters a Barrier that has rthe Lock, Obstacle, or Trap trait, Hayato will display the Barrier to give a +1 to such checks until someone fails to defeat a bane.
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


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
  • Banner displayed (+1 to all combat checks until a bane is undefeated).
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:
Smuggler
Monster B

Traits
Human
Smuggler
Basic

Check
Combat
9

Powers
Before you act, display a random card from your hand. If undefeated, discard it; if undefeated, bury it.

Monster 2
Spoiler:
Sea Hag
Monster B

Traits
Hag
Aquatic

Check
Combat
11

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

Monster 3
Spoiler:
Giant Rock Crab
Monster 1

Traits
Animal
Aquatic

Check
Combat
13

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

Monster 4
Spoiler:
Swamp Ghoul
Monster B

Traits
Undead
Ghoul
Aquatic
Elite

Check
Combat
11

Powers
The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Monster 5
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.

Random Barriers:
Barrier 1
Spoiler:
Barroom Brawl
Barrier B

Traits
Skirmish
Veteran

Check
Strength
Melee
Dexterity
5

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

Barrier 2
Spoiler:
Large Chest
Barrier B

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

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

Barrier 3
Spoiler:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

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

Barrier 4
Spoiler:
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 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:
Throwing Axe
Weapon B

Traits
Axe
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged 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 2
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 3
Spoiler:
Shock Musket +1
Weapon 1

Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
Craft
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Weapon 4
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:
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.

Random Spells:
Spell 1
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 2
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 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:
Arcane Armor
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

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

Spell 5
Spoiler:
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.

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:
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 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:
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 2
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 3
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 4
Spoiler:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

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

Item 5
Spoiler:
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.

Random Allies:
Ally 1
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 2
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 3
Spoiler:
Lookout
Ally B

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.

Ally 4
Spoiler:
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.

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 Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessing 2
Spoiler:
Blessing of 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: 10 Amaryllis/WilderRedbeard

Top of Blessing Discard Pile: Blessing of Sivanah

Top Blessing:
Blessing of Sivanah
Blessing B

Traits
Divine
Sivanah

Check
Intelligence
Charisma
7
OR
Divine
5

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


Blessings Remaining: 20
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (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 2 (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 3 (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 4 (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 5 (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 6 (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 7 (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 8 (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 9 (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 10 (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 11 (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 12 (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 13 (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 14 (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 15 (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 16 (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 17 (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 18 (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 19 (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 20 (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:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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

Merchant Marina Card 1:
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 2:
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 3:
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 4:
Topaz of Strength
Item B

Traits
Object
Magic

Check
Strength
7

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

Merchant Marina Card 5:
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 6:
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 7:
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 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.

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

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:1 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:1 ?:1
Located here: Aric

Festhall Card 1 - Cure:
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 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.

Festhall Card 3:
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 4:
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 5:
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 6:
Token of Remembrance
Item B

Traits
Object
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
5

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

Festhall Card 7:
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 8:
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:0 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1
Located here: Hayato

Alehouse 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.

Alehouse Card 2:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is 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 3:
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 4:
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 5:
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

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
Before you act, each other 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 new result.

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:1 Ar:0 I:0 Al:2 Bl:0 ?:1
Located here: Amaryllis

House of Stolen Kisses Card 1 - Carver:
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 2:
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 3:
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 4:
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 5:
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 6:
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 7:
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.


Amaryllis' Deck

Amaryllis approaches the Dodo's cage just as it bursts through the cage door and flees the building. She looks around sheepishly to make sure no one pins the escape on her. "Ah well," she mutters to herself, "I'm not sure a bird like that would have fared well on the open sea anyway."

Explore card #1

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.


Charisma 6: 1d12 + 1 ⇒ (3) + 1 = 4 failed to acquire

She approaches the Carver only to realize that he is deep in conversation with one of the acolytes of the house. She tries to interject but is waved off by an impatient hand.

Discard BotSpellbound to explore card #2

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.

The revelry inside the building is suddenly hushed as shouting and smashing of goods can be heard from outside. Amaryllis pushes through the door to see a band of looting pirates piling out of their ship!

Random Ship: 1d6 ⇒ 4

Truewind:

Ship B
Class 1
Check to Defeat
Intelligence
Knowledge
8
OR
Wisdom
Survival
6

When Encountered
You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
When Commanding
You may discard a card from the blessings deck to recharge a random card from your discard pile.

Check to Repair
Craft
7

When Commanding (Wrecked)
The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.


Discard Fire Snake to use Arcane skill in place of Wisdom, reveal Spell Book for extra 1d4
Arcane 6: 1d12 + 1d4 + 3 ⇒ (1) + (3) + 3 = 7 success
spell recharge check
Arcane 8: 1d12 + 3 ⇒ (1) + 3 = 4 fail

Before the pirates get too far inland, Amaryllis conjures a massive fire snake that cuts off their approach and causes them to flee back to the ship or be burned alive by the inferno. The pirates, not interested in putting up a fight, set sail for an easier port to pillage.

End turn, reset hand, then end of turn spell recharge check
Arcane 8: 1d12 + 3 ⇒ (10) + 3 = 13 success

Amaryllis wrote:

Hand: Confusion, Magic Weapon (found), Spell Book, Cape of Escape, Blessing of Pharasma 2, Surgeon,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: BoPharasma available; Magic Weapon adds 1d4 and Magic Trait to combat check with a weapon
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 continues his impromptu tour of the Merchant Marina.

He comes across an unoccupied kiosk advertising anchors, of all things, with a curious sign on it: Free, take one!
DC 8 WIS: 1d8 + 1 ⇒ (6) + 1 = 7 nope
Tarlin is fooled and tries to do just that, only to find it secured fast to the boardwalk, not unlike the old stuck coin on the street gag. Someone is having a good laugh at his expense.

Cast Cure 2, shuffle both discarded cards back in.
DC 8 Divine to recharge: 1d8 + 2 ⇒ (6) + 2 = 8 success

Reset hand and end turn.

Tarlin wrote:

Hand: Longsword 2, Quarterstaff, Cutlass +1 (found), Holy Light, Sage,

Displayed:
Deck: 14 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>


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
  • Banner displayed (+1 to all combat checks until a bane is undefeated).
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:
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 2
Spoiler:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.

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:
Giant Rock Crab
Monster 1

Traits
Animal
Aquatic

Check
Combat
13

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

Monster 5
Spoiler:
Shackles Pirate
Monster B

Traits
Human
Pirate
Veteran

Check
Combat
9

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

Random Barriers:
Barrier 1
Spoiler:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

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

Barrier 2
Spoiler:
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 3
Spoiler:
Pirate Hunting
Barrier C

Traits
Task
Pirate

Check
None

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

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

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

Barrier 5
Spoiler:
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:
Light Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Weapon 2
Spoiler:
Pistol +1
Weapon B

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 3
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 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:
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:
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 2
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 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:
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 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:
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 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:
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:
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:
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:
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:
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 3
Spoiler:
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.

Item 4
Spoiler:
Blast Stone
Item C

Traits
Object
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card to add 1d4 to any combat check attempted by a character at your location.

Item 5
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.

Random Allies:
Ally 1
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 2
Spoiler:
Besmaran Priest
Ally C

Traits
Human
Cleric
Pirate

Check
Divine
Charisma
Diplomacy
6

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

Ally 3
Spoiler:
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 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:
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.

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

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

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

Blessing 3
Spoiler:
Blessing of 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 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 Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

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

Turn: 12 Lini/Merisal The Risen

Top of Blessing Discard Pile: Blessing of Cayden Cailean

Top Blessing:
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 Remaining: 18
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (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 2 (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 3 (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 4 (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 5 (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 6 (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 7 (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 8 (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 9 (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 10 (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 11 (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 12 (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 13 (Turn 25 Amaryllis)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

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

Blessings Deck Card 14 (Turn 26 Tarlin)
Spoiler:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

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

Blessings Deck Card 15 (Turn 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 16 (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 17 (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 18 (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:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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

Merchant Marina Card 1:
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 2:
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 3:
Topaz of Strength
Item B

Traits
Object
Magic

Check
Strength
7

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

Merchant Marina Card 4:
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 5:
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 6:
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 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.

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

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:1 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:1 ?:1
Located here: Aric

Festhall Card 1 - Cure:
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 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.

Festhall Card 3:
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 4:
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 5:
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 6:
Token of Remembrance
Item B

Traits
Object
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
5

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

Festhall Card 7:
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 8:
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:0 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1
Located here: Hayato

Alehouse 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.

Alehouse Card 2:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is 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 3:
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 4:
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 5:
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

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
Before you act, each other 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 new result.

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

House of Stolen Kisses Card 1:
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 2:
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 3:
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 4:
Charm Animal
Spell C

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

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

House of Stolen Kisses Card 5:
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.


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 joins her friend Aric at the fest hall

divine 6: 1d10 + 3 ⇒ (2) + 3 = 5

the cure spell is banished

she discards dodo to examine the next card and put blessing of the gods to the bottom of the fest hall deck she then explores and finds Rosie Cusswell

charisma 6: 1d8 ⇒ 6

The two see eye to eye (There is an advantage to being short)

Rosie leads Lini off on a swashbuckling chase (discard to explore)

Lini sees a shortsword

strength 4: 2d4 ⇒ (3, 4) = 7

(extra dice from swashbuckling trait from Rosie explore)

Lini wrote:

Hand: Chain mail, Short sword, Armour of the sands, Walking stick, Blessing of Thoth,

Displayed:
Deck: 12 Discard: 3 Buried: 1
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+3
Survival +2 d10+3
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
  • Banner displayed (+1 to all combat checks until a bane is undefeated).
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:
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 2
Spoiler:
Giant Rock Crab
Monster 1

Traits
Animal
Aquatic

Check
Combat
13

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

Monster 3
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 4
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 5
Spoiler:
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.

Random Barriers:
Barrier 1
Spoiler:
Large Chest
Barrier B

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

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

Barrier 2
Spoiler:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

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

Barrier 3
Spoiler:
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 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:
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.

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:
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 3
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 4
Spoiler:
Longsword
Weapon C

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.

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:
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 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:
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:
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 5
Spoiler:
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.

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:
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 3
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 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 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:
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 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:
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:
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:
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.

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:
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 3
Spoiler:
Lookout
Ally B

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.

Ally 4
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 5
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.

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

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessing 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 Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Turn: 13 Aric/Greenclaw

Top of Blessing Discard Pile: Blessing of Gozreh

Top Blessing:
Blessing of Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

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


Blessings Remaining: 17
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (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 2 (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 3 (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 4 (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 5 (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 6 (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 7 (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 8 (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 9 (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 10 (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 11 (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 12 (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 13 (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 14 (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 15 (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 16 (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 17 (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:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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

Merchant Marina Card 1:
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 2:
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 3:
Topaz of Strength
Item B

Traits
Object
Magic

Check
Strength
7

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

Merchant Marina Card 4:
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 5:
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 6:
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 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.

Docks
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

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:1 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Aric, Lini

Festhall Card 1:
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 2:
Token of Remembrance
Item B

Traits
Object
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
5

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

Festhall Card 3:
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 4:
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.

Festhall Card 5 - Blessing of the Gods:
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.

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

Alehouse 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.

Alehouse Card 2:
Pirate Hunting
Barrier B

Traits
Task
Pirate

Check
None

Powers
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is 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 3:
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 4:
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 5:
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

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
Before you act, each other 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 new result.

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

House of Stolen Kisses Card 1:
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 2:
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 3:
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 4:
Charm Animal
Spell C

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

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

House of Stolen Kisses Card 5:
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: Blessing 3/2 > Weapon 3 > Item 3 > Armor 3 > Ally 3/2

I realise I incorrectly drew up to Aric's 6 card hand limit instead of Red Raven's 4 card limit at the end of last turn. No cards have been used since then. so here is his correct starting hand for this turn.

Aric/The Red Raven wrote:

Hand: Patrician's Armor, Social Climber, Magnifying Glass, Captain's Cutlass,

Displayed: Clockwork Spy,
Deck: 8 Discard: 4 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).

The Red Raven sees one of his and Aric's friends, Lini, entering the Festhall. She is obviously on the same trail and it's good to know that she will be there to help if things end up getting messy. He sneaks up to the window to get a feel for the mood in the place and to decide if it's better he enter in costume or should slip back into his civilian clothes.

At end of move step, examine top card using Red Raven's power: It's one of the villains! Master Scourge

He looks through the window and almost directly over the shoulder of a lean and mean looking pirate with a dark beard and long flowing coat. The man seems to be coating his weapons with a sickly green tinted liquid that one can only assume is some sort of poison. Not the type of man you want to take on unprepared. The Red Raven decides it best to alert his companions of the man's presence so that they can corner him unawares, rather than confront him now and potentially let him escape.

Given we still have one uncovered location at present, I see no benefit in encountering this villain now as even if defeated, he'll just get shuffled back into this deck. I'm thinking leave him on top until we have all other locations closed.

Quickly discarding his vigilante costume, he changes back into his street clothes and sidles casually into the bar for a drink.

On examining, switch to Aric. End Turn. Reset Hand.

Aric/The Red Raven wrote:

Hand: Patrician's Armor, Social Climber, Magnifying Glass, Captain's Cutlass, Sword Cane, Blessing of the Ancients,

Displayed: Clockwork Spy,
Deck: 6 Discard: 4 Buried: 1
Notes: Use blessing as needed.
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).


Turn 14: Hayato/Blessing of the Gods
Explore Alehouse Card #1: Master-at-Arms

Hayato watches as a parade of undesirably parades by his spot at the bar, only occasionally punctuated by a more respectable person. Surrounded by a crowd of off-duty, a well-dressed young woman is giving instructions and handing out weekend pay. Ah, that one must be a master-at-arms, the samurai thinks. Unsure of what she might think of him, Hayato keeps his distance.

Auto-fail check to acquire.
Discard Blessing of the Samurai 1 to explore Alehouse Card #2: Pirate Hunting

As he waits further, the doors burst open and the dregs of the sea march in. Pirates. Pirates of many races, sizes, descriptions - this must be the entire crew of some unworthy vessel. Almost instantly, the off-duty soldiers begin a brawl with the ragtag crew, and soon the whole bar has erupted in drunken violence. Hayato sees no choice but to jump in on the side of the overmatched soldiers.
Hayato needs to encounter a random ship, yes? I have taken it on faith that we are always on a ship, despite his being in an alehouse, so per card power I think that's how this goes.


Ship: Dominator
Survival 8 to defeat Dominator, discarding Blessing of Shax: 2d6 + 1 ⇒ (3, 2) + 1 = 6
Failure. Leave Pirate Hunting faceup on the location deck and put Dominator next to it. Characters at this location encounter Dominator as their first exploration each turn.

Within seconds, Hayato finds himself lying on the floor next to the Eel. Fitting, he thinks...

Reset hand and end turn

Hayato wrote:

Hand: Katana +1, Boarding Pike, Heavy Wooden Shield, Camel, Portable Ram,

Displayed: Banner,
Deck: 6 Discard: 4 Buried: 0
Notes: Barrier displayed to give +1 on combat checks until someone fails. Also, if anyone encounters a Barrier that has rthe Lock, Obstacle, or Trap trait, Hayato will display the Barrier to give a +1 to such checks until someone fails to defeat a bane.
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


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
  • Banner displayed (+1 to all combat checks until a bane is undefeated).
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:
Sea Drake
Monster B

Traits
Dragon
Aquatic

Check
Combat
14

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

Monster 2
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 3
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 4
Spoiler:
Crocodile
Monster B

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.

Monster 5
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.

Random Barriers:
Barrier 1
Spoiler:
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.

Barrier 2
Spoiler:
Drowning Spikes Trap
Barrier 1

Traits
Trap
Aquatic

Check
Dexterity
Disable
7

Powers
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

Barrier 3
Spoiler:
Barroom Brawl
Barrier B

Traits
Skirmish
Veteran

Check
Strength
Melee
Dexterity
5

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

Barrier 4
Spoiler:
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.

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:
Shock Musket +1
Weapon 1

Traits
Firearm
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
Craft
11

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Weapon 2
Spoiler:
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 3
Spoiler:
Morningstar
Weapon B

Traits
Mace
Melee
Piercing
Elite

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 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

Weapon 4
Spoiler:
Main-Gauche
Weapon B

Traits
Knife
Melee
Piercing
Finesse
Offhand
Swashbuckling
Elite

Check
Strength
Melee
5

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2.

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:
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 2
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 3
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 4
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 5
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.

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:
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 3
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 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:
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:
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 2
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 3
Spoiler:
Nautical Charts
Item B

Traits
Book

Check
Wisdom
Survival
7

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

Item 4
Spoiler:
Blast Stone
Item C

Traits
Object
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card to add 1d4 to any combat check attempted by a character at your location.

Item 5
Spoiler:
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.

Random Allies:
Ally 1
Spoiler:
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.

Ally 2
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 3
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 4
Spoiler:
Old Salt
Ally B

Traits
Human
Veteran

Check
Charisma
Diplomacy
7

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

Ally 5
Spoiler:
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 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 3
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 4
Spoiler:
Blessing of Milani
Blessing B

Traits
Divine
Milani

Check
Dexterity
Wisdom
7
OR
Divine
5

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

Blessing 5
Spoiler:
Blessing of 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.

Turn: 14 Hayato/Chthonicthul

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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


Blessings Remaining: 16
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 15 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 2 (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 3 (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 4 (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 5 (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 6 (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 7 (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 8 (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 9 (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 10 (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 11 (Turn 25 Amaryllis)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

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

Blessings Deck Card 12 (Turn 26 Tarlin)
Spoiler:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

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

Blessings Deck Card 13 (Turn 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 14 (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 15 (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 16 (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:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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

Merchant Marina Card 1:
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 2:
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 3:
Topaz of Strength
Item B

Traits
Object
Magic

Check
Strength
7

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

Merchant Marina Card 4:
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 5:
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 6:
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 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.

Docks
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

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:1 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Aric, Lini

Festhall Card 1 - Master Scourge:
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 2:
Token of Remembrance
Item B

Traits
Object
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
5

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

Festhall Card 3:
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 4:
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.

Festhall Card 5 - Blessing of the Gods:
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.

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:0 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Hayato
Notes: Pirate Hunting ship: Dominator

Alehouse Card 1 - Pirate Hunting:
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 2:
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 3:
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 4:
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

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
Before you act, each other 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 new result.

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

House of Stolen Kisses Card 1:
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 2:
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 3:
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 4:
Charm Animal
Spell C

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

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

House of Stolen Kisses Card 5:
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.


Amaryllis' Deck

Discard top card of Blessings deck: BotGods
Discard card for ship damage: Cape of Escape

Amaryllis heads back toward the House of Stolen Kisses and sees a familiar face. The Surgeon who previously patched her up is passing by the wharf but stops to chat with Amaryllis. "I see you've gotten yourself into a bit of trouble again," she chuckles, "Allow me to take a look at you." Amaryllis gratefully accepts.

1 Codex, 2 Master Gunner, 3 BotSpellbound, 4 Cape of Escape: 1d4 ⇒ 3 Recharge BotSpellbound & Surgeon

Explore HoSK Card #1

Crocodile:

Monster C
Traits
Animal
Aquatic
Elite

Check
Combat
13

Powers
If the 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.

Amaryllis thanks the Surgeon and starts out toward the house. She jerks back at the last second, realizing she almost stepped on a crocodile sunning itself by the water. The creature begins hissing at her and charges!

Discard Confusion to evade monster, attempt recharge check
Arcane 8: 1d12 + 3 ⇒ (7) + 3 = 10 recharged

Amaryllis casts a mesmerizing arcane display which confuses the creature, causing it to stagger about until it eventually finds its way back into the water and disappears. Amaryllis, fond of each foot on the end of her legs, vows to watch her steps more closely from now on.

Crocodile shuffled into House of Stolen Kisses location deck

Reset hand and end turn

Amaryllis wrote:

Hand: Flame Staff, Magic Weapon (found), Spell Book, Incanter, Blessing of Pharasma 1, Blessing of Pharasma 2,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: 2 BoPharasmas available
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:

  • 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:
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 2
Spoiler:
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.

Monster 3
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 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:
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:
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 2
Spoiler:
Lookout Duty
Barrier B

Traits
Task
Veteran

Check
Wisdom
Perception
6

Powers
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may 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 3
Spoiler:
Barroom Brawl
Barrier B

Traits
Skirmish
Veteran

Check
Strength
Melee
Dexterity
5

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

Barrier 4
Spoiler:
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.

Barrier 5
Spoiler:
Large Chest
Barrier B

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

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

Random Weapons:
Weapon 1
Spoiler:
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.

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:
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 4
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 5
Spoiler:
Pistol +1
Weapon B

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.

Random Spells:
Spell 1
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 2
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 3
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 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:
Phantasmal Minion
Spell C

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.

Random Armors:
Armor 1
Spoiler:
Magic Wooden Armor
Armor 1

Traits
Light Armor
Magic
Swashbuckling
Elite

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 2 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 2
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 3
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 4
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 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:
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 2
Spoiler:
Potion of Heroism
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

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

Item 3
Spoiler:
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 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:
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.

Random Allies:
Ally 1
Spoiler:
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.

Ally 2
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 3
Spoiler:
Acolyte
Ally C

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 4
Spoiler:
Snow Leopard
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.

Ally 5
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.

Random Blessings:
Blessing 1
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.

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 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 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: 16 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: 14
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (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 2 (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 3 (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 4 (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 5 (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 6 (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 7 (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 8 (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 9 (Turn 25 Amaryllis)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

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

Blessings Deck Card 10 (Turn 26 Tarlin)
Spoiler:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

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

Blessings Deck Card 11 (Turn 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 12 (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 13 (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 14 (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:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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

Merchant Marina Card 1:
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 2:
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 3:
Topaz of Strength
Item B

Traits
Object
Magic

Check
Strength
7

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

Merchant Marina Card 4:
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 5:
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 6:
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 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.

Docks
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

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:1 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Aric, Lini

Festhall Card 1 - Master Scourge:
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 2:
Token of Remembrance
Item B

Traits
Object
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
5

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

Festhall Card 3:
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 4:
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.

Festhall Card 5 - Blessing of the Gods:
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.

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:0 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Hayato
Notes: Pirate Hunting ship: Dominator

Alehouse Card 1 - Pirate Hunting:
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 2:
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 3:
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 4:
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

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
Before you act, each other 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 new result.

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:1 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Amaryllis
Notes: Crocodile

House of Stolen Kisses Card 1:
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 2:
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 3:
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.

House of Stolen Kisses Card 4:
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 5:
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.


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

Hearing the calls of his friends, Tarlin heads over to the Festhall. Something about a scourge of masters — it's not completely clear, as it seems Iomedae was trying to speak at the same time they were.

He soon discovers what they meant — Master Scourge, whose painful lash slashes the cleric across his torso!
DC 7 Fort: 1d8 + 2 ⇒ (6) + 2 = 8 success
Gritting his teeth against the pain, Tarlin determines to give as good as he's gotten!

Reveal, then discard Cutlass +1 (found). 88% chance to succeed.
DC 12 Combat: 1d10 + 2 + 1d6 + 1 + 1d8 ⇒ (3) + 2 + (1) + 1 + (8) = 15 success


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

Tarlin cannot make the Diplo/CHA check.

A couple of people pause a moment to observe, and appear as though they want to say something; but they quickly move on in silence.

Reset hand and end turn.

Tarlin wrote:

Hand: Quarterstaff, Holy Light, Sage, Cure 2, Wooden Armor,

Displayed:
Deck: 12 Discard: 2 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

Forgot the poison damage, would have discarded Sage.

Updated hand:

Tarlin wrote:

Hand: Quarterstaff, Holy Light, Cure 2, Wooden Armor, Wooden Shield (found),

Displayed:
Deck: 11 Discard: 3 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>


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.
  • Jemma Redclaw's increased difficulty: +5 (Master Scourge displayed)
  • 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:
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.

Monster 2
Spoiler:
Smuggler
Monster B

Traits
Human
Smuggler
Basic

Check
Combat
9

Powers
Before you act, display a random card from your hand. If undefeated, discard it; if undefeated, bury it.

Monster 3
Spoiler:
Smuggler
Monster B

Traits
Human
Smuggler
Basic

Check
Combat
9

Powers
Before you act, display a random card from your hand. If undefeated, discard it; if undefeated, bury it.

Monster 4
Spoiler:
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.

Monster 5
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.

Random Barriers:
Barrier 1
Spoiler:
Large Chest
Barrier B

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

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

Barrier 2
Spoiler:
Illusory Wall
Barrier B

Traits
Obstacle
Magic
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Perception
6

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

Barrier 3
Spoiler:
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 4
Spoiler:
Treasure Hunt
Barrier C

Traits
Cache
Task
Veteran

Check
Intelligence
Knowledge
7

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

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:
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:
Shortbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Weapon 3
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 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:
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.

Random Spells:
Spell 1
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 2
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 3
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 4
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 5
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.

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:
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:
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 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:
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 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.

Item 2
Spoiler:
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.

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:
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 5
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

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

Random Allies:
Ally 1
Spoiler:
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 2
Spoiler:
Acolyte
Ally C

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

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:
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:
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 Achaekek
Blessing C

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessing 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 Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessing 5
Spoiler:
Blessing of Erastil
Blessing C

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Turn: 17 Lini/Merisal The Risen

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: 13
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (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 2 (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 3 (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 4 (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 5 (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 6 (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 7 (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 8 (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 9 (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 10 (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 11 (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 12 (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 13 (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:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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

Merchant Marina Card 1:
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 2:
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 3:
Topaz of Strength
Item B

Traits
Object
Magic

Check
Strength
7

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

Merchant Marina Card 4:
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 5:
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 6:
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 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.

Docks
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

Festhall
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Aric, Lini, Tarlin

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:0 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Hayato
Notes: Pirate Hunting ship: Dominator

Alehouse Card 1 - Pirate Hunting:
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 2:
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 3:
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 4:
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

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
Before you act, each other 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 new result.

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:1 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Amaryllis
Notes: Crocodile

House of Stolen Kisses Card 1:
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 2:
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 3:
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.

House of Stolen Kisses Card 4:
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 5:
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.


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

Lini discards chain mail for the ship damage from the first encounter with the dominator

She heads to the alehouse and offers "Free drinks for the dominator crew"

She mutters a quick prayer to Thoth

survival 8: 3d10 + 3 ⇒ (7, 3, 4) + 3 = 17

Success she slips aboard the dominator

plunder: 1d6 ⇒ 5

With the help of a new found ally she sets sail for the tower sticking her walking stick in the ships wheel

(so blessing of thoth and chain mail discarded, walking stick recharged) to end turn at the tower Next two blessings are cayden and achaekek I see no reason to swap over but Aric and Hayato may disagree)

Lini wrote:

Hand: Burning snot, Short sword, Armour of the sands, Frilled Lizard, Amulet of mighty fists,

Displayed:
Deck: 10 Discard: 5 Buried: 1
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+3
Survival +2 d10+3
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

Flip Blessing of Cayden Cailean from blessings pile.

Aric heads to the Marina to pick up some supplies for the final fight with the Pirate Captain.

Move to Merchant Marina. Explore

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.

First something to hold a handy potion...yes, definitely a potion, not a flask of rum...ok, maybe the rum, but that's as good as a potion.

Intelligence DC6: 1d8 ⇒ 6 Acquired!

That wasn't really what he was after but he looks around for something more like what he had in mind.

Discard BotAncients to examine next card.

He spots a shady looking half-orc stealing from one of the stalls. Another job for...The Red Raven.

Switch to The Red Raven on the examine. Switch out Tot Flask for Lookout from kit. Then encounter the card.


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

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.

Reveal Captain's Cutlass
Combat (Melee) DC8: 1d10 + 4 + 1d6 + 1 + 1d4 ⇒ (2) + 4 + (6) + 1 + (2) = 15

The half-orc is sliced and diced into a stall of fresh fish. By the angry looks from the nearby merchants, it doesn't look like he'll be doing any shopping today.

Close check. Discard Sword Cane. Reveal Patrician's Armor
Charisma DC6: 2d4 + 1 ⇒ (2, 1) + 1 = 4 No!
Using shirt reroll to reroll the '1'.
Charisma DC6: 2 + 1 + 1d4 ⇒ 2 + 1 + (1) = 4 No!

Recharge Magnifying Glass to examine top card of my deck: Punching Dagger. Shuffle the deck.

End Turn. Reset Hand.

Aric/The Red Raven wrote:

Hand: Patrician's Armor, Social Climber, Captain's Cutlass, Lookout,

Displayed: Clockwork Spy,
Deck: 7 Discard: 6 Buried: 1
Notes:
Sideboard cards: Fear, Mask of the Red Raven, Tot Flask,

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:

  • 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.
  • Jemma Redclaw's increased difficulty: +5 (Master Scourge displayed)
  • 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:
Saltwater Ogre
Monster C

Traits
Giant
Ogre
Aquatic

Check
Combat
14

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

Monster 2
Spoiler:
Giant Rock Crab
Monster 1

Traits
Animal
Aquatic

Check
Combat
13

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

Monster 3
Spoiler:
Tiger Shark
Monster 1

Traits
Animal
Aquatic
Elite

Check
Combat
11

Powers
The Tiger Shark may not be evaded.

Monster 4
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 5
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.

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:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

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

Barrier 3
Spoiler:
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:
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 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:
Shortbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Weapon 2
Spoiler:
Longsword
Weapon C

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.

Weapon 3
Spoiler:
Pistol
Weapon C

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 4
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 5
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.

Random Spells:
Spell 1
Spoiler:
Speed
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Spell 2
Spoiler:
Frostbite
Spell C

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 3
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 4
Spoiler:
Instant Armor
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
3

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

Spell 5
Spoiler:
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.

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:
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:
Magic Wooden Armor
Armor 1

Traits
Light Armor
Magic
Swashbuckling
Elite

Check
Constitution
Fortitude
3

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

Armor 4
Spoiler:
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:
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:
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 2
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 3
Spoiler:
Thieves' Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.

Item 4
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 5
Spoiler:
Rum Bottle
Item C

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:
Besmaran Priest
Ally C

Traits
Human
Cleric
Pirate

Check
Divine
Charisma
Diplomacy
6

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

Ally 2
Spoiler:
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.

Ally 3
Spoiler:
Coral Capuchin
Ally 1

Traits
Animal
Aquatic

Check
Wisdom
Survival
6

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

Ally 4
Spoiler:
Acolyte
Ally C

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 5
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.

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 Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessing 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 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 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: 19 Hayato/Chthonicthul

Top of Blessing Discard Pile: Blessing of Achaekek

Top Blessing:
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 Remaining: 11
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (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 2 (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 3 (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 4 (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 5 (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 6 (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 7 (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 8 (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 9 (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 10 (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 11 (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:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Lini,

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

Merchant Marina Card 1:
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 2:
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 3:
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 4:
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 5:
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:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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

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:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Hayato,
Notes: Pirate Hunting ship: Dominator

Alehouse Card 1:
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 2:
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 3:
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

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
Before you act, each other 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 new result.

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:1 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Amaryllis
Notes: Crocodile

House of Stolen Kisses Card 1:
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 2:
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 3:
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.

House of Stolen Kisses Card 4:
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 5:
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.


Turn 19/Hayato: Blessing of Achaekek

Hayato is dimly aware that a little green blur enters the Alehouse; moments later it seems that Lini has cleared the ruckus and is gone. The samurai picks himself up and looks around at the suddenly-quieter room.

Explore Alehouse Card #1: Mister Plugg

Hayato is thinking of going to stroll around the harbor, when a villainous sort bursts into the room. It is the infamous Mister Plugg! Samurai and pirate face off almost instantly.

Survival 8 to avoid evading, discarding Amarylis' Blessing of Pharasma: 2d6 + 1 ⇒ (6, 5) + 1 = 12
Combat 14 to defeat Mister Plugg, revealing Boarding Pike: 1d10 + 3 + 1d6 + 1d8 + 1d4 ⇒ (7) + 3 + (6) + (7) + (4) = 27

Plugg goes for his shiv, but Hayato is prepared for that. He levels his pike at Plugg's arm, causing the pirate to drop his weapon. A second swipe with the pike, and Plugg lies bleeding on the floor. The samurai bows to his downed foe respectfully.

Bury Heavy Wooden Shield for villain power. Close location (right?) Recharge Falcon for When Closed. Reset hand and end turn.

Hayato wrote:

Hand: Katana +1, Boarding Pike, Earthbreaker, Camel, Portable Ram,

Displayed:
Deck: 7 Discard: 3 Buried: 1
Notes: If anyone encounters a Barrier that has rthe Lock, Obstacle, or Trap trait, Hayato will display the Barrier to give a +1 to such checks until someone fails to defeat a bane.
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

Flip top card of Blessings deck:

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.

Before she heads back into the House of Stolen Kisses, Amaryllis decides to return to the ship to check her gear and rest before continuing the search. She heads below deck and spends some time reorganizing her Spellbook. She never really enjoyed the tedious nature of studying and documenting the arcane, preferring the spontaneity of conjured fireworks displays and the joy on the faces of the crowds that gathered. After a while she finds herself dozing off, only to be awakened by alarmed shouts from the deck. She quickly gathers her things and heads topside.
"Large ship, coming in fast," one of the closest crew members says to her. "Looks like its headed straight for us!" Amaryllis looks in the direction of her pointed finger to see a familiar set of red and grey sails. It's the dreaded Shackles ship of Jemma Redclaw!

Shackles Pirate Ship:

Ship B
Class 0
Check to Defeat
Dexterity
Disable
8
OR
Wisdom
Survival
6

When Encountered
If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding
If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.

Check to Repair
Craft
5

When Commanding (Wrecked)
When your ship is dealt damage, add 1 to the amount of damage dealt.

"Bring the ship about!" Amaryllis calls to the crew. They're totally unprepared for a battle at sea but at least they won't be sitting ducks. "Roll out the starboard cannons!"

Jemma's voice calls from the approaching vessel, "You thought you were so clever feigning loyalty by working under me. But all the while you were plotting my demise! You selected a ship more equipped to haul cargo and treasure than to face the fierce seas a pirate sails! You think I didn't realize your plan to mutiny and take the treasure that I worked so hard for? Now the last thing you'll see is the underside of my ship as you sink to the black depths of the sea!"
If its a fight she wants, we'll bring it to her, Amaryllis mutters with determination. "Prepare the cannons! On my mark!" She shouts to the crew.

Recharge Spell Book. Discard BoPharasma for extra die in check to defeat ship
Dexterity 8: 2d8 ⇒ (7, 1) = 8 Success!

"FIRE!" Amaryllis roars as the Merchantman passes the exposed starboard side of the Shackles. The ships exchange cannon fire and the Merchantman takes some heavy blows but manages to knock out four of the five cannons on the Shackles. The crew lets out a cheer!
Jemma, realizing she won't last another round of exchanged cannon fire, shouts at her crew to bring the ships closer together. She's planning the board the Merchantman! "Grab your weapons!" She shouts to the crew, "We're about to find out what sort of cloth the Shackles pirates are cut from!"
Jemma swings onto the deck of the Merchantman and heads straight for Amaryllis, sword drawn in her metallic monstrosity of a hand. Amaryllis readies her staff as the sound of shouting and gunfire erupt on the deck.

Recharge Flame Staff, discard Magic Weapon, recharge Incanter, discard BoPharasma
Combat 11: 3d12 + 1d8 + 1d6 + 3 ⇒ (9, 1, 12) + (4) + (2) + 3 = 31 SUCCESS

Jemma draws her pistol and points it directly at Amaryllis. Before she can squeeze off a shot, Amaryllis lets fly an inferno of red flame from the end of her staff that completely engulfs the Shackles' captain. The blast of the heatwave startles both crews and they look over in bewilderment as the smoke clears. The only thing remaining on the deck is a glowing-hot metallic claw. The Shackles' crew immediately drop their weapons and kneel in surrender.
"Bind up these men hand and foot. We'll leave them for the locals to take care of." Amaryllis calls to the crew. "Oh, and check the Shackles for treasure. Jemma's bound to have something of value stored below decks."

Villain defeated! Discard top card of the Blessings deck to select Spell for plunder (Merchantman power)


DEVELOPMENT:
Captain Jemma Redclaw won’t be troubling you any longer. You’ve shown her what happens when a would-be captain crosses paths with a real pirate. And more importantly, you’ve stolen the booty she’s acquired in Tempest Cay. Even the scoundrels and sailors who supported her mutiny have turned against her... and each other. The surviving pirates from her misadventure still have a ship, but they’re in need of leaders, the kind of adventurers who can seize an opportunity and make their own destiny. The wonders and terrors of the Shackles await. Unfurl the mainsail! Trim the topsail! With the wind at your back and fortune ahead, you’re ready to set sail for the next adventure.

SCENARIO REWARD:
For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace an item in her deck with the loot Besmara’s Tricorne and another character may temporarily replace a weapon in his deck with the loot Vindictive Harpoon. At the end of each scenario, return the loot to the game box.

Besmara's Tricorne:
Besmara's Tricorne
Loot Item 1

Traits
Accessory
Magic
Swashbuckling
Besmara

Check

Powers
Reveal this card to add 1 to your Constitution, Fortitude, Wisdom, or Survival check, or 1d8 to that check while on a ship.
Recharge this card to add 1d8 to a Constitution, Fortitude, Wisdom, or Survival check attempted by a character on a ship at your location.

Vindictive Harpoon:
Vindictive Harpoon
Loot Weapon 1

Traits
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Magic

Check

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 2d6. Add another 1d8 if the bane has the Aquatic trait.
If you fail the 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.

ADVENTURE REWARD:
Each player unlocks the ability to play Jirelle from the Skull & Shackles Base Set with the Rogue Class Deck.

Each character gains a die bump.

ACQUIRED CARDS:
Weapon B Belaying Pin
Weapon C Cutlass
Weapon B Cutlass +1
Weapon B Short Sword
Weapon B Belaying Pin (Plunder)
Spell B Fear
Spell B Magic Weapon
Spell B Phantasmal Minion (Plunder)
Armor C Chain Mail
Armor B Wooden Shield
Item B Tot Flask
Ally 1 Conchobhar Turlach Shortstone
Ally C Dodo
Ally B Master Gunner
Ally 1 Rosie Cusswell
Ally C Dodo (Plunder)
Ally B Sailor (Plunder)


Amaryllis' Deck

Amaryllis can't make great use of either of the Loot cards
Acquired card preference:

Spell B: 1d1000 ⇒ 98


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 like the look of both loot items but will go for the vindictive harpoon

spell b: 1d1000 ⇒ 265


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

Ally 1: 1d1000 ⇒ 905


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

Loot cards aren't all that appealing to Tarlin.
Die bump will go into STR.

Ally 1: 1d1000 ⇒ 990


Sorry for the delay! Holidays last few days. Hayato passes on deck upgrades this time.


ADVENTURE 0-1: A PIRATE’S LIFE

Yo ho! A pirate’s life at last! You and your crew can now enjoy the freedom of sailing through the Shackles... but there’s more to a pirate’s life than rum and gunpowder. Even pirates have a code of what’s fair and foul, and in the Shackles, the Pirate’s Council enforces it. Just as every shipmate has to follow a captain’s orders, every captain has to answer to the council.

Earning a seat on that council could open all sorts of opportunities for you, but that’s not an easy feat. For a start, wherever there’s power, there’s intrigue. The most powerful captains are continually maneuvering for position, like a f lotilla of ships on the eve of a great battle. You’ll need to set your course carefully: each time you gain a powerful ally, you’ll attract a host of powerful enemies.

If you can’t earn the patronage of a pirate lord, the Shackles has other wealthy patrons willing to hire a crew that won’t ask questions. They’ve got cargo to deliver, rivals to punish, ports to defend, and all manner of monsters set against them. The most ruthless pirates answer to no one, save for their own whims and ambitions. Yet if you ever need to take arms against a sea of troubles, it never hurts to have a few more captains in your fleet.

According to the scuttlebutt around yer last port of call, a wealthy patron is spending a lot of coin. Agasta Smithee is a widow who inherited everything from Bertram Smithee, the former captain of the Vale. The heartbroken say money can’t buy happiness, but she has enough money to ignore them. Just as a shoal of sharks will circle yer ship when there’s chum in the water, you’ll have no shortage of competition once Lady Smithee starts spreading her wealth around. If you’re eager to earn her patronage, then you’d best be ready: close ranks and prepare to repel boarders.


0-2A: LOVE’S LABOURS LOST
Heartbreak Hinsin is an honorable man, some say, even though he’s gone astray from an honest living. He’s earned his share of infamy defeating those who challenge him, but he lacks the wealth and inf luence a truly terrifying pirate requires. Maybe that’s why he’s courting Agasta Smithee, the extremely influential Lady of Tidewater Rock. She’s been a widow for too long, but the tide is turning.

Now that tales of Lady Smithee’s amorous ambitions have spread through every inn, tavern, brothel, and galley for miles around, she’s suddenly attracted an entourage of suitors. Apparently, the wealthy dowager just gets more beautiful as she gets older, or perhaps, those who have pitied the widow are now seeing her in a new light. Whatever the truth may be, Hinsin’s got a lot of competition lined up. You’ll have to fight through a crowd of admirers to get anywhere near his lady love. And then there’s Master Scourge. He hated her last husband, so he wants her to die alone and unloved.

Cynical sailors claim that Hinsin has docked his ship in Lady Smithee’s port because he really wants Tidewater Rock, but those of a more romantic inclination say that he’s in love—really and truly smitten with Smithee. Bards have started writing bawdy ballads.

Maybe if you could help bring these two lovebirds together, you could share in their joy and happiness… and maybe they’d make for fine allies in your times of trouble. After all, if yer going to impress the Pirate’s Council, you’ll need all the mates you can muster.

VILLAIN:
MASTER SCOURGE
HENCHMEN:
BUCCANEER
LOCATIONS:
1 Alehouse
1 Docks
2 House of Stolen Kisses
3 Merchant Marina
4 Seaside Warehouse
5 Festhall
6 Harbour

DURING THIS SCENARIO:

  • Use Any Class 1 or lower ship as your ship.
  • Place the ally Heartbreak Hinsin faceup next to this scenario. While Heartbreak Hinsin is next to this scenario, add 2 to any check against henchmen.
  • When you have cornered and defeated the villain, instead of winning, close the last location, then summon and build the location Tidewater Rock; instead of using the deck list on the location card, add a number of random henchmen to that location deck from the following list equal to the number of characters: Knuckles Grype, Slippery Syl Lonegan, Owlbear Hartshorn, Jaundiced Jape, Maheem, and Aretta Bansion. Put the loot Lady Agasta Smythee on the bottom of that location deck. Defeating a henchman does not allow you to close that location. When you would encounter Lady Agasta Smythee, if there are any other cards in that location deck instead, put Lady Agasta Smythee on the bottom of that location deck, then encounter the top card of that location deck. When Lady Agasta Smythee is the only card in that location deck, put her faceup next to Heartbreak Hinsin; you win the scenario.


During This Adventure:

  • Adventure Deck Number: 2

During This Scenario:

  • Use Any Class 1 or lower ship as your ship.
  • Place the ally Heartbreak Hinsin faceup next to this scenario. While Heartbreak Hinsin is next to this scenario, add 2 to any check against henchmen.
  • When you have cornered and defeated the villain, instead of winning, close the last location, then summon and build the location Tidewater Rock; instead of using the deck list on the location card, add a number of random henchmen to that location deck from the following list equal to the number of characters: Knuckles Grype, Slippery Syl Lonegan, Owlbear Hartshorn, Jaundiced Jape, Maheem, and Aretta Bansion. Put the loot Lady Agasta Smythee on the bottom of that location deck. Defeating a henchman does not allow you to close that location. When you would encounter Lady Agasta Smythee, if there are any other cards in that location deck instead, put Lady Agasta Smythee on the bottom of that location deck, then encounter the top card of that location deck. When Lady Agasta Smythee is the only card in that location deck, put her faceup next to Heartbreak Hinsin; you win the scenario.
Heartbreak Hinsin:
Heartbreak Hinsin
Ally B

Traits
Human
Aristocrat
Pirate

Check
Dexterity
Disable
4
THEN
Charisma
Diplomacy
7

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

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

Random Monsters:
Monster 1
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.

Monster 2
Spoiler:
Port Peril Corsair
Monster 2

Traits
Elf
Pirate
Veteran

Check
Combat
13

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

Monster 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:
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 5
Spoiler:
Canopy Creeper
Monster 2

Traits
Plant

Check
Combat
12

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

Random Barriers:
Barrier 1
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 2
Spoiler:
Curse of the Deep
Barrier 2

Traits
Curse
Aquatic
Elite

Check
Constitution
Fortitude
7

Powers
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Barrier 3
Spoiler:
Man Overboard
Barrier B

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 4
Spoiler:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

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

Barrier 5
Spoiler:
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:
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 3
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 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:
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.

Random Spells:
Spell 1
Spoiler:
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.

Spell 2
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 3
Spoiler:
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.

Spell 4
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 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:
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:
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 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:
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:
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.

Random Items:
Item 1
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 2
Spoiler:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Item 3
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 4
Spoiler:
Blast Stone
Item C

Traits
Object
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card to add 1d4 to any combat check attempted by a character at your location.

Item 5
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.

Random Allies:
Ally 1
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 2
Spoiler:
Deckhand
Ally C

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:
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.

Ally 4
Spoiler:
Merrill Pegsworthy
Ally 2

Traits
Human
Fighter
Captain
Pirate

Check
Strength
Melee
6
OR
Charisma
Diplomacy
8

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

Ally 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 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 3
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 4
Spoiler:
Blessing of Achaekek
Blessing B

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessing 5
Spoiler:
Blessing of Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

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

Turn: 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 Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 2 (Turn 3 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 4 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 4 (Turn 5 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 6 Tarlin)
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 6 (Turn 7 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 7 (Turn 8 Aric)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 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 Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 10 (Turn 11 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 12 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 12 (Turn 13 Aric)
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 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 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 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 Hshurha
Blessing 2

Traits
Divine
Hshurha

Check
Wisdom
Survival
7
OR
Divine
5

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

Blessings Deck Card 17 (Turn 18 Aric)
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 18 (Turn 19 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 19 (Turn 20 Amaryllis)
Spoiler:
Blessing of Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

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

Blessings Deck Card 20 (Turn 21 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 22 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 22 (Turn 23 Aric)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 23 (Turn 24 Hayato)
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 24 (Turn 25 Amaryllis)
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 25 (Turn 26 Tarlin)
Spoiler:
Blessing of Hshurha
Blessing 2

Traits
Divine
Hshurha

Check
Wisdom
Survival
7
OR
Divine
5

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

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

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 29 (Turn 30 Amaryllis)
Spoiler:
Blessing of Erastil
Blessing C

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

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:
Buccaneer
Henchman Monster B

Traits
Human
Pirate
Veteran

Check
Combat
8

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

Alehouse Card 2:
Hull Damage
Barrier 1

Traits
Obstacle
Aquatic
Veteran

Check
Intelligence
Craft
6

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

Alehouse Card 3:
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.

Alehouse Card 4:
Coral Capuchin
Ally 1

Traits
Animal
Aquatic

Check
Wisdom
Survival
6

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

Alehouse Card 5:
Smuggler
Monster B

Traits
Human
Smuggler
Basic

Check
Combat
9

Powers
Before you act, display a random card from your hand. If undefeated, discard it; if undefeated, bury it.

Alehouse 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.

Alehouse Card 7:
Surgeon
Ally B

Traits
Human
Surgeon
Elite

Check
Charisma
Diplomacy
6

Powers
Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.

Alehouse Card 8:
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.

Alehouse Card 9:
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.

Alehouse Card 10:
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.

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:
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.

Docks Card 2:
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.

Docks Card 3:
Buccaneer
Henchman Monster B

Traits
Human
Pirate
Veteran

Check
Combat
8

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

Docks Card 4:
Pistol +1
Weapon B

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.

Docks Card 5:
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.

Docks Card 6:
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.

Docks 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.

Docks Card 8:
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.

Docks Card 9:
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 10:
Liquid Ice
Item 2

Traits
Liquid
Attack
Cold
Ranged
Alchemical
Elite

Check
Intelligence
Craft
9

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.

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:
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.

House of Stolen Kisses Card 2:
Dehydrating Touch
Spell 2

Traits
Magic
Arcane
Attack
Elite

Check
Intelligence
Arcane
9

Powers
For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.

House of Stolen Kisses Card 3:
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.

House of Stolen Kisses Card 4:
Besmaran Priest
Ally C

Traits
Human
Cleric
Pirate

Check
Divine
Charisma
Diplomacy
6

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

House of Stolen Kisses Card 5:
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.

House of Stolen Kisses Card 6:
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.

House of Stolen Kisses Card 7:
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.

House of Stolen Kisses Card 8:
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.

House of Stolen Kisses Card 9:
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.

House of Stolen Kisses Card 10:
Buccaneer
Henchman Monster C

Traits
Human
Pirate
Veteran

Check
Combat
8

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

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:
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.

Merchant Marina Card 2:
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.

Merchant Marina Card 3:
Shark Skin Armor
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7

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

Merchant Marina Card 4:
Repelling Pike +1
Weapon 1

Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.

Merchant Marina Card 5:
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 6:
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.

Merchant Marina Card 7:
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.

Merchant Marina Card 8:
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.

Merchant Marina Card 9:
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.

Merchant Marina Card 10:
Buccaneer
Henchman Monster B

Traits
Human
Pirate
Veteran

Check
Combat
8

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

Seaside Warehouse
At This Location: When you acquire a card, put it under this card.
When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
When Permanently Closed: On closing, add any cards under this card to your hand.
M:2 Ba:0 W:2 Sp:0 Ar:1 I:4 Al:0 Bl:0 ?:1

Seaside Warehouse 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.

Seaside Warehouse Card 2:
Jolly Roger
Item 2

Traits
Object
Swashbuckling

Check
Wisdom
Survival
8

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

Seaside Warehouse Card 3:
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.

Seaside Warehouse Card 4:
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.

Seaside Warehouse Card 5:
Tiger Shark
Monster 1

Traits
Animal
Aquatic
Elite

Check
Combat
11

Powers
The Tiger Shark may not be evaded.

Seaside Warehouse Card 6:
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.

Seaside Warehouse Card 7:
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.

Seaside Warehouse Card 8:
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.

Seaside Warehouse Card 9:
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.

Seaside Warehouse Card 10:
Buccaneer
Henchman Monster B

Traits
Human
Pirate
Veteran

Check
Combat
8

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

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:
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.

Festhall 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.

Festhall Card 3:
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.

Festhall Card 4:
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.

Festhall Card 5:
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.

Festhall Card 6:
Sea Drake
Monster B

Traits
Dragon
Aquatic

Check
Combat
14

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

Festhall Card 7:
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.

Festhall Card 8:
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.

Festhall Card 9:
Keen Falcata +1
Weapon 2

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
11

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

Festhall Card 10:
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.


Amaryllis' Deck

I vote we use either Truewind or Man's Promise for ships
Amaryllis will start at the House of Stolen Kisses again. Just didn't steal enough kisses last time I guess.

Amaryllis wrote:

Hand: Codex, Riftwarden, Clinging Venom, Surgeon, Spell Book, Incanter,

Displayed:
Deck: 10 Discard: 0 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.


Agreed on the ship choice. Hayato will start at the Docks.

Hayato wrote:

Hand: Surgeon, Katana +1, Earthbreaker, Heavy Wooden Shield, Kikko Armor,

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


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

Yeah, ship choices seem good. Maybe a slight preference for Truewind, but happy with either one.

Aric will start at Merchant Marina

Aric/The Red Raven wrote:

Hand: Marianix Karn, Spyglass, Mask of the Red Raven, Blessing of the Spy, Psychic Detective, Sharper,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards: Harrow Deck, Sword Cane, Magnifying Glass,

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).


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

Truewind is fine. Tarlin will start at the Alehouse.

Tarlin wrote:

Hand: Longsword 1, Elven Chain Shirt, Cure 1, Quarterstaff, Blessing of Iomedae 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

Tarlin makes his way to the Alehouse, as the long voyage has made him parched. Besides, what better way to turn someone's thoughts amorous than to ply them with alcohol and loosen their inhibitions?

As he goes to step inside, his way is suddenly blocked by a bruising Buccaneer, who tells him to take his land-lubber backside elsewhere. Tarlin tries to reason with him, but the pirate draws his cutlass, so it's down to violence...

Reveal, then discard, Longsword 1.
DC 8+2 Combat: 1d10 + 2 + 1d8 + 1d6 ⇒ (1) + 2 + (5) + (5) = 13 success
With a mighty heave, the longword plunges into the Buccaneer's abdomen, but the cleric can't pull the blade back in time before the pirate tumbles off the wharf into the murky waters.

No sooner is the Buccaneer defeated that a Ruffian steps out of the shadows. Not from aroun' here, are ye, boy? um...no. Is it that obvious?

Reveal, then discard, Quarterstaff.
DC 7+2 Combat: 1d10 + 2 + 1d6 + 1d6 ⇒ (2) + 2 + (6) + (6) = 16 success

random Weapon buried: 1d2 ⇒ 2
Tarlin's Quarterstaff cracks over the Ruffian's head. Need to replace THAT sooner rather than later, he thinks.

Alehouse closed. Reset hand and end turn.

Tarlin wrote:

Hand: Blessing of Iomedae 1, Elven Chain Shirt, Cure 1, Morningstar +1, Holy Light,

Displayed:
Deck: 9 Discard: 1 Buried: 1
Notes: Blessing available as 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 will head to the fest hall

Lini wrote:

Hand: Bit of luck, Cure, Blessing of Milani, Frilled Lizard, Frigid blast,

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+3
Survival +2 d10+3
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

Lini Hears the call of the lord of Iron and heads to the festhall

She spots a drink

intelligence 4: 1d6 ⇒ 4

She snags it

send her frilled lizard lizard to explore he finds a blessing

Discards that to explore some more

A Draugr appears in the festhall as a shiver runs up her spine Lini Calls to the sea for luck

fortitude 7: 1d8 + 2 ⇒ (4) + 2 = 6
fortitude 7: 1d8 + 2 ⇒ (4) + 2 = 6

The sea is a cruel mistress
1d4 ⇒ 2 blessing of milani buried
bit of luck recharge divine 5: 1d10 + 3 ⇒ (10) + 3 = 13

She has enough of the sea and blasts the Draugr with Frigid air

combat 9: 1d10 + 3 + 2d4 ⇒ (7) + 3 + (2, 3) = 15

frigid blast recharge 8: 1d10 + 3 ⇒ (2) + 3 = 5

With the Draugr dispatched Lini looks for another drink and a qquiet place to recharge

Lini wrote:

Hand: Crow, Cure, Frilled Lizard, Potion of glibness, Blessing of Thoth,

Displayed:
Deck: 10 Discard: 2 Buried: 1
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+3
Survival +2 d10+3
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: 2

During This Scenario:

  • Use Any Class 1 or lower ship as your ship.
  • Ship: Truewind
  • Place the ally Heartbreak Hinsin faceup next to this scenario. While Heartbreak Hinsin is next to this scenario, add 2 to any check against henchmen.
  • When you have cornered and defeated the villain, instead of winning, close the last location, then summon and build the location Tidewater Rock; instead of using the deck list on the location card, add a number of random henchmen to that location deck from the following list equal to the number of characters: Knuckles Grype, Slippery Syl Lonegan, Owlbear Hartshorn, Jaundiced Jape, Maheem, and Aretta Bansion. Put the loot Lady Agasta Smythee on the bottom of that location deck. Defeating a henchman does not allow you to close that location. When you would encounter Lady Agasta Smythee, if there are any other cards in that location deck instead, put Lady Agasta Smythee on the bottom of that location deck, then encounter the top card of that location deck. When Lady Agasta Smythee is the only card in that location deck, put her faceup next to Heartbreak Hinsin; you win the scenario.
Heartbreak Hinsin:
Heartbreak Hinsin
Ally B

Traits
Human
Aristocrat
Pirate

Check
Dexterity
Disable
4
THEN
Charisma
Diplomacy
7

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

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

Random Monsters:
Monster 1
Spoiler:
Kuru
Monster C

Traits
Human
Cannibal
Basic

Check
Combat
10

Powers
If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.

Monster 2
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.

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:
Port Peril Corsair
Monster 2

Traits
Elf
Pirate
Veteran

Check
Combat
13

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

Monster 5
Spoiler:
Tiger Shark
Monster 1

Traits
Animal
Aquatic
Elite

Check
Combat
11

Powers
The Tiger Shark may not be evaded.

Random Barriers:
Barrier 1
Spoiler:
Large Chest
Barrier B

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

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

Barrier 2
Spoiler:
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:
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:
Becalmed
Barrier 2

Traits
Task
Aquatic
Weather

Check
Wisdom
Survival
8

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

Barrier 5
Spoiler:
Man Overboard
Barrier B

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.

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:
Morningstar
Weapon B

Traits
Mace
Melee
Piercing
Elite

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 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

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:
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 5
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.

Random Spells:
Spell 1
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 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:
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 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:
Magic Wooden Armor
Armor 1

Traits
Light Armor
Magic
Swashbuckling
Elite

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1, or 2 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 2
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 3
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 4
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 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:
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.

Item 2
Spoiler:
Potion of Heroism
Item 1

Traits
Liquid
Alchemical

Check
Intelligence
Craft
7

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

Item 3
Spoiler:
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:
Periscope
Item 2

Traits
Object

Check
Wisdom
Perception
8

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

Item 5
Spoiler:
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.

Random Allies:
Ally 1
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 2
Spoiler:
Lookout
Ally B

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.

Ally 3
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 4
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.

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 Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

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

Blessing 3
Spoiler:
Blessing of 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 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 Besmara
Blessing 1

Traits
Divine
Besmara

Check
Dexterity
Divine
5

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

Turn: 3 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: 27
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 4 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 2 (Turn 5 Amaryllis)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 3 (Turn 6 Tarlin)
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 4 (Turn 7 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 5 (Turn 8 Aric)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 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 Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 8 (Turn 11 Tarlin)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 9 (Turn 12 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 10 (Turn 13 Aric)
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 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 Sivanah
Blessing B

Traits
Divine
Sivanah

Check
Intelligence
Charisma
7
OR
Divine
5

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

Blessings Deck Card 13 (Turn 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 Hshurha
Blessing 2

Traits
Divine
Hshurha

Check
Wisdom
Survival
7
OR
Divine
5

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

Blessings Deck Card 15 (Turn 18 Aric)
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 16 (Turn 19 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 17 (Turn 20 Amaryllis)
Spoiler:
Blessing of Gozreh
Blessing B

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

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

Blessings Deck Card 18 (Turn 21 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 22 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 20 (Turn 23 Aric)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 21 (Turn 24 Hayato)
Spoiler:
Blessing of Cayden Cailean
Blessing B

Traits
Divine
Cayden Cailean

Check
Strength
Constitution
7
OR
Divine
5

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

Blessings Deck Card 22 (Turn 25 Amaryllis)
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 23 (Turn 26 Tarlin)
Spoiler:
Blessing of Hshurha
Blessing 2

Traits
Divine
Hshurha

Check
Wisdom
Survival
7
OR
Divine
5

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

Blessings Deck Card 24 (Turn 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 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 26 (Turn 29 Hayato)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 27 (Turn 30 Amaryllis)
Spoiler:
Blessing of Erastil
Blessing C

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Alehouse
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

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
Located here: Hayato

Docks Card 1:
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.

Docks Card 2:
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.

Docks Card 3:
Buccaneer
Henchman Monster B

Traits
Human
Pirate
Veteran

Check
Combat
8

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

Docks Card 4:
Pistol +1
Weapon B

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.

Docks Card 5:
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.

Docks Card 6:
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.

Docks 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.

Docks Card 8:
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.

Docks Card 9:
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 10:
Liquid Ice
Item 2

Traits
Liquid
Attack
Cold
Ranged
Alchemical
Elite

Check
Intelligence
Craft
9

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.

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:
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.

House of Stolen Kisses Card 2:
Dehydrating Touch
Spell 2

Traits
Magic
Arcane
Attack
Elite

Check
Intelligence
Arcane
9

Powers
For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.

House of Stolen Kisses Card 3:
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.

House of Stolen Kisses Card 4:
Besmaran Priest
Ally C

Traits
Human
Cleric
Pirate

Check
Divine
Charisma
Diplomacy
6

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

House of Stolen Kisses Card 5:
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.

House of Stolen Kisses Card 6:
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.

House of Stolen Kisses Card 7:
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.

House of Stolen Kisses Card 8:
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.

House of Stolen Kisses Card 9:
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.

House of Stolen Kisses Card 10:
Buccaneer
Henchman Monster C

Traits
Human
Pirate
Veteran

Check
Combat
8

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

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
Located here: Aric

Merchant Marina Card 1:
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.

Merchant Marina Card 2:
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.

Merchant Marina Card 3:
Shark Skin Armor
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7

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

Merchant Marina Card 4:
Repelling Pike +1
Weapon 1

Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.

Merchant Marina Card 5:
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 6:
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.

Merchant Marina Card 7:
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.

Merchant Marina Card 8:
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.

Merchant Marina Card 9:
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.

Merchant Marina Card 10:
Buccaneer
Henchman Monster B

Traits
Human
Pirate
Veteran

Check
Combat
8

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

Seaside Warehouse
At This Location: When you acquire a card, put it under this card.
When Closing: Succeed at a Dexterity or Disable 7 check; if you fail the check, discard a card.
When Permanently Closed: On closing, add any cards under this card to your hand.
M:2 Ba:0 W:2 Sp:0 Ar:1 I:4 Al:0 Bl:0 ?:1

Seaside Warehouse 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.

Seaside Warehouse Card 2:
Jolly Roger
Item 2

Traits
Object
Swashbuckling

Check
Wisdom
Survival
8

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

Seaside Warehouse Card 3:
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.

Seaside Warehouse Card 4:
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.

Seaside Warehouse Card 5:
Tiger Shark
Monster 1

Traits
Animal
Aquatic
Elite

Check
Combat
11

Powers
The Tiger Shark may not be evaded.

Seaside Warehouse Card 6:
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.

Seaside Warehouse Card 7:
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.

Seaside Warehouse Card 8:
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.

Seaside Warehouse Card 9:
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.

Seaside Warehouse Card 10:
Buccaneer
Henchman Monster B

Traits
Human
Pirate
Veteran

Check
Combat
8

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

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

Festhall Card 1:
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.

Festhall Card 2:
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.

Festhall Card 3:
Sea Drake
Monster B

Traits
Dragon
Aquatic

Check
Combat
14

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

Festhall Card 4:
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.

Festhall Card 5:
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.

Festhall Card 6:
Keen Falcata +1
Weapon 2

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
11

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

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.


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

Aric never did get what he wanted last time he went to the Merchant's Marina, in fact he still didn't know what he wanted, but he was sure he'd know it when he saw it.

Explore Merchant Marina

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.

What he definitely didn't want was trouble, but that looks like what he's going to get...as usual! A fight erupts at one of the stalls as an angry merman is arguing with a fishmonger. "Stop coming into my backyard and stealing all my pets! Look at poor Bubbles there. He's been part of the family for almost three years and then one day he's scooped up in a net! How do I explain that to little Ariel, now?" The merman is losing control in a big way and reaches for his trident and lunges at the bemused fisherman.

With a sigh, Aric realises he'll have to get involved, hopefully avoiding loss of blood on either side. Ducking behind a pile of crates, he quickly changes into his vigilante costume. Yes, yet again, this looks like a job for...The Red Raven!

Recharge Mask of the Red Raven to become The Red Raven. Swap Sword Cane in from kit for Spyglass

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Community / Forums / Online Campaigns / Play-by-Post / [ACG] [CaG] [SotS] Adventure 0-1: Lost at Sea by MorkXII All Messageboards

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