
Celeste - Robert |

Forgot my own mantra - "read the woids".
I should have noticed I wasn't alone at the Shoals, but that's a weird, weird henchman with a BYA and a AYA combat. Whoa.
When I pointed out I had four combat spells, I mentioned that I thought the henchman fight was Combat 12/Combat 16. I never noticed it was potentially 3 fights.
Once more with feeling...
Celeste at Fog Bank, with Uthiggmaru lurking somewhere in the shadows.
Blessing is Gods.
SOT: Recharge Life Drain to examine Sea Caves.
Sea Caves Card 2: Henchman Monster Ancient Mariner, Combat 15 (NB:Undead)
Yadzooks, these dudes are all on top.
Move to Raker Shoals.
Explore.
Ormander, Henchman.
BYA: Hammerhead Shark. Random character: 1=Celeste,2=Grazzle.
Munch: 1d2 ⇒ 2
Pause for Grazzle to fight a Hammerhead Shark.

Celeste - Robert |

Continuing, as it would take a Pathfinder Adventures roll to fail a 12 which with Holy Light (min:11), and that'd only be 1 damage.
Henchman fight:
Display then discard Sphere of Fire. Discard own Blessing of Pharasma. I'm assuming Grazzle can still reveal the Binder's Tome.
Combat 16: 3d10 + 2d6 + 3 + 1d4 ⇒ (7, 5, 3) + (5, 1) + 3 + (4) = 28
Henchman defeated
Shuffle Sphere of Fire into my deck.
AYA Hammerhead Shark: random local character.
Again: Celeste=1, Grazzle=2.
Munch Munch: 1d2 ⇒ 2
Grazzle fights the SECOND shark as well. (I mean, G was already bleeding...)
Looks pretty auto again (d8+7+3d4 to make 12).
Closing Raker Shoals:
4 Structural damage.
Ship takes 1.
I discard ally Rodrick for 1 more.
We need two more cards discarded for Structural Damage.
Assuming that happens:
Raker Shoals closed.
Discard my second Life Drain due to closing power.
Hand: Mirian Rass, Fire Snake, Red Carriage, Alaeron, Aqueous Orb, Blessing of Abadar, Augury
Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes: Blessings available
Strength d4 [ooc][ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [x ] 7
Proficient With:
POWERS:
You may discard a card to add 1d8 ([ ] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([x ]You may shuffle it into your deck instead)
At the end ([ x] or start) of your turn, you may recharge a card to examine the top card of another location deck.
NOTE: My hand ends the same as the phantom turn, because on that turn I played Aqueous Orb, shuffled it into my deck, and drew it back; otherwise the only card I kept was the Abadar.

wkover - Radovan |

OOT - Grazzle, good luck with the two shark combats. Discarding Cutlass for closing structural damage for Shoals. Party needs to discard 1 more card.
Hand: Wayfinder, B of Asmodeus, Red Leathers, Disrupting Rapier +1,
Displayed: Norge and Quang forms; Norge display: []; Quang display: []; Viridio display: [] {only 2 forms active},
Deck: 12 Discard: 4 Buried: 1
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. Blessings available.
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armor, Weapons
Powers: (Sczarni King)
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms).
Once per turn, when a character at your location is dealt damage by a bane ([X] or fails to acquire a boon), display a monster from the box next to a displayed devil form.
Add 1d4 ([X] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon ([X] or if your check has the Finesse trait).
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1.
Devil forms:
Quang:
You gain the skill Acrobatics: Dexterity+2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's AD#.
Norge:
You gain the skill Fortitude: Constitution+2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait.
You may additionally banish a card displayed next to this card to add another 1d8 plus the card's AD#.
Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait.
You may additionally banish a card displayed next to this card to add another 2d6 plus the card's AD#.
GameDay VII Reward: Concordance Faction (can use once per scenario)
[X][] You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use reward up to 2 more times if fulfill these requirements:
[not earned] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[earned] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more.
Absalom Reward: Sea Legs
[] When you would fail a combat check against a bane that has the Aquatic trait, reroll the dice and add 1d6; take the new result.
Die Bumps: 3

BALAZAR 341416-1002. |

OOT Structural Damage. Balazar will discard Staff of Cackling Wrath
Hand: Good Omen, Charm Monster, Bound Imp, Blackcloth Armor, Black Spot
Displayed: Padrig
Deck: 13 Discard: 1 Buried: 0
Notes: (0) Monister(s) are avable to be banished for 1d4 + AD Number for someone at my location Combat Check. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
Black Spot, Good Omen
Middle {Order is not Known}: Blessing of Abadar Apprentice Sage's Journal Blessing of Pharasma Augury Riftwarden Blessing of Bastet Detect Magic Buccaneer's Breastplate
Recharged: Enchanted Fang, zRage, zSafe Harbor, Object Reading
Discard Pile:Staff of Cackliing Wrath
Buried Pile:

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Radovan, Balazar, Celeste, Bekah, Grazzle
Grazzle out of turn
Henchman BYA Hammerhead Shark Combat 12 (9+3)
Auto recharge Holy Light - Divine 1d8+2+3+2d6, Reveal Binders Tome +1d4
Combat 12 (9+3): 1d8 + 2 + 3 + 2d6 + 1d4 ⇒ (4) + 2 + 3 + (2, 3) + (2) = 16 - Success, defeated
Henchman AYA Hammerhead Shark Combat 12 (9+3)
Auto recharge Life Drain - Divine 1d8+2+3+2d4, Reveal Binders Tome +1d4
Combat 12 (9+3): 1d8 + 2 + 3 + 2d4 + 1d4 ⇒ (6) + 2 + 3 + (1, 4) + (4) = 20 - Success, defeated
Life Drain Cure
healed card 1: 1d2 ⇒ 1
Find Traps
Blessing of Abraxas
Hand: Armor of the Sands, Fire Snake, Binder's Tome, , , ,
Displayed: , , , , , ,
Deck: 12 Discard: 1 Buried: 1
Notes: Binders Tome (MENTAL) = +1d4 on COmbat or Charisma at my location
Kit: , ,
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +0
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 +2
Divine: Charisma +3
Favored Card: Spell
Hand Size: 6
Proficient With: Light Armors
POWERS:
You automatically succeed at your check to recharge a spell([ ] and you may shuffle it into your deck as well instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([X] 1 plus) twice the number of cards you discarded.
[X] Add 2 to your checks that invokes that Attack trait

Bekah 12789 |

Turn Order - Radovan, Balazar, Celeste, Bekah, Grazzle
Turn 9 - Blessing of Pharasma
SOT Wisdom Check with Tricorne DC 5: 1d6 + 1d8 ⇒ (4) + (4) = 8 Success
Use Power to put Fox on Top to draw Surgeon into hand.
Give Card: None
Stay at Shipwreck Graveyard
Explore: Shipwreck Graveyard Card 1: Black Spot
Arcane Check DC 4: 1d8 + 2 ⇒ (2) + 2 = 4 Acquired
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Will discard Blessing of Samurai to Explore again; Shipwreck Graveyard Card 2: Leather Armor. Will auto-acquire armor
Fortitude Check DC 2: 1d8 + 2 ⇒ (5) + 2 = 7
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
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.
Will Recharge Surgeon to shuffle only card from Discard Pile (blessing of samurai) back into deck. Will then end turn and reset hand discarding armor.
Hand: Black Spot, Besmara's Tricorne, Lightning Bolt, Svingli's Eye, Fox
Displayed:
Deck: 14 Discard: 1 Buried: 0
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
"
Black Spot, Svingli's Eye, Fox, Besmara's Tricorne
Be sure to confirm before using card Fox and beyond
Recharged: Surgeon
Discard Pile:
Buried Pile:
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [X] +2 [ ] +3
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [X] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +3
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors / Weapons
Card List (Starting/Current/Max): W 2/3/5,Sp 3/3/5, Ar 1/1/2 I 2/2/3 Al 3/4/5 Bl 4/5/5 = 18
POWERS:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 ([X]+1) to a check by another character at your location [X] or your check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
Season of Tapestry’s Tides Reward #3 - Sea Legs
When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

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Radovan, Balazar, Celeste, Bekah, Grazzle
Grazzle - 10 Blessing of Pharasma
Start of Turn
Grazzle heal (Frigid Blast, Cure, Holy Light, Blessing of the Spellbound) to heal 8+1
Radovan = 4, Balazar= 1, Celeste =3, Bekah = 1
At Raker Shoals
Move to Riptide Cove
Free Explore = 1: Swab, Ally B, Charisma 6
Charisma 1d8+2, Reveal Binders Tome +1d4
Charisma 6: 1d8 + 2 + 1d4 ⇒ (8) + 2 + (4) = 14 - success
Location reroll Charisma 6: 1d8 + 2 + 1d4 ⇒ (7) + 2 + (3) = 12 - Acquired
End of Turn
Draw Cure 2, Blessing of the Spellbound 2
Start of Radovan's Turn
Auto Recharge Cure 2 Cure 1d4+1: 1d4 + 1 ⇒ (3) + 1 = 4
Shuffle Swab to choose cured cards (Blessing of Abraxas, Cure, Holy Light, Blessing of the Spellbound)
Blessing of Abraxas
Frigid Blast
Cure
Holy Light
Blessing of the Spellbound
Summary
Location = Riptide Cove
Acquired = 1: Swab
Banished =
Examined =
Hand: Armor of the Sands, Fire Snake, Binder's Tome, Blessing of the Spellbound 2, , ,
Displayed: , , , , , ,
Deck: 12 Discard: 1 Buried: 1
"Notes: Binders Tome (MENTAL) = +1d4 on Combat or Charisma at my location
BoSpellbound = +1D any check"
Kit: , ,
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +0
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 +2
Divine: Charisma +3
Favored Card: Spell
Hand Size: 6
Proficient With: Light Armors
POWERS:
You automatically succeed at your check to recharge a spell([ ] and you may shuffle it into your deck as well instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([X] 1 plus) twice the number of cards you discarded.
[X] Add 2 to your checks that invokes that Attack trait

wkover - Radovan |

OOT - full heal from Grazzle. Sweet. Move to Sea Caves and encounter previously revealed henchman.
Radovan slips into the tunneled entrance, and the wash of the rising tide echoes across the cave walls.
The common wisdom is that the dead cannot be disturbed, but in these times that is no longer true. A kelped skelly erupts from the water and means to put an end to my curiosity and good taste.
Ancient Mariner combat w/ rapier + 1d8 undead bonus.
Combat 15 w/ Rapier: 1d8 + 2d4 + 1d6 + 6 + 1d8 ⇒ (1) + (1, 1) + (4) + 6 + (1) = 14
Now *that* was an impressively bad roll. Luckily I can bury my Red Leathers to add 4 (AD#+1), so the henchman is defeated.
Ancient bones drip no blood, so sharks won't follow. But the noise draws the attention of other predators.
Now to close, which involves fighting a random aquatic monster (#4 in random stack) = Draugr. Also undead, it turns out.
A long-dead warrior drags her deadly axe to the surface and starts swinging, brine spraying into my eyes with each stroke.
Fort 7 BYA check w/ my B of Asmodeus: 2d8 + 2 ⇒ (6, 2) + 2 = 10
Passed, so don't have to bury a random card. Now for combat.
Combat 9 w/ rapier and undead bonus: 1d8 + 2d4 + 1d6 + 6 + 1d8 ⇒ (7) + (1, 4) + (6) + 6 + (1) = 25
Head parted from its shoulders, the resurrection continues to swing its weapon. Then its defeat catches up to its persistence, and the unholy form collapses and returns to the cave depths.
SEA CAVES CLOSED.
Finally, recharge Wayfinder to move to Riptide Cove to examine top 2 cards. Top 2 cards at Riptide Cove are: Besmaran Vestments (Armor 3) and Shipwreck (Henchman).
Hand: B of Zon-Kuthon, Compass, Boatswain, B of Abadar 2, Disrupting Rapier +1,
Displayed: Norge and Quang forms; Norge display: []; Quang display: []; Viridio display: [] {only 2 forms active},
Deck: 13 Discard: 1 Buried: 2
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. Blessings available. BoZK adds 2 dice to finesse or con checks.
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armor, Weapons
Powers: (Sczarni King)
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms).
Once per turn, when a character at your location is dealt damage by a bane ([X] or fails to acquire a boon), display a monster from the box next to a displayed devil form.
Add 1d4 ([X] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon ([X] or if your check has the Finesse trait).
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1.
Devil forms:
Quang:
You gain the skill Acrobatics: Dexterity+2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's AD#.
Norge:
You gain the skill Fortitude: Constitution+2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait.
You may additionally banish a card displayed next to this card to add another 1d8 plus the card's AD#.
Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait.
You may additionally banish a card displayed next to this card to add another 2d6 plus the card's AD#.
GameDay VII Reward: Concordance Faction (can use once per scenario)
[X][] You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use reward up to 2 more times if fulfill these requirements:
[not earned] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[earned] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more.
Absalom Reward: Sea Legs
[] When you would fail a combat check against a bane that has the Aquatic trait, reroll the dice and add 1d6; take the new result.
Die Bumps: 3

BR skizzerz |

During This Scenario: When setting up the scenario, set aside all loot cards with an adventure deck number of 2 or lower that characters haven’t chosen. Choose the same number of characters to each temporarily add 1 of those loot cards to his deck, replacing a card of the same type. Return the loot cards to the box at the end of the scenario.
If any character has not successfully completed Scenario 0-3A: Wrecking Ball, Uthiggmaru gains this power: “Before you act, each character is dealt 2 Mental damage.”
If any character has not successfully completed Scenario 0-3B: On Top of the World, Uthiggmaru gains this power: “Before you act, each character recharges a card.”
If any character has not successfully completed Scenario 0-3C: Jungle Boogie, Uthiggmaru gains this power: “Before you act, each character at your location summons and encounters the henchman Scurvy Zombie.”
Party Ship: Thresher (anchored at Shipwreck Graveyard)
Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.
Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)
Plunder Table
d6 Card Type
1. weapon
2. spell
3. armor
4. item
5. ally
6. choose 1 of the above 5 card types
Uthiggmaru (Villain)
Villain 3
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda.
To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths." -- Uthiggmaru
Blackwater Charda (Henchman)
Henchman 3
Type: Monster
Traits: Aberration Aquatic
To Defeat: Combat 15
The Blackwater Charda is immune to the Cold and Poison traits.
Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Ormandar (Henchman)
Henchman 3
Type: Monster
Traits: Merfolk Druid Aquatic
To Defeat: Combat 16 OR Divine 12
Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.
Jalhazar's Curse (Henchman)
Henchman 3
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
NO HENCHMAN CLOSE.
The Ancient Mariner (Henchman)
Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Shipwreck (Henchman)
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Besmara's Tricorne (Loot)
Loot 1
Type: Item
Traits: Accessory Magic Swashbuckling Besmara
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 (Loot)
Loot 1
Type: Weapon
Traits: Spear Ranged Piercing 2-Handed Swashbuckling Magic
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.
Brine's Sting (Loot)
Loot 2
Type: Weapon
Traits: Sword Melee Slashing Finesse Swashbuckling Magic
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If the bane is a monster that has the Aquatic trait, you may reroll 1 die; you must take the second result. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Buccaneer's Breastplate (Loot)
Loot 2
Type: Armor
Traits: Heavy Armor Magic Aquatic
Reveal this card to reduce Combat damage dealt to you by 3, or Structural damage dealt to your ship by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Farglass (Loot)
Loot 2
Type: Item
Traits: Object Magic
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of any location deck and put them back in any order.
Reveal a card that has the Pirate trait to recharge this card instead of discarding it.
Lady Agasta Smythee (Loot)
Loot 2
Type: Ally
Traits: Human Aristocrat
Reveal this card to recharge any number of cards and add 2 to your combat check for each card you recharged.
Rickety Hake (Loot)
Loot 2
Type: Ally
Traits: Human Shipbuilder
Bury this card to repair your ship.
Discard this card to add 1d10 to a Craft check.
Discard this card to explore your location.
Svingli's Eye (Loot)
Loot 2
Type: Item
Traits: Tool Magic
Recharge this card to examine the top card of the location deck.
Discard this card to add 1d4+2 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+2 instead. After you play this card, succeed at a Survival 9 check to recharge it instead of discarding it.
Totem Necklace (Loot)
Loot 2
Type: Item
Traits: Accessory
Discard this card to add 1 die to a check to defeat a monster that has the Aquatic trait attempted by a character at your location, or 2 dice if the monster has the Merfolk trait.
Bury this card to draw 1 random item from the box and add it to your hand.
Pirate Shade Haunt (Summon)
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card.
For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
Riptide Grindylow (Summon)
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Sea Devil (Summon)
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Shimerae (Summon)
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 15
All damage dealt by Shimerae is Poison damage.
During this encounter, other characters at your location may not play cards or use powers.
If defeated, you may immediately attempt to close the location this henchman came from.
Hammerhead Shark (Summon)
Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
Enemy Ship (Summon)
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Hirgenzosk (Connoisseur of Ships)
Henchman B
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 30
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
If Hirgenzosk would be defeated, he is undefeated.
When encountering a random ship, roll 1d16 and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.
Ship 1: Goblin Weidling - Class 0
Ship P
Class 0
To Defeat: Dexterity Stealth 5 OR Wisdom Survival 4
To Repair: Strength 4
When Encountering This Ship: Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding This Ship (Normal): Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.
When Commanding This Ship (Wrecked): When you encounter a card, all other characters at this location move to a random closed location.
If they brings a tasty goat,
Peoples welcome on our boat!
You can gain the rank of private
After teaching us to drive it.
Ship 2: Merchantman - Class 0
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
To Repair: Craft 6
When Encountering This Ship: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding This Ship (Normal): 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 This Ship (Wrecked): If you fail to defeat a bane that has the Pirate trait, bury a card.
A plucky merchant crew considers a ship valuable when its hold is laden with precious goods. So do the pirates in Port Peril. That's one of the few ideas that unites the denizens of the Shackles.
Ship 3: Shackles Pirate Ship - Class 0
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): 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.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.
Over at Rickety's Squibs, the scoundrels in the Shackles celebrate the commissioning of a new ship with resounding joy. The ship's previous owners don't share their enthusiasm.
Ship 4: Man's Promise - Class 1
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 6
When Encountering This Ship: If the check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to explore your location.
When Commanding This Ship (Wrecked): Other characters may not move or be moved from your location.
The Man's Promise is a proud three-master of Rahadoumi vintage. Like many a merchant ship before her, she's proven that any vessel in pirate waters will eventually become a pirate vessel.
Ship 5: Truewind - Class 1
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
To Repair: Craft 7
When Encountering This Ship: You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to recharge a random card from your discard pile.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.
When pirates attack your ship, this fine Absalom barque is a vessel you'll want to see. Bedecked with ballistae, it intercedes when helpless sailors are about to have their vessels plundered.
Ship 6: Devil's Pallor - Class 2
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
To Repair: Craft 6
When Encountering This Ship: If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
A Shackles drekar of ill repute, the Devil's Pallor aims its ballistae at the innocent. The hobgoblin captain Gortus Svard commands it toward depravity, mischief, and destruction.
Ship 7: Thresher - Class 2
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, bury a random card from your discard pile.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
When Commanding This Ship (Wrecked): At the start of the turn, summon and encounter the henchman Hammerhead Shark.
A junk of the Dragon Empires, Inkskin's ship is home to human and sea devil draiders alike. If you see the Thresher, look behind you—longboats full of buccaneers are already boarding your vessel.
Ship 8: Dowager Queen - Class 3
Ship 3
Class 3
To Defeat: Wisdom Survival 8 OR Charisma Diplomacy 10
To Repair: Craft 6
When Encountering This Ship: You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally is increased by 2.
This caravel left Cheliax branded with the marque of royalty. She's seen rougher days since then, but "Queenie," as Captain Irius Trock has dubbed her, is still the proudest merchant ship in the Shackles.
Ship 9: Kraken - Class 3
Ship 3
Class 3
To Defeat: Strength Melee 10 OR Wisdom Survival 8
To Repair: Craft 6
When Encountering This Ship: On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.
The Master of the Gales commands this xebec. Its imposing name belies his knowledge of the sea. It was he who coined the aphorism, "All unknown islands are Hirgenzosk until proven otherwise."
Ship 10: Sanbalot - Class 3
Ship 3
Class 3
To Defeat: Dexterity Stealth 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
When Commanding This Ship (Normal): This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.
When Commanding This Ship (Wrecked): At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.
The Sanbalot is a Rahadoumi schooner helmed by Captain Aisha Hamiyaz and her Pure Legion marines. With a trained manticore flying air support, the Sanbalot gets a wide berth.
Ship 11: Sea Chanty - Class 3
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 5
When Encountering This Ship: You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire a boon is increased by 1.
This Sargavan galleon out of Eleder is often stocked with trade goods and luxuries. It's suffered many a clash with freebooting vessels and survived to brave the shipping lanes anew.
Ship 12: Mistmourn - Class 5
Ship P
Class 5
To Defeat: Dexterity Acrobatics 11 OR Wisdom Survival 9
To Repair: Craft 7
When Encountering This Ship: If any character would discard cards during the check to defeat the Mistmourn, bury those cards instead.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to evade a bane.
When Commanding This Ship (Wrecked): Whenever you banish cards, banish 1 additional card from your hand.
The Mordant Spire elves speak in hushed tones of a dragon ship that ransacked many treasures of lore. Word is that an elven armada sank the beast, but word is often unreliable in the Shackles.
Ship 13: Wormwood - Class 5
Ship B
Class 5
To Defeat: Dexterity Acrobatics 9 OR Wisdom Survival 7
To Repair: Craft 8
When Encountering This Ship: The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.
When Commanding This Ship (Wrecked): At the start of your turn, banish this card and exchange it for the ship Merchantman.
Barnabas Harrigan's flagship is infamous throughout the Shackles for its ability to slip away from the watchful Chelish navy, but rumblings of mutiny are common within Harrigan's crew.
Ship 14: Dominator - Class 6
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
To Repair: Craft 7
When Encountering This Ship: If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2. This ship cannot be seized.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.
When Commanding This Ship (Wrecked): Remove the Swashbuckling trait from all of your checks.
This huge warship flies the colors of the Empire of Cheliax. With a company of marines mustered on deck, the Dominator is home to pirate hunter Kyan Kain, the scourge of scourges everywhere.
Ship 15: Magpie Princess - Class 6
Ship P
Class 6
To Defeat: Dexterity Disable 10 OR Wisdom Survival 8
To Repair: Craft 6
When Encountering This Ship: Before you act, each character at this location must bury a card.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1d4; if you roll a 1, bury a card.
If you would fail a combat check by 2 or less, you may discard a card from the blessings deck to succeed.
When Commanding This Ship (Wrecked): At the start of your turn, roll 1d4; on a 1, bury a card.
Years ago, Captain Lanteri discovered the location of a legendary treasure. A recent mutiny lead by his wife, Varcossa Lanteri, has left both this ship and his secret under new ownership.
Ship 16: Deathknell - Class 7
Ship 2
Class 7
To Defeat: Divine 7 OR Wisdom Survival 9
To Repair: Divine 6
When Encountering This Ship: You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check against a monster.
If your character would die, draw a number of cards from your discard pile equal to your hand size and bury all your other cards.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Wisdom or Divine 7 check or bury 1 card.
This Magnimarian whaler is doomed to wander the seas. Brimming with zombies and spirits, Whalebone Pilk's ghost ship will rise from the deep to torment the living until its bell is unrung.
Black Spot (Spell B)
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Boatswain (Ally B)
Ally B
Traits: Dwarf Pirate Basic
To Acquire: Charisma Diplomacy 9
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.
Boarding Pike (Weapon B)
Weapon B
Traits: Polearm Melee Piercing 2-Handed Basic
To Acquire: Strength Melee 6
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.
Leather Armor (Armor B)
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
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.
Rage (Spell 1)
Spell 1
Traits: Magic Arcane
To Acquire: Intelligence Arcane 6
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.
Safe Harbor (Spell 2)
Spell 2
Traits: Magic Arcane Healing
To Acquire: Intelligence Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Swab (Ally B)
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
1. Ally
(BR Only)
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Monster 1
Monster 2
Traits: Elf Pirate Veteran
To Defeat: Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Monster 2
Monster B
Traits: Merfolk Aquatic Basic
To Defeat: Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Monster 3
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
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
Monster C
Traits: Undead Skeleton Basic
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Monster 5
Monster 1
Traits: Animal Aquatic Basic
To Defeat: Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.
Barrier 1
Barrier 1
Traits: Obstacle Aquatic Veteran
To Defeat: Intelligence Craft 6
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
Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
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
Barrier 1
Traits: Trap Basic
To Defeat: Dexterity Acrobatics 9 OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
Barrier 4
Barrier 1
Traits: Trap Basic
To Defeat: Dexterity Acrobatics 9 OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
Barrier 5
Barrier 1
Traits: Trap Aquatic
To Defeat: Dexterity Disable 7
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.
Weapon 1
Weapon B
Traits: Firearm Ranged Piercing 2-Handed Elite
To Acquire: Dexterity Ranged Craft 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.
Weapon 2
Weapon B
Traits: Spear Ranged Piercing 2-Handed Swashbuckling Elite
To Acquire: Dexterity Ranged 7
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
Weapon B
Traits: Firearm Ranged Piercing 2-Handed Alchemical Elite
To Acquire: Dexterity Ranged Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Weapon 4
Weapon C
Traits: Axe Melee Slashing Swashbuckling Basic
To Acquire: Strength Melee 6
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 5
Weapon B
Traits: Sword Melee Slashing Elite
To Acquire: Strength Melee 7
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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Spell 1
Spell C
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 3
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.
Spell 2
Spell B
Traits: Magic Arcane Divine Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
Bury this card to search the deck of a character at your location for a weapon and give it to any character.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 3
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
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
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Spell 5
Spell C
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
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.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
Armor 1
Armor C
Traits: Light Armor Magic Swashbuckling Elite
To Acquire: Constitution Fortitude 5
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 2
Armor B
Traits: Shield Basic
To Acquire: Constitution Fortitude 3
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
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
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.
Armor 4
Armor 2
Traits: Shield Magic Elite
To Acquire: Constitution Fortitude 6
After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.
Armor 5
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 2
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.
Item 1
Item C
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
Item 2
Item C
Traits: Liquid Attack Fire Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
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
Item C
Traits: Accessory Swashbuckling Basic
To Acquire: Charisma Dexterity 5
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
Item B
Traits: Accessory Swashbuckling Elite
To Acquire: Wisdom Survival 4
Reveal this card to add the Swashbuckling trait to your check.
Item 5
Item 2
Traits: Object Swashbuckling
To Acquire: Wisdom Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
Ally 1
Ally C
Traits: Human Pirate
To Acquire: Charisma Diplomacy 6
Reveal this card to add 1d10 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 2
Ally 3
Traits: Half-Elf Bard Captain Pirate
To Acquire: Dexterity Stealth 7 THEN Charisma Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 3
Ally 1
Traits: Human Rogue Pirate
To Acquire: Strength Melee 6 OR Charisma Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 4
Ally P
Traits: Goblin Alchemist
To Acquire: Charisma Diplomacy 7 OR Ranged Craft 5
Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows.
Sometimes where the boom boom blows
is not my fault- that's how it goes." -Mogmurch's song
Ally 5
Ally 3
Traits: Animal Elite
To Acquire: Wisdom Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
Blessing 1
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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
Blessing 2
Traits: Divine Hshurha
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice 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: 12 Balazar/TheGreatNateO
Top of Blessing Discard Pile:
Blessing 3
Traits: Divine Kelizandri
To Acquire: Constitution Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 18
Blessings Deck Card 13 - Turn 13 Celeste/elcoderdude
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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 14 Bekah/Zalarian
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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 15 Grazzle/Matsu Kurisu
Blessing 3
Traits: Divine Kelizandri
To Acquire: Constitution Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 16 - Turn 16 Radovan/wkover
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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 17 Balazar/TheGreatNateO
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 18 - Turn 18 Celeste/elcoderdude
Blessing B
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 19 - Turn 19 Bekah/Zalarian
Blessing P
Traits: Divine Zogmugot
To Acquire: Dexterity Stealth Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Blessings Deck Card 20 - Turn 20 Grazzle/Matsu Kurisu
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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 21 Radovan/wkover
Blessing B
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Balazar/TheGreatNateO
Blessing B
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you 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 23 Celeste/elcoderdude
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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 24 Bekah/Zalarian
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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 25 Grazzle/Matsu Kurisu
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice 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 26 - Turn 26 Radovan/wkover
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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 27 Balazar/TheGreatNateO
Blessing B
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 28 - Turn 28 Celeste/elcoderdude
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 29 - Turn 29 Bekah/Zalarian
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
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 30 - Turn 30 Grazzle/Matsu Kurisu
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
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.
Shipwreck Graveyard
At This Location (Open): At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Bekah/Zalarian, Thresher
Monster 2
Traits: Animal Aquatic Elite
To Defeat: Combat 13
The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.
Weapon B
Traits: Axe Melee Slashing Swashbuckling Basic
To Acquire: Strength Melee 6
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.
Barrier B
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may 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.
Item B
Traits: Object Basic
To Acquire: Dexterity 4
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.
Barrier 3
Traits: Obstacle Task Aquatic
To Defeat: Intelligence Knowledge Wisdom Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
Barrier 1
Traits: Task Aquatic Elite
To Defeat: Constitution Fortitude 7
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.
Sea Caves
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Balazar/TheGreatNateO
Fog Bank
At This Location (Open): After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
At This Location (Closed): No effect.
M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Barrier 1
Traits: Task Elite
To Defeat: Intelligence Craft 7
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 B
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may 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.
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
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.
Spell B
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
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.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
Monster B
Traits: Animal Basic
To Defeat: Combat 8 OR Dexterity Stealth 6
If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.
Monster B
Traits: Lycanthrope Pirate Elite
To Defeat: Combat 13
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.
Villain 3
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda.
To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths." -- Uthiggmaru
Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Blessing B
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
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.
Riptide Cove
At This Location (Open): If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
At This Location (Closed): No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/Matsu Kurisu, Radovan/wkover
Armor 3
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Ally C
Traits: Human Cleric Pirate
To Acquire: Divine Charisma Diplomacy 6
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.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Monster 2
Traits: Human Pirate Elite
To Defeat: Combat 13
Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.
Monster 3
Traits: Human Pirate Elite
To Defeat: Combat 17
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.
Item C
Traits: Object Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card to add 1d4 to any combat check attempted by a character at your location.
Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
Mancatcher Cove
At This Location (Open): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
At This Location (Closed): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
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.
Weapon B
Traits: Sword Melee Piercing Finesse Swashbuckling Basic
To Acquire: Strength Melee 5
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.
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Ally C
Traits: Animal Elite
To Acquire: Wisdom Survival 5
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.
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Barrier C
Traits: Cache Lock Pirate
To Defeat: Dexterity Disable 11 OR Strength Melee 13
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.
Weapon B
Traits: Axe Ranged Slashing Elite
To Acquire: Dexterity Ranged 6
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.
Monster 2
Traits: Animal Aquatic Swarm
To Defeat: Combat 16 OR Dexterity Acrobatics 10
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
Barrier 1
Traits: Task Aquatic Elite
To Defeat: Constitution Fortitude 7
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.
Coastline
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Raker Shoals
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Celeste/elcoderdude

Bekah 12789 |

At start of Balazar's turn, will recharge eye to examine top card of Shipwreck Graveyard.
Monster 2
Traits: Animal Aquatic Elite
To Defeat: Combat 13
The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.
Hand: Black Spot, Besmara's Tricorne, Lightning Bolt, Fox
Displayed:
Deck: 16 Discard: 0 Buried: 0
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
"
Black Spot, , Fox, Besmara's Tricorne
Be sure to confirm before using card Fox and beyond
Recharged: Svingli's Eye
Discard Pile:
Buried Pile:

BALAZAR 341416-1002 |

Turn Order - Radovan, Balazar, Celeste, Bekah, Grazzle
Turn # 12 - Top of Blessings Discards Deck: Blessing of Kelizandri
Give Card: None
Move: Sea Caves -> Mancatcher Cove
Explore: Mancatcher Cove Card 1 - Bloodbug (Monster 1)
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
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.
I will Bury: Charm Monster and Draw a non-Basic Monster from the box - Port Peril Corsair (Monster 2). Combat is decreased by 5.
For Combat, I will Reveal: Bound Imp to use Padrig power for 2d10 + 1
Bloodbug - Combat DC 4: 2d10 + 1 ⇒ (8, 7) + 1 = 16
Port Peril Corsair is added to my hand
I will end my turn and rest my hand to 6
Hand: Good Omen, Blackcloth Armor, zBloodbug, Bound Imp, zPort Peril Corsair, Black Spot
Displayed: Padrig
Deck: 14 Discard: 0 Buried: 1
Notes: (1) Monister(s) are avable to be banished for 1d4 + AD Number for someone at my location Combat Check. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
Black Spot, Good Omen
Strength d4 [ ] +1
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [X] +1 [ ] +2 [ ]+3
- Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [ ] +2 [ ] +3
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [ ] 7[ ] 8
Proficient With: Light Armors
POWERS:
After you play a spell tha has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box
When you defeat a monster and would banish it, you may add it to your hand instead
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location
[X] or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number
[X] or to recharge a spell from your discard pile.
Padrig: Display this card. While displayed, for your combat check, you may reveal a monster or spell to roll 2d10; or 2d12 if you have a role card. Add the card's adventure deck number and the Melee trait. While displayed, you may recharge a card to use your Arcane skill instead of the normal skill on your Strength or Fortitude non-combat check.
Middle {Order is not Known}: Object Reading Enchanted Fang Blessing of Abadar Apprentice Sage's Journal Blessing of Pharasma Augury Staff of Cackliing Wrath Riftwarden Blessing of Bastet Detect Magic Buccaneer's Breastplate zRage zSafe Harbor
Recharged:
Discard Pile:
Buried Pile:Charm Monster

Celeste - Robert |

Celeste at closed Raker Shoals.
Blessing is Gods.
SOT: Recharge ally Alaeron to examine Mancatcher Cove.
Mancatcher Cove Card 2: Weapon B, Rapier.
Move to Shipwreck Graveyard.
Augury for Barrier.
I don't want to spend the oomph to make the Con/Fort 9 BYA check on the shark, and I am more worried about that funky Barrier that pulls everyone to a location, not to mention Storms.
Card 1: Monster, Bull Shark.
Card 2: Weapon B, Boarding Axe.
Card 3: Barrier B, Ambush.
Put Ambush on bottom of Shipwreck Graveyard and shuffle the rest of the location.
Shuffle Augury into my deck.
I don't see any point in exploring. With my luck I'll hit that shark.
EOT: Choosing the order of simultaneous activities:
First: Display Red Carriage. Move to Fog Bank on RC. Till my SOT, -1 to all damage at Fog Bank (and I could bury RC to make it 0).
Second: Recharge ally Mirian Rass to examine Shipwreck Graveyard.
Card: 1d7 ⇒ 2
Boarding Axe, current card 2, is top card at Shipwreck Graveyard.
Hand: Life Drain 1, Fire Snake, Augury, Rodrick, Aqueous Orb, Blessing of Abadar, Blessing of Pharasma
Displayed: Red Carriage
Deck: 10 Discard: 0 Buried: 0
Notes: Blessings available. NOTE: At Fog Bank, all damage is reduced by 1, and I can bury Red Carriage to make that 0
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [x ] 7
Proficient With:
POWERS:
You may discard a card to add 1d8 ([ ] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([x ]You may shuffle it into your deck instead)
At the end ([ x] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Box runner summary:
Top card of Mancatcher Cove is Rapier (current Card 2).
Shipwreck Graveyard is shuffled, except:
Card 1 is Boarding Axe (current card 2)
Card 7 is Ambush (current card 3).
Celeste is at Fog Bank.

Bekah 12789 |

Turn Order - Radovan, Balazar, Celeste, Bekah, Grazzle
Turn 14 - Blessing of the Gods
SOT Wisdom Check with Tricorne DC 5: 1d6 + 1d8 ⇒ (4) + (8) = 12
Use Power to put Fox on Top to draw Svingli's Eye into hand.
Give Card: None
Stay at Shipwreck Graveyard
Explore Top card which due to shuffle and Celeste examine is Shipwreck Graveyard Card 2: Boarding Axe
Strength Check DC 6+0=6: 1d6 + 0 ⇒ (6) + 0 = 6 Axe Acquired
Weapon B
Traits: Axe Melee Slashing Swashbuckling Basic
To Acquire: Strength Melee 6
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.
Will recharge eye to examine card
Random card 1, 4-7/3 is bottom card: 1d5 ⇒ 5 Shipwreck Graveyard Card 7: Swabbing the Decks
Barrier 1
Traits: Task Aquatic Elite
To Defeat: Constitution Fortitude 7
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.
end turn and reset hand
Graveyard Card 7: Swabbing the Decks is top card of shipwreck graveyard
Hand: Black Spot, Besmara's Tricorne, Lightning Bolt, Boarding Axe, Fox
Displayed:
Deck: 16 Discard: 0 Buried: 0
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
"
Black Spot, Boarding Axe, Fox, Besmara's Tricorne
Be sure to confirm before using card Fox and beyond
Recharged: Svingli's Eye
Discard Pile:
Buried Pile:
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [X] +2 [ ] +3
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [X] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +3
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors / Weapons
Card List (Starting/Current/Max): W 2/3/5,Sp 3/3/5, Ar 1/1/2 I 2/2/3 Al 3/4/5 Bl 4/5/5 = 18
POWERS:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 ([X]+1) to a check by another character at your location [X] or your check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
Season of Tapestry’s Tides Reward #3 - Sea Legs
When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

Bekah 12789 |
1 person marked this as a favorite. |

When Bekah learned she had to keep searching the shipwreck graveyard for the Devil’s Deception and the wheel she showed her displeasure by throwing the first punch at the first mate to start an all out brawl on the ship. It may be logical to find the ship among all the shipwrecks but it is like searching for a needle in a haystack and because the gods are fickle and capricious, fate would not allow under any circumstances to have the ship be found there..but they just might.
And so it has been 3 days searching the area without finding anything of interest. Celeste stopped by annoying Bekah even more that she was going to hunt down the villain in the fog ridden areas nearby while she and the Thresher continued to search the area for Jalhazar's wheel. Bekah knew the crew were going to go crazy bored with such tedious detail searching; especially with all the excitement they have seen recently. What better way to get the crew riled up and then dressed down afterwards along with punishment for many to swab the deck.

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Radovan, Balazar, Celeste, Bekah, Grazzle
Grazzle - 15 Blessing of Kelizandri
Start of Turn
No Grazzle heal
Radovan = 0, Balazar= 0, Celeste =0, Bekah = 0
At Riptide Cove
Move to Fog Bank
Free Explore = 1: Goose in the Rigging, Craft 7
BYA Strength 6: 1d6 ⇒ 2 - Failed +3DC
Auto recharge Fire Snake = Use Divine 1d8+2+3, Recharge Blessing of the Spellbound 2 +1d8, Recharge Armor of the Sands +1d4, Reveal Binder's Tome +1d4
Craft 10 (7+3): 1d8 + 2 + 3 + 1d8 + 1d4 + 1d4 ⇒ (8) + 2 + 3 + (1) + (4) + (1) = 19 - Success - Banished
End of Turn
Draw Hide Armor of Fire Resistance, Blessing of Abadar, Blessing of Abraxas, Cure 2, Swab
Summary
Location = Riptide Cove
Acquired =
Banished = 1: Goose in the Rigging
Examined =
Hand: Binder's Tome, Hide Armor of Fire Resistance, Blessing of Abadar, Blessing of Abraxas, Cure 2, Swab,
Displayed: , , , , , ,
Deck: 10 Discard: 1 Buried: 1
"Notes: Binders Tome (MENTAL) = +1d4 on Combat or Charisma at my location
BoAbraxas = +2d on Arcane or Divine check, BoAbadar = +2d vs barrier"
Kit: , ,
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +0
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 +2
Divine: Charisma +3
Favored Card: Spell
Hand Size: 6
Proficient With: Light Armors
POWERS:
You automatically succeed at your check to recharge a spell([ ] and you may shuffle it into your deck as well instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([X] 1 plus) twice the number of cards you discarded.
[X] Add 2 to your checks that invokes that Attack trait

wkover - Radovan |

Some adventurers enter a downward spiral of listlessness, in which enemy encounters become infrequent and the snuffing out of life becomes difficult and distasteful. Radovan is still in the honeymoon phase of killing, and each death is a delight.
Explore Riptide Cove and encounter revealed Vestments. Use Balazar's Good Omen, and armor is auto-acquired and displayed beside Quang.
Radovan commissioned a diamond-inlaid vest weeks ago, and the craftswoman delivered the gear this morning. As it flashes brilliant in the rising sun, the rogue decides it was worth the wait.
Discard Boatswain to explore again, encounter Shipwreck.
On Bekah's advice, Radovan hires a local scout to assist with his search for the Devil's Deception. We'll see if the hireling has a nose for discovery. If not, he's liable to get a lesson in fisticuffs.
Fort 8 w/ buried lvl 3 Quang boon: 1d8 + 2 + 1d6 + 3 ⇒ (8) + 2 + (6) + 3 = 19
Shipwreck found! Its depths are plumbed for treasure, and a glass flask in the corner reveals itself with reflected light.
Henchman defeated. Plunder taken into hand?: 1d6 ⇒ 4 = random item (Tot Flask).
A gilled goblin sneaks up on the party, its attention still on looting the ship's hull.
Defeat Riptide Grindylow to close.
Combat 11 w/ Rapier: 1d8 + 2d4 + 1d6 + 6 ⇒ (1) + (4, 1) + (3) + 6 = 15
Radovan pretends to be unwary, but just before the aquatic thug strikes the rogue whirls about and skewers what he assumes to be the mutant's heart. The monster falls and bubbles blood, and Radovan is content. The honeymoon continues.
Henchman defeated. Riptide Cove is closed. Discard Tot Flask, reset hand.
Hand: B of Zon-Kuthon, Compass, Fencer, B of Abadar 2, Disrupting Rapier +1,
Displayed: Norge and Quang forms; Norge display: []; Quang display: []; Viridio display: [] {only 2 forms active},
Deck: 12 Discard: 3 Buried: 2
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. Blessings available.
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armor, Weapons
Powers: (Sczarni King)
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms).
Once per turn, when a character at your location is dealt damage by a bane ([X] or fails to acquire a boon), display a monster from the box next to a displayed devil form.
Add 1d4 ([X] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon ([X] or if your check has the Finesse trait).
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1.
Devil forms:
Quang:
You gain the skill Acrobatics: Dexterity+2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's AD#.
Norge:
You gain the skill Fortitude: Constitution+2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait.
You may additionally banish a card displayed next to this card to add another 1d8 plus the card's AD#.
Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait.
You may additionally banish a card displayed next to this card to add another 2d6 plus the card's AD#.
GameDay VII Reward: Concordance Faction (can use once per scenario)
[X][] You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use reward up to 2 more times if fulfill these requirements:
[not earned] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[earned] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more.
Absalom Reward: Sea Legs
[] When you would fail a combat check against a bane that has the Aquatic trait, reroll the dice and add 1d6; take the new result.
Die Bumps: 3
Per location effect, remaining boons in Cove are still at the closed location. But there's nothing interesting left: Ally B, Item C.

BR skizzerz |

During This Scenario: When setting up the scenario, set aside all loot cards with an adventure deck number of 2 or lower that characters haven’t chosen. Choose the same number of characters to each temporarily add 1 of those loot cards to his deck, replacing a card of the same type. Return the loot cards to the box at the end of the scenario.
If any character has not successfully completed Scenario 0-3A: Wrecking Ball, Uthiggmaru gains this power: “Before you act, each character is dealt 2 Mental damage.”
If any character has not successfully completed Scenario 0-3B: On Top of the World, Uthiggmaru gains this power: “Before you act, each character recharges a card.”
If any character has not successfully completed Scenario 0-3C: Jungle Boogie, Uthiggmaru gains this power: “Before you act, each character at your location summons and encounters the henchman Scurvy Zombie.”
Party Ship: Thresher (anchored at Shipwreck Graveyard)
Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.
Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)
Plunder Table
d6 Card Type
1. weapon
2. spell
3. armor
4. item
5. ally
6. choose 1 of the above 5 card types
Uthiggmaru (Villain)
Villain 3
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda.
To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths." -- Uthiggmaru
Blackwater Charda (Henchman)
Henchman 3
Type: Monster
Traits: Aberration Aquatic
To Defeat: Combat 15
The Blackwater Charda is immune to the Cold and Poison traits.
Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Ormandar (Henchman)
Henchman 3
Type: Monster
Traits: Merfolk Druid Aquatic
To Defeat: Combat 16 OR Divine 12
Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.
Jalhazar's Curse (Henchman)
Henchman 3
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
NO HENCHMAN CLOSE.
The Ancient Mariner (Henchman)
Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Shipwreck (Henchman)
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Besmara's Tricorne (Loot)
Loot 1
Type: Item
Traits: Accessory Magic Swashbuckling Besmara
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 (Loot)
Loot 1
Type: Weapon
Traits: Spear Ranged Piercing 2-Handed Swashbuckling Magic
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.
Brine's Sting (Loot)
Loot 2
Type: Weapon
Traits: Sword Melee Slashing Finesse Swashbuckling Magic
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If the bane is a monster that has the Aquatic trait, you may reroll 1 die; you must take the second result. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Buccaneer's Breastplate (Loot)
Loot 2
Type: Armor
Traits: Heavy Armor Magic Aquatic
Reveal this card to reduce Combat damage dealt to you by 3, or Structural damage dealt to your ship by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Farglass (Loot)
Loot 2
Type: Item
Traits: Object Magic
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of any location deck and put them back in any order.
Reveal a card that has the Pirate trait to recharge this card instead of discarding it.
Lady Agasta Smythee (Loot)
Loot 2
Type: Ally
Traits: Human Aristocrat
Reveal this card to recharge any number of cards and add 2 to your combat check for each card you recharged.
Rickety Hake (Loot)
Loot 2
Type: Ally
Traits: Human Shipbuilder
Bury this card to repair your ship.
Discard this card to add 1d10 to a Craft check.
Discard this card to explore your location.
Svingli's Eye (Loot)
Loot 2
Type: Item
Traits: Tool Magic
Recharge this card to examine the top card of the location deck.
Discard this card to add 1d4+2 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+2 instead. After you play this card, succeed at a Survival 9 check to recharge it instead of discarding it.
Totem Necklace (Loot)
Loot 2
Type: Item
Traits: Accessory
Discard this card to add 1 die to a check to defeat a monster that has the Aquatic trait attempted by a character at your location, or 2 dice if the monster has the Merfolk trait.
Bury this card to draw 1 random item from the box and add it to your hand.
Pirate Shade Haunt (Summon)
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card.
For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
Riptide Grindylow (Summon)
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Sea Devil (Summon)
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Shimerae (Summon)
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 15
All damage dealt by Shimerae is Poison damage.
During this encounter, other characters at your location may not play cards or use powers.
If defeated, you may immediately attempt to close the location this henchman came from.
Hammerhead Shark (Summon)
Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
Enemy Ship (Summon)
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Hirgenzosk (Connoisseur of Ships)
Henchman B
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 30
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
If Hirgenzosk would be defeated, he is undefeated.
When encountering a random ship, roll 1d16 and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.
Ship 1: Goblin Weidling - Class 0
Ship P
Class 0
To Defeat: Dexterity Stealth 5 OR Wisdom Survival 4
To Repair: Strength 4
When Encountering This Ship: Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding This Ship (Normal): Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.
When Commanding This Ship (Wrecked): When you encounter a card, all other characters at this location move to a random closed location.
If they brings a tasty goat,
Peoples welcome on our boat!
You can gain the rank of private
After teaching us to drive it.
Ship 2: Merchantman - Class 0
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
To Repair: Craft 6
When Encountering This Ship: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding This Ship (Normal): 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 This Ship (Wrecked): If you fail to defeat a bane that has the Pirate trait, bury a card.
A plucky merchant crew considers a ship valuable when its hold is laden with precious goods. So do the pirates in Port Peril. That's one of the few ideas that unites the denizens of the Shackles.
Ship 3: Shackles Pirate Ship - Class 0
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): 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.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.
Over at Rickety's Squibs, the scoundrels in the Shackles celebrate the commissioning of a new ship with resounding joy. The ship's previous owners don't share their enthusiasm.
Ship 4: Man's Promise - Class 1
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 6
When Encountering This Ship: If the check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to explore your location.
When Commanding This Ship (Wrecked): Other characters may not move or be moved from your location.
The Man's Promise is a proud three-master of Rahadoumi vintage. Like many a merchant ship before her, she's proven that any vessel in pirate waters will eventually become a pirate vessel.
Ship 5: Truewind - Class 1
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
To Repair: Craft 7
When Encountering This Ship: You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to recharge a random card from your discard pile.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.
When pirates attack your ship, this fine Absalom barque is a vessel you'll want to see. Bedecked with ballistae, it intercedes when helpless sailors are about to have their vessels plundered.
Ship 6: Devil's Pallor - Class 2
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
To Repair: Craft 6
When Encountering This Ship: If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
A Shackles drekar of ill repute, the Devil's Pallor aims its ballistae at the innocent. The hobgoblin captain Gortus Svard commands it toward depravity, mischief, and destruction.
Ship 7: Thresher - Class 2
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, bury a random card from your discard pile.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
When Commanding This Ship (Wrecked): At the start of the turn, summon and encounter the henchman Hammerhead Shark.
A junk of the Dragon Empires, Inkskin's ship is home to human and sea devil draiders alike. If you see the Thresher, look behind you—longboats full of buccaneers are already boarding your vessel.
Ship 8: Dowager Queen - Class 3
Ship 3
Class 3
To Defeat: Wisdom Survival 8 OR Charisma Diplomacy 10
To Repair: Craft 6
When Encountering This Ship: You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally is increased by 2.
This caravel left Cheliax branded with the marque of royalty. She's seen rougher days since then, but "Queenie," as Captain Irius Trock has dubbed her, is still the proudest merchant ship in the Shackles.
Ship 9: Kraken - Class 3
Ship 3
Class 3
To Defeat: Strength Melee 10 OR Wisdom Survival 8
To Repair: Craft 6
When Encountering This Ship: On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.
The Master of the Gales commands this xebec. Its imposing name belies his knowledge of the sea. It was he who coined the aphorism, "All unknown islands are Hirgenzosk until proven otherwise."
Ship 10: Sanbalot - Class 3
Ship 3
Class 3
To Defeat: Dexterity Stealth 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
When Commanding This Ship (Normal): This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.
When Commanding This Ship (Wrecked): At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.
The Sanbalot is a Rahadoumi schooner helmed by Captain Aisha Hamiyaz and her Pure Legion marines. With a trained manticore flying air support, the Sanbalot gets a wide berth.
Ship 11: Sea Chanty - Class 3
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 5
When Encountering This Ship: You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire a boon is increased by 1.
This Sargavan galleon out of Eleder is often stocked with trade goods and luxuries. It's suffered many a clash with freebooting vessels and survived to brave the shipping lanes anew.
Ship 12: Mistmourn - Class 5
Ship P
Class 5
To Defeat: Dexterity Acrobatics 11 OR Wisdom Survival 9
To Repair: Craft 7
When Encountering This Ship: If any character would discard cards during the check to defeat the Mistmourn, bury those cards instead.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to evade a bane.
When Commanding This Ship (Wrecked): Whenever you banish cards, banish 1 additional card from your hand.
The Mordant Spire elves speak in hushed tones of a dragon ship that ransacked many treasures of lore. Word is that an elven armada sank the beast, but word is often unreliable in the Shackles.
Ship 13: Wormwood - Class 5
Ship B
Class 5
To Defeat: Dexterity Acrobatics 9 OR Wisdom Survival 7
To Repair: Craft 8
When Encountering This Ship: The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.
When Commanding This Ship (Wrecked): At the start of your turn, banish this card and exchange it for the ship Merchantman.
Barnabas Harrigan's flagship is infamous throughout the Shackles for its ability to slip away from the watchful Chelish navy, but rumblings of mutiny are common within Harrigan's crew.
Ship 14: Dominator - Class 6
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
To Repair: Craft 7
When Encountering This Ship: If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2. This ship cannot be seized.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.
When Commanding This Ship (Wrecked): Remove the Swashbuckling trait from all of your checks.
This huge warship flies the colors of the Empire of Cheliax. With a company of marines mustered on deck, the Dominator is home to pirate hunter Kyan Kain, the scourge of scourges everywhere.
Ship 15: Magpie Princess - Class 6
Ship P
Class 6
To Defeat: Dexterity Disable 10 OR Wisdom Survival 8
To Repair: Craft 6
When Encountering This Ship: Before you act, each character at this location must bury a card.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1d4; if you roll a 1, bury a card.
If you would fail a combat check by 2 or less, you may discard a card from the blessings deck to succeed.
When Commanding This Ship (Wrecked): At the start of your turn, roll 1d4; on a 1, bury a card.
Years ago, Captain Lanteri discovered the location of a legendary treasure. A recent mutiny lead by his wife, Varcossa Lanteri, has left both this ship and his secret under new ownership.
Ship 16: Deathknell - Class 7
Ship 2
Class 7
To Defeat: Divine 7 OR Wisdom Survival 9
To Repair: Divine 6
When Encountering This Ship: You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check against a monster.
If your character would die, draw a number of cards from your discard pile equal to your hand size and bury all your other cards.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Wisdom or Divine 7 check or bury 1 card.
This Magnimarian whaler is doomed to wander the seas. Brimming with zombies and spirits, Whalebone Pilk's ghost ship will rise from the deep to torment the living until its bell is unrung.
Besmaran Vestments (Armor 3)
Armor 3
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Black Spot (Spell B)
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Boatswain (Ally B)
Ally B
Traits: Dwarf Pirate Basic
To Acquire: Charisma Diplomacy 9
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.
Boarding Axe (Weapon B)
Weapon B
Traits: Axe Melee Slashing Swashbuckling Basic
To Acquire: Strength Melee 6
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.
Boarding Pike (Weapon B)
Weapon B
Traits: Polearm Melee Piercing 2-Handed Basic
To Acquire: Strength Melee 6
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.
Leather Armor (Armor B)
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
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.
Rage (Spell 1)
Spell 1
Traits: Magic Arcane
To Acquire: Intelligence Arcane 6
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.
Safe Harbor (Spell 2)
Spell 2
Traits: Magic Arcane Healing
To Acquire: Intelligence Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Swab (Ally B)
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Tot Flask (Item B)
Item B
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
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.
1. Ally
(BR Only)
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Monster 1
Monster C
Traits: Human Pirate Veteran
To Defeat: Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Monster 2
Monster B
Traits: Human Pirate Veteran
To Defeat: Combat 9
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
Monster B
Traits: Human Smuggler Basic
To Defeat: Combat 9
Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
Monster 4
Monster B
Traits: Merfolk Aquatic
To Defeat: Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.
Monster 5
Monster 3
Traits: Animal Aquatic
To Defeat: Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
Barrier 1
Barrier 1
Traits: Obstacle Aquatic Veteran
To Defeat: Intelligence Craft 6
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
Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Barrier 3
Barrier C
Traits: Obstacle Aquatic Basic
To Defeat: Dexterity 7
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
Barrier 1
Traits: Task Aquatic Basic
To Defeat: Strength Constitution Craft 7
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 5
Barrier 2
Traits: Curse Aquatic Elite
To Defeat: Constitution Fortitude 7
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.
Weapon 1
Weapon B
Traits: Sword Melee Slashing Elite
To Acquire: Strength Melee 7
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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 2
Weapon B
Traits: Firearm Ranged Piercing Swashbuckling Magic Elite
To Acquire: Dexterity Ranged Craft 8
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
Weapon 2
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Weapon 4
Weapon 2
Traits: Polearm Melee Piercing Magic Elite
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Weapon 5
Weapon C
Traits: Polearm Melee Piercing 2-Handed Basic
To Acquire: Strength Melee 6
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.
Spell 1
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
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 2
Spell B
Traits: Magic Divine Attack Basic
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
Spell 3
Spell C
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
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
Spell C
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
Discard this card to give a card to another character at any location.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 5
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Armor 1
Armor 2
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 6
If you are the only character at your location, you may reveal this card to add 1 to your combat 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
Armor B
Traits: Light Armor Magic Swashbuckling Elite
To Acquire: Constitution Fortitude 5
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
Armor 2
Traits: Shield Magic Elite
To Acquire: Constitution Fortitude 6
After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.
Armor 4
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
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
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
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.
Item 1
Item B
Traits: Tool Alchemical Basic
To Acquire: Ranged Intelligence Craft 6
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
Item 2
Traits: Accessory Magic Aquatic Elite
To Acquire: Constitution Fortitude 8
Recharge this card to succeed at your Constitution or Fortitude check to defeat a bane with the Aquatic trait.
Discard this card to add 1d6 and the Electricity trait to defeat a monster with the Aquatic trait. After playing this card, succeed at a Wisdom or Survival 7 check to recharge it instead of discarding it.
Item 3
Item B
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.
Item 4
Item B
Traits: Object Magic
To Acquire: Charisma 7
Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.
Item 5
Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
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.
Ally 1
Ally C
Traits: Animal Aquatic Basic
To Acquire: Wisdom Survival 5
Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.
Ally 2
Ally B
Traits: Human Veteran
To Acquire: Charisma Diplomacy 7
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
Ally C
Traits: Animal Aquatic Elite
To Acquire: Wisdom Survival 8
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
Ally 3
Traits: Human Sorcerer Captain Pirate
To Acquire: Intelligence Arcane 6 OR Charisma Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 5
Ally 1
Traits: Animal Aquatic
To Acquire: Wisdom Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Blessing 1
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Blessing B
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
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
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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
Blessing C
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your 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 Balazar/TheGreatNateO
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
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: 13
Blessings Deck Card 18 - Turn 18 Celeste/elcoderdude
Blessing B
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 19 - Turn 19 Bekah/Zalarian
Blessing P
Traits: Divine Zogmugot
To Acquire: Dexterity Stealth Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Blessings Deck Card 20 - Turn 20 Grazzle/Matsu Kurisu
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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 21 Radovan/wkover
Blessing B
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Balazar/TheGreatNateO
Blessing B
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you 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 23 Celeste/elcoderdude
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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 24 Bekah/Zalarian
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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 25 Grazzle/Matsu Kurisu
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice 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 26 - Turn 26 Radovan/wkover
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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 27 Balazar/TheGreatNateO
Blessing B
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 28 - Turn 28 Celeste/elcoderdude
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 29 - Turn 29 Bekah/Zalarian
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
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 30 - Turn 30 Grazzle/Matsu Kurisu
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
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.
Shipwreck Graveyard
At This Location (Open): At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Bekah/Zalarian, Thresher
Barrier 1
Traits: Task Aquatic Elite
To Defeat: Constitution Fortitude 7
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.
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
Item B
Traits: Object Basic
To Acquire: Dexterity 4
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.
Monster 2
Traits: Animal Aquatic Elite
To Defeat: Combat 13
The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.
Barrier 3
Traits: Obstacle Task Aquatic
To Defeat: Intelligence Knowledge Wisdom Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Barrier B
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may 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.
Sea Caves
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Fog Bank
At This Location (Open): After a character at any location examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Celeste/elcoderdude, Grazzle/Matsu Kurisu
Barrier B
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may 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.
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
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.
Spell B
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
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.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
Monster B
Traits: Animal Basic
To Defeat: Combat 8 OR Dexterity Stealth 6
If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.
Monster B
Traits: Lycanthrope Pirate Elite
To Defeat: Combat 13
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.
Villain 3
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda.
To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths." -- Uthiggmaru
Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Blessing B
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
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.
Riptide Cove
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Radovan/wkover
Ally C
Traits: Human Cleric Pirate
To Acquire: Divine Charisma Diplomacy 6
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.
Item C
Traits: Object Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card to add 1d4 to any combat check attempted by a character at your location.
Mancatcher Cove
At This Location (Open): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
At This Location (Closed): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Balazar/TheGreatNateO
Weapon B
Traits: Sword Melee Piercing Finesse Swashbuckling Basic
To Acquire: Strength Melee 5
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.
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Ally C
Traits: Animal Elite
To Acquire: Wisdom Survival 5
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.
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Barrier C
Traits: Cache Lock Pirate
To Defeat: Dexterity Disable 11 OR Strength Melee 13
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.
Weapon B
Traits: Axe Ranged Slashing Elite
To Acquire: Dexterity Ranged 6
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.
Monster 2
Traits: Animal Aquatic Swarm
To Defeat: Combat 16 OR Dexterity Acrobatics 10
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
Barrier 1
Traits: Task Aquatic Elite
To Defeat: Constitution Fortitude 7
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.
Coastline
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Raker Shoals
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

BALAZAR 341416-1002 |

Out of Turn Update -
Recharge Good Omen
Good Omen - Recharge DC 8: 1d12 + 3 ⇒ (1) + 3 = 4 - Fail, Good Omen Discarded
Start Of Turn -
Turn Order - Radovan, Balazar, Celeste, Bekah, Grazzle
Turn # 17 - Top of Blessings Discards Deck: Blessing of Achaekek
Location BOT Effect I will recharge Blackcloth Armor to use Padrig power to use Arcane Skill for check.
Location Effect - Fortitude DC 6: 1d12 + 3 ⇒ (9) + 3 = 12 - Sucess
Give Card: None
Move: Stay at Mancatcher Cove
Explore: Mancatcher Cove Card 1 - Rapier (Weapon B)
I will auto fail to Acquire Rapier
I will Display: Bound Imp to draw 2 cards - Enchanted Fang and Detect Magic
I will Discard: Detect Magic to Examine: Mancatcher Cove Card 2 - Potion of Healing (Item B). Not a Blessing or Magic trait it stays at the top of the location.
Recharge Bound Imp - Arcane DC 8: 1d12 + 3 ⇒ (4) + 3 = 7 - Fail, Bound Imp is Buried
Recharge Detect Magic - Arcane DC 4: 1d12 + 3 ⇒ (1) + 3 = 4 - Success, Detect Magic Recharged
I will end my turn and reset my hand to 6
Hand: Enchanted Fang, Augury, zBloodbug, Blessing of Abadar, zPort Peril Corsair, Black Spot
Displayed: Padrig
Deck: 12 Discard: 1 Buried: 2
Notes: (1) Monister(s) are avable to be banished for 1d4 + AD Number for someone at my location Combat Check. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
Black Spot, Blessing of Abadar
Strength d4 [ ] +1
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [X] +1 [ ] +2 [ ]+3
- Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [X] +1 [ ] +2 [ ] +3
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [ ] 7[ ] 8
Proficient With: Light Armors
POWERS:
After you play a spell tha has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box
When you defeat a monster and would banish it, you may add it to your hand instead
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location
[X] or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number
[X] or to recharge a spell from your discard pile.
Padrig: Display this card. While displayed, for your combat check, you may reveal a monster or spell to roll 2d10; or 2d12 if you have a role card. Add the card's adventure deck number and the Melee trait. While displayed, you may recharge a card to use your Arcane skill instead of the normal skill on your Strength or Fortitude non-combat check.
Middle {Order is not Known}: Object Reading Apprentice Sage's Journal Blessing of Pharasma Staff of Cackliing Wrath Riftwarden Blessing of Bastet Buccaneer's Breastplate zRage zSafe Harbor
Recharged: Blackcloth Armor, Detect Magic
Discard Pile:Good Omen
Buried Pile:Charm Monster, Bound Imp

Celeste - Robert |

Celeste with Grazzle at Fog Bank, hunting the big U. Grazzle doesn't look fit for combat, though.
Blessing is Milani
SOT: Red Carriage discards itself, and lets me draw a card: B of Elements.
Explore.
Ambush, Barrier.
Using Fire Snake on this. Since I could be fighting villain at -1, I'll use Grazzle's Abadar too
Dex 9: 3d10 + 3 ⇒ (7, 2, 3) + 3 = 15
Ambush defeated.
Ambush gives free explore:
Bloodbug, Monster 1.
Play Life Drain. Add Blessing of Elements, which may be way overkill.
Combat 9: 2d10 + 2d4 + 3 ⇒ (6, 8) + (2, 3) + 3 = 22
Bloodbug defeated.
Was way overkill. Life Drain recharges: 1=RC, 2=BoE
Heal: 1d2 ⇒ 1 Red Carriage.
Shuffle Life Drain into deck.
Discard Rodrick to explore.
Arcane Armor, Armor B.
It's WAAAAAY past my bedtime, so I will banish it and get some sleep.
Banish Arcane Armor.
EOT: Recharge useless Augury to pointlessly examine Mancatcher Cove, which reveals the Potion of Healing Balazar already examined.
Hand: Life Drain, Red Carriage, Alaeron, Scorching Ray, Aqueous Orb, Blessing of Abadar, Blessing of Pharasma
Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes: Blessings available. I can take Blackwater Chardra unless Radovan want it for target practice. NB ally Alaeron discards for d6+Fire or Poison to any local combat.
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [x ] 7
Proficient With:
POWERS:
You may discard a card to add 1d8 ([ ] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([x ]You may shuffle it into your deck instead)
At the end ([ x] or start) of your turn, you may recharge a card to examine the top card of another location deck.
Summary:
Banished top three cards from Fog Bank with no effect.
Used Grazzle's Abadar.

Bekah 12789 |

Turn Order - Radovan, Balazar, Celeste, Bekah, Grazzle
Turn 19 - Blessing of Zogmugot
SOT Wisdom Check with Tricorne DC 5: 1d6 + 1d8 ⇒ (5) + (6) = 11
Use Power to put Fox on Top to draw Eye into hand.
Give Card: None
Stay at Shipwreck Graveyard
Explore and encounter Swabbing the Decks. Recharge boarding axe and reveal tricorne
Fortitude Check DC 7: 1d8 + 2 + 1d4 + 1 + 1d8 ⇒ (2) + 2 + (3) + 1 + (5) = 13 Decks have been swabbed
Will recharge eye and examine top card (Mercenary) and then end turn and reset hand
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Hand: Black Spot, Besmara's Tricorne, Lightning Bolt, Fox, 1 BoSamurai
Displayed:
Deck: 16 Discard: 0 Buried: 0
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
"
Black Spot, Fox, 1 BoSamurai, Besmara's Tricorne
Be sure to confirm before using card Besmara's Tricorne and beyond
Recharged: Boarding Axe, Svingli's Eye
Discard Pile:
Buried Pile:
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [X] +2 [ ] +3
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [X] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +3
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors / Weapons
Card List (Starting/Current/Max): W 2/3/5,Sp 3/3/5, Ar 1/1/2 I 2/2/3 Al 3/4/5 Bl 4/5/5 = 18
POWERS:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 ([X]+1) to a check by another character at your location [X] or your check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
Season of Tapestry’s Tides Reward #3 - Sea Legs
When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

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Radovan, Balazar, Celeste, Bekah, Grazzle
Grazzle - 20 Blessing of the Gods
Out of Turn
Discard Blessing of Abadar
Start of Turn
Grazzle heal (Life Drain, Cure, Repelling Pike +1) to heal 3*2 +1 = 7
Radovan = 3, Balazar= 1, Celeste =2, Bekah = 0
At Fog Bank
Free Explore = 4: Dire Rat, Monster B, Combat 8
Strength 1d6, Reveal Binders Tome +1d4, Balazar's Enchanted Fang +1d4, Blessing of Abraxas +1d6
Combat 8: 1d6 + 1d4 + 1d4 + 1d6 ⇒ (3) + (3) + (1) + (1) = 8- Success - Banished
Auto Recharge Cure Cure 1d4+1: 1d4 + 1 ⇒ (4) + 1 = 5
Shuffle Swab to choose healed cards (Frigid Blast, Blessing of Abadar, Life Drain, Cure, Blessing of Abraxas)
Frigid Blast
Blessing of Abadar
Life Drain
Cure
Repelling Pike +1
Blessing of Abraxas
End of Turn
Recharge Hide Armor of Fire Resistance
Draw Blessing of Pharasma, Blessing of Abadar, Cure, Find Traps, Swab
Summary
Location = Fog Bank
Acquired =
Banished = 4: Dire Rat
Examined =
Used = Balazar's Enchanted Fang
Hand: Binder's Tome, Blessing of Pharasma, Blessing of Abadar, Cure, Find Traps, Swab,
Displayed: , , , , , ,
Deck: 10 Discard: 1 Buried: 1
"Notes: Binders Tome (MENTAL) = +1d4 on Combat or Charisma at my location
Find Traps = +2d vs barrier, BoAbadar = +2d vs barrier, BoPharasma = +2d if spell used on check (Use last from my support)"
Kit: , ,
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +0
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 +2
Divine: Charisma +3
Favored Card: Spell
Hand Size: 6
Proficient With: Light Armors
POWERS:
You automatically succeed at your check to recharge a spell([ ] and you may shuffle it into your deck as well instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([X] 1 plus) twice the number of cards you discarded.
[X] Add 2 to your checks that invokes that Attack trait

wkover - Radovan |

OOT - full heal from Grazzle. Thanks!
Something is amiss. Decimus, the gloomy bard, has the corner of his mouth turned slightly upwards, nearly approaching a smile. Radovan gently observes, allowing his ears and eyes to form their own judgments.
The hours march on, until Ratani approaches and displays a similar twist of mouth. Cautious, Rad's hand drops to his dagger. If these two are planning a mutiny, it'll be the shortest uprising on ship's record.
Ratani and Dec share a whisper, then quietly walk to Radovan - and join hands! "There is news," speaks the bard - for once in cracked voice, out of tune. He completes his smile and continues. "Ratani and I are engaged to be married, with our wedlock planned for the winter holiday. We would be honored if you would attend the ceremony."
Taken aback, Radovan drops his guard and lets his mind process the confession. The pitborn finally laughs and embraces them both, fondly. "Let the ship be decorated in celebration of your betrothal," beams Radovan. "This will be a wedding to remember!"
Flip Blessing of Milani. Move to Fog Bank and explore. Encounter Blood Moon Pirate.
Beer and spirits flow late into the evening to honor the engagement of the sorrowsoul and our female scoundrel, so a midnight gap in the ship's defenses was inevitable. A lycanthrope slips aboard and makes for Radovan's cabin, claws and fangs exposed.
Combat 13 vs. pirate w/ rapier, Binder's Tome: 1d8 + 3d4 + 1d6 + 6 ⇒ (6) + (3, 4, 2) + (4) + 6 = 25
Radovan wipes the fur from his sword, his opponent vanquished.
Check had Swashbuckling, so the top card of Blessing deck is discarded per pirate's AYA effect. Discard fencer to explore again - encounter the villain! Note that I will choose myself to take the BYA Charda summons, which I will evade with Quang. So I only need to do the main combat after the temp closes.
TURN PAUSED FOR TEMP CLOSES AT SHIPWRECK GRAVEYARD AND MANCATCHER COVE.

Bekah 12789 |

Temp Close Random Boon: 1d6 ⇒ 5 Ally - Turtle. Reveal Tricorne and recharge lightning bolt for inspire to coax the turtle.
Wisdom Check DC 5: 1d6 + 1d8 + 1d4 + 1 ⇒ (1) + (5) + (3) + 1 = 10 Turtle acquired and Shipwreck Graveyard is temp closed!
Ally C
Traits: Animal Aquatic Basic
To Acquire: Wisdom Survival 5
Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.

BALAZAR 341416-1002 |

Out of Tune Update -
Recharge Enchanted Fang - Arcane DC 7: 1d12 + 3 ⇒ (11) + 3 = 14 - Success, Enchanted Fang Recharged
Temp Close of Mancatcher Cove -
Summon and defeat the henchman Sea Devil
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
For Combat I will Reveal zPort Peril Corsair for 2d10 +2 then banish zPort Peril Corsair for 1d4 +2
Sea Devil - Combat DC 13: 2d10 + 1d4 + 4 ⇒ (1, 7) + (3) + 4 = 15 - Success
Mancatcher Cove is Temporary Closed

wkover - Radovan |

Temp closes finished. Reminder: I encountered and evaded BYA Charda. Resources available: Celeste ally and blessing, my recharged BoZK, Black Spot (Balazar), Abadar (Balazar), Grazzle blessing and Tome, my fencer bonus.
The sails inflate with an ill wind, and the ship rocks with increased fervor. Then a tentacled monstrosity surfaces, intent on callous destruction.
Combat 17 (10+11-4) w/ all support listed above: 1d8 + 2d4 + 1d6 + 6 + 1d6 + 1d8 + 2d8 + 1d8 + 1d8 + 1d4 + 1d4 ⇒ (2) + (1, 4) + (5) + 6 + (1) + (8) + (6, 4) + (1) + (1) + (1) + (1) = 41
Thinking to save the crew, Decimus spins his fiancée in a deadly arc towards Uthiggmaru – after which he begins a soulful battle chant. To support the kill, Radovan expertly tosses his rapier to Rivani during her mid-air descent. While Alaeron distracts the beast with a flask of corrosive acid, Rivani plunges the thin sword into the eye of the behemoth. The ship’s cannons and ballistas follow up with projectile fire, churning blood until the thrashing beast slows, releases an anguished roar, and sinks to the ocean’s floor.
VILLAIN DEFEATED. WE WIN!
Millenia from now, when the waters have dried and the monster’s fossilized skeleton is revealed, young children may be frightened of the subsurface demons that once circled the globe. But today – and perhaps only this day – the oceans are safe once again.

wkover - Radovan |

After a lengthy debate on whether there would be an indoor or outdoor ceremony, Ratani and Decimus split the difference by holding the nuptials in an ancient monastery with walls but no roof. In these surroundings, the loving couple bound their souls at dusk under the dazzle of fresh starlight.
By rogue tradition, at the reception, all in attendance filled their pockets with coin and other gifts, with the expectation that the blushing bride would pick everyone’s pockets and replace the generous tributes with flowers and commemorative trinkets.
To honor the joining, there were feats of derring-do – including magical displays from Celeste and Balazar and a firewalk by Radovan through increasingly severe walls of burning coal, magnesium, and natural vapors.
By night’s end – more like dawn’s beginning! - the crowd was populated with smiles, full bellies, and tired legs from the traditional elven and human dances. The final song was crafted and sung by Bekah (Death Will Not Part Us), and with proper foresight Grazzle distributed preventative hangover cures as partygoers filed out of the hall.
As the guests slipped away, jokes about quarter-elf children were offered in good humor. These were invariably accompanied by a bawdy retort from Ratani, as apparently she is less shy than previously believed.
The joyous day complete, the guests were free to travel home, share time and space with family, and enjoy the remainder of the winter holiday.
Merry Christmas everyone!

BR skizzerz |

Development
Sea monsters! Actual gods-be-blessed sea monsters! After fighting an aboleth, aberrations, and aquatic beasties, you’ve finally found that sunken ship. And you’ve even got a few potions of water breathing left! Soon, Jalhazar’s Wheel will be in yer hands, but before you surface, you might as well search that ship for some other lost loot. One turn of the ponderous iron key in the sea-worn lock that seals the hold, and all the treasure aboard the Devil’s Deception will be yours!
Since yer true to your word, you’ll need to take that wondrous wheel back to Tessa Fairwind, especially if you want her to back yer bid for the Pirate Council, but the rest of the loot is yers to keep. ’Tis a fine day to be a pirate! I’ll tell me chums at the Rusty Bucket about ya. They’ll be singing yer praises in Quent’s finest taverns! And of course, yer one step closer to the day you can join the court of the Hurricane King.
Reward
Each character chooses a type of boon other than loot and draws a card of that type from the box.
Each player chooses one of her Pathfinder Society RPG characters. That character may purchase potions of water breathing as though their market price were 375 gp.
Adventure Reward
Each character chooses a type of boon other than loot, then draws a card of that type that has an adventure deck number of 3 from the box. Adventure Card Guild characters may treat this card as an additional deck upgrade.
Everyone also gets a Die Bump. If you increased your character to Tier 4, you gain your role card and a power feat.

BR skizzerz |

0-4A: A Tale of Two Alchemists
“Ahoy, mateys! Sit down and have a drink. I’ve got a tale ta tell ya. Someone wants to send you on an adventure to find a fabulous treasure, and this time, it isn’t someone on the Pirate Council. No, lads and lasses… it’s me! Yer humble storyteller.
“I’ve been drinkin’ and thinkin’ at my favorite watering hole, the Rusty Bucket, and me and me mates have been getting a bit thirsty. That’s when one of us piped up with a lovely tale: the story of a legendary stash of rum on a mysterious island in the Shackles. Now, ya wouldn’t expect it to be an ordinary isle. No, it’s an island with a godsforsaken reputation: the Island of the Damned! Pirates sail there, but they don’t always sail back.
“Seems this story has a twist. Two alchemists live on this island, and their rivalry goes back for decades. They hate each other, but not enough to actually kill one another. They’ll threaten. They’ll sabotage. They’ll set traps, but neither of them wants to actually become a murderer. And we don’t really want them to die either, because one of them brewed that legendary rum! One o’ them might even know where it’s hidden.
“The last traveler who brought them supplies heard tell of a powerful genie who’s trapped on the island. And wouldn’t ya know it—I even heard one of the alchemists managed to seal her in a jug of rum! I bet she’d be mighty grateful to whoever sets her free. Besmara knows I’ve spent many a month working my way through a cask or two of potent brew, but me? I never seem to find a genie at the bottom of a bottle.
“Anyway, here’s me plan: I’ll tell ya how to get to the Island of the Damned. Then you’ll find that bottle and free the genie. Once you’ve earned her gratitude, ye can convince her to make sure the alchemist who trapped her… uh, goes away,… and the other one will tell ya where to find the rum! Simple!
“Just watch out for everything else that can kill ya on the island. You know. Cyclopes. Harpies. Thirsty pirates, and the like. Dying would be a real shame, seeing as how we’d love to hear more about that island, and dead men tell no… hey! Someone’s opened another cask of whiskey! Good luck on yer journey!”

BR skizzerz |

During This Scenario: During this scenario, treat the henchman Ruffian as if it is the set 4 henchman Cyclops Savage.
The first time you defeat a villain during this scenario, do not check to see if it escapes; instead, put it next to this scenario card. To win the scenario, corner and defeat the second villain while the first villain is displayed next to this card.
When you encounter a card that has the Alchemical or Alchemist trait, before you act, summon and encounter the henchman Cryptic Runes.
Party Ship: ??? (Choose any class 3 or lower ship as your ship)
Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.
Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)
Plunder Table
d6 Card Type
1. weapon
2. spell
3. armor
4. item
5. ally
6. choose 1 of the above 5 card types
The Eel (Villain)
Villain 4
Type: Monster
Traits: Halfling Alchemist
To Defeat: Combat 20
Before you act, The Eel deals 1d4 Structural damage to your ship. While you act, all damage dealt by The Eel is Poison damage.
"A bit of poison here, a well-placed bomb there - sounds like the perfect formula for disaster to me!" -- Myskur Marquardt, a_k_a. The Eel
Zarskia Galembar (Villain)
Villain 3
Type: Monster
Traits: Human Alchemist Spymaster
To Defeat: Combat 17 OR Intelligence Craft 11
The difficulty of your combat check to defeat is increased by the number of open locations.
"Silence those who know too much. When you're done, return to the apothecary in Port Peril. I can provide more toxin along with your payment, if needed. Destroy this after reading. -- Zarskia Galembar's assassination order
Cyclops Savage (Henchman)
Henchman 4
Type: Monster
Traits: Giant Cyclops
To Defeat: Combat 22
Before you act, examine the top card of your deck; then recharge it. If it is a card that has the Attack trait or a weapon, the difficulty of your check to defeat is increased by 3.
Damage dealt by the Cyclops Savage is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Cryptic Runes (Summon)
Henchman 3
Type: Barrier
Traits: Cache Trap Alchemical
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Besmara's Tricorne (Loot)
Loot 1
Type: Item
Traits: Accessory Magic Swashbuckling Besmara
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 (Loot)
Loot 1
Type: Weapon
Traits: Spear Ranged Piercing 2-Handed Swashbuckling Magic
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.
Brine's Sting (Loot)
Loot 2
Type: Weapon
Traits: Sword Melee Slashing Finesse Swashbuckling Magic
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If the bane is a monster that has the Aquatic trait, you may reroll 1 die; you must take the second result. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Buccaneer's Breastplate (Loot)
Loot 2
Type: Armor
Traits: Heavy Armor Magic Aquatic
Reveal this card to reduce Combat damage dealt to you by 3, or Structural damage dealt to your ship by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Farglass (Loot)
Loot 2
Type: Item
Traits: Object Magic
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of any location deck and put them back in any order.
Reveal a card that has the Pirate trait to recharge this card instead of discarding it.
Lady Agasta Smythee (Loot)
Loot 2
Type: Ally
Traits: Human Aristocrat
Reveal this card to recharge any number of cards and add 2 to your combat check for each card you recharged.
Rickety Hake (Loot)
Loot 2
Type: Ally
Traits: Human Shipbuilder
Bury this card to repair your ship.
Discard this card to add 1d10 to a Craft check.
Discard this card to explore your location.
Svingli's Eye (Loot)
Loot 2
Type: Item
Traits: Tool Magic
Recharge this card to examine the top card of the location deck.
Discard this card to add 1d4+2 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+2 instead. After you play this card, succeed at a Survival 9 check to recharge it instead of discarding it.
Totem Necklace (Loot)
Loot 2
Type: Item
Traits: Accessory
Discard this card to add 1 die to a check to defeat a monster that has the Aquatic trait attempted by a character at your location, or 2 dice if the monster has the Merfolk trait.
Bury this card to draw 1 random item from the box and add it to your hand.
Pirate Shade Haunt (Summon)
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card.
For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
Riptide Grindylow (Summon)
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Sea Devil (Summon)
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Shimerae (Summon)
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 15
All damage dealt by Shimerae is Poison damage.
During this encounter, other characters at your location may not play cards or use powers.
If defeated, you may immediately attempt to close the location this henchman came from.
Hammerhead Shark (Summon)
Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
Enemy Ship (Summon)
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Cyclops Oracle (Summon)
Henchman 4
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1.
Damage dealt by the Cyclops Oracle is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Rampaging Triceratops (Summon)
Henchman 4
Type: Monster
Traits: Animal
To Defeat: Combat 22
The difficulty of checks to defeat the Rampaging Triceratops is increased by the number of buried cards you have.
If defeated, you may immediately attempt to close the location this henchman came from.
Hirgenzosk (Excellent Wedding Gift)
Henchman B
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 30
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
If Hirgenzosk would be defeated, he is undefeated.
When encountering a random ship, roll 1d16 and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.
Ship 1: Goblin Weidling - Class 0
Ship P
Class 0
To Defeat: Dexterity Stealth 5 OR Wisdom Survival 4
To Repair: Strength 4
When Encountering This Ship: Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding This Ship (Normal): Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.
When Commanding This Ship (Wrecked): When you encounter a card, all other characters at this location move to a random closed location.
If they brings a tasty goat,
Peoples welcome on our boat!
You can gain the rank of private
After teaching us to drive it.
Ship 2: Merchantman - Class 0
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
To Repair: Craft 6
When Encountering This Ship: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding This Ship (Normal): 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 This Ship (Wrecked): If you fail to defeat a bane that has the Pirate trait, bury a card.
A plucky merchant crew considers a ship valuable when its hold is laden with precious goods. So do the pirates in Port Peril. That's one of the few ideas that unites the denizens of the Shackles.
Ship 3: Shackles Pirate Ship - Class 0
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): 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.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.
Over at Rickety's Squibs, the scoundrels in the Shackles celebrate the commissioning of a new ship with resounding joy. The ship's previous owners don't share their enthusiasm.
Ship 4: Man's Promise - Class 1
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 6
When Encountering This Ship: If the check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to explore your location.
When Commanding This Ship (Wrecked): Other characters may not move or be moved from your location.
The Man's Promise is a proud three-master of Rahadoumi vintage. Like many a merchant ship before her, she's proven that any vessel in pirate waters will eventually become a pirate vessel.
Ship 5: Truewind - Class 1
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
To Repair: Craft 7
When Encountering This Ship: You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to recharge a random card from your discard pile.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.
When pirates attack your ship, this fine Absalom barque is a vessel you'll want to see. Bedecked with ballistae, it intercedes when helpless sailors are about to have their vessels plundered.
Ship 6: Devil's Pallor - Class 2
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
To Repair: Craft 6
When Encountering This Ship: If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
A Shackles drekar of ill repute, the Devil's Pallor aims its ballistae at the innocent. The hobgoblin captain Gortus Svard commands it toward depravity, mischief, and destruction.
Ship 7: Thresher - Class 2
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, bury a random card from your discard pile.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
When Commanding This Ship (Wrecked): At the start of the turn, summon and encounter the henchman Hammerhead Shark.
A junk of the Dragon Empires, Inkskin's ship is home to human and sea devil draiders alike. If you see the Thresher, look behind you—longboats full of buccaneers are already boarding your vessel.
Ship 8: Dowager Queen - Class 3
Ship 3
Class 3
To Defeat: Wisdom Survival 8 OR Charisma Diplomacy 10
To Repair: Craft 6
When Encountering This Ship: You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally is increased by 2.
This caravel left Cheliax branded with the marque of royalty. She's seen rougher days since then, but "Queenie," as Captain Irius Trock has dubbed her, is still the proudest merchant ship in the Shackles.
Ship 9: Kraken - Class 3
Ship 3
Class 3
To Defeat: Strength Melee 10 OR Wisdom Survival 8
To Repair: Craft 6
When Encountering This Ship: On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.
The Master of the Gales commands this xebec. Its imposing name belies his knowledge of the sea. It was he who coined the aphorism, "All unknown islands are Hirgenzosk until proven otherwise."
Ship 10: Sanbalot - Class 3
Ship 3
Class 3
To Defeat: Dexterity Stealth 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
When Commanding This Ship (Normal): This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.
When Commanding This Ship (Wrecked): At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.
The Sanbalot is a Rahadoumi schooner helmed by Captain Aisha Hamiyaz and her Pure Legion marines. With a trained manticore flying air support, the Sanbalot gets a wide berth.
Ship 11: Sea Chanty - Class 3
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 5
When Encountering This Ship: You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire a boon is increased by 1.
This Sargavan galleon out of Eleder is often stocked with trade goods and luxuries. It's suffered many a clash with freebooting vessels and survived to brave the shipping lanes anew.
Ship 12: Mistmourn - Class 5
Ship P
Class 5
To Defeat: Dexterity Acrobatics 11 OR Wisdom Survival 9
To Repair: Craft 7
When Encountering This Ship: If any character would discard cards during the check to defeat the Mistmourn, bury those cards instead.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to evade a bane.
When Commanding This Ship (Wrecked): Whenever you banish cards, banish 1 additional card from your hand.
The Mordant Spire elves speak in hushed tones of a dragon ship that ransacked many treasures of lore. Word is that an elven armada sank the beast, but word is often unreliable in the Shackles.
Ship 13: Wormwood - Class 5
Ship B
Class 5
To Defeat: Dexterity Acrobatics 9 OR Wisdom Survival 7
To Repair: Craft 8
When Encountering This Ship: The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.
When Commanding This Ship (Wrecked): At the start of your turn, banish this card and exchange it for the ship Merchantman.
Barnabas Harrigan's flagship is infamous throughout the Shackles for its ability to slip away from the watchful Chelish navy, but rumblings of mutiny are common within Harrigan's crew.
Ship 14: Dominator - Class 6
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
To Repair: Craft 7
When Encountering This Ship: If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2. This ship cannot be seized.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.
When Commanding This Ship (Wrecked): Remove the Swashbuckling trait from all of your checks.
This huge warship flies the colors of the Empire of Cheliax. With a company of marines mustered on deck, the Dominator is home to pirate hunter Kyan Kain, the scourge of scourges everywhere.
Ship 15: Magpie Princess - Class 6
Ship P
Class 6
To Defeat: Dexterity Disable 10 OR Wisdom Survival 8
To Repair: Craft 6
When Encountering This Ship: Before you act, each character at this location must bury a card.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1d4; if you roll a 1, bury a card.
If you would fail a combat check by 2 or less, you may discard a card from the blessings deck to succeed.
When Commanding This Ship (Wrecked): At the start of your turn, roll 1d4; on a 1, bury a card.
Years ago, Captain Lanteri discovered the location of a legendary treasure. A recent mutiny lead by his wife, Varcossa Lanteri, has left both this ship and his secret under new ownership.
Ship 16: Deathknell - Class 7
Ship 2
Class 7
To Defeat: Divine 7 OR Wisdom Survival 9
To Repair: Divine 6
When Encountering This Ship: You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check against a monster.
If your character would die, draw a number of cards from your discard pile equal to your hand size and bury all your other cards.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Wisdom or Divine 7 check or bury 1 card.
This Magnimarian whaler is doomed to wander the seas. Brimming with zombies and spirits, Whalebone Pilk's ghost ship will rise from the deep to torment the living until its bell is unrung.
Turn: 1 Celeste/elcoderdude
Blessings Remaining: 30
Teleportation Chamber
At This Location (Open): Choose a random character. If that character is at another location, move her to this location; otherwise, move her to a random location.
When Closing: Examine the top card of a random other open location deck, if any. If you did not find a bane, automatically close this location; otherwise, defeat the bane to close this location.
When Permanently Closed: On closing, move to another location.
At This Location (Closed): At the end of your turn, move to another location.
M: 3 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Jungle
At This Location (Open): The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Great Stone Bridge
At This Location (Open): You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
At This Location (Closed): At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Eye of Serenity
At This Location (Open): If you examine 1 or more cards, examine 1 more card.
When Closing: Summon and defeat the henchman Cyclops Oracle.
When Permanently Closed: On closing, you may recharge an item from your discard pile. At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
At This Location (Closed): At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Dinosaur Corral
At This Location (Open): When you play an ally that has the Animal trait on a check, add 2 to that check.
When Closing: Summon and defeat the henchman Rampaging Triceratops.
When Permanently Closed: On closing, you may choose an ally that has the Animal trait in your discard pile and add it to your hand.
At This Location (Closed): No effect.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Hall of Champions
At This Location (Open): When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them. Add 1d6 to your checks to acquire weapons.
At This Location (Closed): Add 1d6 to your checks to acquire weapons.
M: 2 Ba: 0 W: 4 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

wkover - Radovan |

I'd be happy with the Kraken as our ship, as it reduces structural damage by 2. I'll start wherever most people choose to start.
Hand: Disrupting Rapier +1, Quick-Change Mask, Fencer, Wayfinder, Captain's Cutlass,
Displayed: Viridio and Quang forms; Norge display: []; Quang display: []; Viridio display: [] {only 2 forms active},
Deck: 15 Discard: 0 Buried: 0
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. Cutlass recharges to reduce combat damage to local character by 2.
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armor, Weapons
Powers: (Sczarni King)
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms).
Once per turn, when a character at your location is dealt damage by a bane ([X] or fails to acquire a boon), display a monster from the box next to a displayed devil form.
Add 1d4 ([X] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon ([X] or if your check has the Finesse trait).
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1.
Devil forms:
Quang:
You gain the skill Acrobatics: Dexterity+2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's AD#.
Norge:
You gain the skill Fortitude: Constitution+2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait.
You may additionally banish a card displayed next to this card to add another 1d8 plus the card's AD#.
Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait.
You may additionally banish a card displayed next to this card to add another 2d6 plus the card's AD#.
GameDay VII Reward: Concordance Faction (can use once per scenario)
[X][] You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use reward up to 2 more times if fulfill these requirements:
[not earned] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[earned] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more.
Absalom Reward: Sea Legs
[] When you would fail a combat check against a bane that has the Aquatic trait, reroll the dice and add 1d6; take the new result.
Die Bumps: 4

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Grazzle - 0-4A: A Tale of Two Alchemists
Ship
= Kraken
Loot
= None
Starting Location
= Eye of Serenity
Starting Hand
Hand: Volcanic Storm, Cure, Blessing of Abadar, Blessing of Abraxas, Life Drain, Armor of the Sands,
Displayed: , , , , , ,
Deck: 12 Discard: 0 Buried: 0
"Notes: BoAbadar: +2d vs Barrier, +1 others
BoAbraxas: +2d on Arcane or Divine, +1 others"
Kit: , ,
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +0
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 +2
Divine: Charisma +3
Favored Card: Spell
Hand Size: 6
Proficient With: Light Armors
POWERS:
You automatically succeed at your check to recharge a spell([ ] and you may shuffle it into your deck as well instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([X] 1 plus) twice the number of cards you discarded.
[X] Add 2 to your checks that invokes that Attack trait

Celeste - Robert |

Starting location: Eye of Serenity.
This is the sensible location for the prophetess. If she pulls a Chadturn & Grazzle has to fight a Cyclops SOT, don't blame me. :)
By Bekah's leave, Swapping out Red Carriage for Svingli's Eye.
Ok with Kraken. Though y'all are killing me* with your "My party never wrecked a ship in S&S", because mine certainly have.
Hand: Blessing of Pharasma 1, Blessing of Pharasma, Binder's Tome, Volcanic Storm, Augury, Alaeron, Sphere of Fire
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Blessings available.
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [x ] 7 [ ] 8
Proficient With:
POWERS:
You may discard a card to add 1d8 ([ ] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([x ]You may shuffle it into your deck instead)
At the end ([ x] or start) of your turn, you may recharge a card to examine the top card of another location deck.
On failed check against a bane w/Aquatic or Pirate trait, or ship, may reroll 1 die.
*Hopefully not literally.

Bekah 12789 |

Bekah - 0-4A: A Tale of Two Alchemists
Loot
0-1F Scenario Reward: Blood Periapt(B) -> Besmara's Tricorne
0-2 Adventure Reward: Gambeson (B) -> Bucaneer's Breastplate
Starting Location Great Stone Bridge
Ship Choice Kraken
Starting Hand - Favored Card Any->Weapon
Hand: 2 BoSamurai, Cure, Deathbane Light Crossbow +1, Besmara's Tricorne, 1 BoSamurai, 1 BoMilani
Displayed:
Deck: 12 Discard: 0 Buried: 0
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
"
Cure, 1 BoSamurai, 1 BoMilani
Recharged:
Discard Pile:
Buried Pile:
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [X] +2 [ ] +3
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [X] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +3
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [X] 6 [ ] 7
Proficient With: Light Armors / Weapons
Card List (Starting/Current/Max): W 2/3/5,Sp 3/3/5, Ar 1/1/2 I 2/2/3 Al 3/4/5 Bl 4/5/5 = 18
POWERS:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 ([X]+1) to a check by another character at your location [X] or your check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
Season of Tapestry’s Tides Reward #3 - Sea Legs
When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

BR skizzerz |

During This Scenario: During this scenario, treat the henchman Ruffian as if it is the set 4 henchman Cyclops Savage.
The first time you defeat a villain during this scenario, do not check to see if it escapes; instead, put it next to this scenario card. To win the scenario, corner and defeat the second villain while the first villain is displayed next to this card.
When you encounter a card that has the Alchemical or Alchemist trait, before you act, summon and encounter the henchman Cryptic Runes.
Party Ship: Kraken
Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.
Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)
Plunder Table
d6 Card Type
1. weapon
2. spell
3. armor
4. item
5. ally
6. choose 1 of the above 5 card types
The Eel (Villain)
Villain 4
Type: Monster
Traits: Halfling Alchemist
To Defeat: Combat 20
Before you act, The Eel deals 1d4 Structural damage to your ship. While you act, all damage dealt by The Eel is Poison damage.
"A bit of poison here, a well-placed bomb there - sounds like the perfect formula for disaster to me!" -- Myskur Marquardt, a_k_a. The Eel
Zarskia Galembar (Villain)
Villain 3
Type: Monster
Traits: Human Alchemist Spymaster
To Defeat: Combat 17 OR Intelligence Craft 11
The difficulty of your combat check to defeat is increased by the number of open locations.
"Silence those who know too much. When you're done, return to the apothecary in Port Peril. I can provide more toxin along with your payment, if needed. Destroy this after reading. -- Zarskia Galembar's assassination order
Cyclops Savage (Henchman)
Henchman 4
Type: Monster
Traits: Giant Cyclops
To Defeat: Combat 22
Before you act, examine the top card of your deck; then recharge it. If it is a card that has the Attack trait or a weapon, the difficulty of your check to defeat is increased by 3.
Damage dealt by the Cyclops Savage is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Cryptic Runes (Summon)
Henchman 3
Type: Barrier
Traits: Cache Trap Alchemical
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Besmara's Tricorne (Loot)
Loot 1
Type: Item
Traits: Accessory Magic Swashbuckling Besmara
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 (Loot)
Loot 1
Type: Weapon
Traits: Spear Ranged Piercing 2-Handed Swashbuckling Magic
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.
Brine's Sting (Loot)
Loot 2
Type: Weapon
Traits: Sword Melee Slashing Finesse Swashbuckling Magic
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If the bane is a monster that has the Aquatic trait, you may reroll 1 die; you must take the second result. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Buccaneer's Breastplate (Loot)
Loot 2
Type: Armor
Traits: Heavy Armor Magic Aquatic
Reveal this card to reduce Combat damage dealt to you by 3, or Structural damage dealt to your ship by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Farglass (Loot)
Loot 2
Type: Item
Traits: Object Magic
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of any location deck and put them back in any order.
Reveal a card that has the Pirate trait to recharge this card instead of discarding it.
Lady Agasta Smythee (Loot)
Loot 2
Type: Ally
Traits: Human Aristocrat
Reveal this card to recharge any number of cards and add 2 to your combat check for each card you recharged.
Rickety Hake (Loot)
Loot 2
Type: Ally
Traits: Human Shipbuilder
Bury this card to repair your ship.
Discard this card to add 1d10 to a Craft check.
Discard this card to explore your location.
Svingli's Eye (Loot)
Loot 2
Type: Item
Traits: Tool Magic
Recharge this card to examine the top card of the location deck.
Discard this card to add 1d4+2 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+2 instead. After you play this card, succeed at a Survival 9 check to recharge it instead of discarding it.
Totem Necklace (Loot)
Loot 2
Type: Item
Traits: Accessory
Discard this card to add 1 die to a check to defeat a monster that has the Aquatic trait attempted by a character at your location, or 2 dice if the monster has the Merfolk trait.
Bury this card to draw 1 random item from the box and add it to your hand.
Pirate Shade Haunt (Summon)
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card.
For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
Riptide Grindylow (Summon)
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Sea Devil (Summon)
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Shimerae (Summon)
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 15
All damage dealt by Shimerae is Poison damage.
During this encounter, other characters at your location may not play cards or use powers.
If defeated, you may immediately attempt to close the location this henchman came from.
Hammerhead Shark (Summon)
Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
Enemy Ship (Summon)
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.
Cyclops Oracle (Summon)
Henchman 4
Type: Monster
Traits: Giant Cyclops Oracle
To Defeat: Combat 20
Before you act, examine the top 3 cards of your deck, then recharge 1, discard 1, and bury 1.
Damage dealt by the Cyclops Oracle is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Rampaging Triceratops (Summon)
Henchman 4
Type: Monster
Traits: Animal
To Defeat: Combat 22
The difficulty of checks to defeat the Rampaging Triceratops is increased by the number of buried cards you have.
If defeated, you may immediately attempt to close the location this henchman came from.
Hirgenzosk (Excellent Wedding Gift)
Henchman B
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 30
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
If Hirgenzosk would be defeated, he is undefeated.
When encountering a random ship, roll 1d16 and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.
Ship 1: Goblin Weidling - Class 0
Ship P
Class 0
To Defeat: Dexterity Stealth 5 OR Wisdom Survival 4
To Repair: Strength 4
When Encountering This Ship: Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding This Ship (Normal): Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.
When Commanding This Ship (Wrecked): When you encounter a card, all other characters at this location move to a random closed location.
If they brings a tasty goat,
Peoples welcome on our boat!
You can gain the rank of private
After teaching us to drive it.
Ship 2: Merchantman - Class 0
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
To Repair: Craft 6
When Encountering This Ship: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding This Ship (Normal): 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 This Ship (Wrecked): If you fail to defeat a bane that has the Pirate trait, bury a card.
A plucky merchant crew considers a ship valuable when its hold is laden with precious goods. So do the pirates in Port Peril. That's one of the few ideas that unites the denizens of the Shackles.
Ship 3: Shackles Pirate Ship - Class 0
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): 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.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.
Over at Rickety's Squibs, the scoundrels in the Shackles celebrate the commissioning of a new ship with resounding joy. The ship's previous owners don't share their enthusiasm.
Ship 4: Man's Promise - Class 1
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 6
When Encountering This Ship: If the check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to explore your location.
When Commanding This Ship (Wrecked): Other characters may not move or be moved from your location.
The Man's Promise is a proud three-master of Rahadoumi vintage. Like many a merchant ship before her, she's proven that any vessel in pirate waters will eventually become a pirate vessel.
Ship 5: Truewind - Class 1
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
To Repair: Craft 7
When Encountering This Ship: You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to recharge a random card from your discard pile.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.
When pirates attack your ship, this fine Absalom barque is a vessel you'll want to see. Bedecked with ballistae, it intercedes when helpless sailors are about to have their vessels plundered.
Ship 6: Devil's Pallor - Class 2
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
To Repair: Craft 6
When Encountering This Ship: If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
A Shackles drekar of ill repute, the Devil's Pallor aims its ballistae at the innocent. The hobgoblin captain Gortus Svard commands it toward depravity, mischief, and destruction.
Ship 7: Thresher - Class 2
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, bury a random card from your discard pile.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
When Commanding This Ship (Wrecked): At the start of the turn, summon and encounter the henchman Hammerhead Shark.
A junk of the Dragon Empires, Inkskin's ship is home to human and sea devil draiders alike. If you see the Thresher, look behind you—longboats full of buccaneers are already boarding your vessel.
Ship 8: Dowager Queen - Class 3
Ship 3
Class 3
To Defeat: Wisdom Survival 8 OR Charisma Diplomacy 10
To Repair: Craft 6
When Encountering This Ship: You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally is increased by 2.
This caravel left Cheliax branded with the marque of royalty. She's seen rougher days since then, but "Queenie," as Captain Irius Trock has dubbed her, is still the proudest merchant ship in the Shackles.
Ship 9: Kraken - Class 3
Ship 3
Class 3
To Defeat: Strength Melee 10 OR Wisdom Survival 8
To Repair: Craft 6
When Encountering This Ship: On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.
The Master of the Gales commands this xebec. Its imposing name belies his knowledge of the sea. It was he who coined the aphorism, "All unknown islands are Hirgenzosk until proven otherwise."
Ship 10: Sanbalot - Class 3
Ship 3
Class 3
To Defeat: Dexterity Stealth 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
When Commanding This Ship (Normal): This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.
When Commanding This Ship (Wrecked): At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.
The Sanbalot is a Rahadoumi schooner helmed by Captain Aisha Hamiyaz and her Pure Legion marines. With a trained manticore flying air support, the Sanbalot gets a wide berth.
Ship 11: Sea Chanty - Class 3
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 5
When Encountering This Ship: You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire a boon is increased by 1.
This Sargavan galleon out of Eleder is often stocked with trade goods and luxuries. It's suffered many a clash with freebooting vessels and survived to brave the shipping lanes anew.
Ship 12: Mistmourn - Class 5
Ship P
Class 5
To Defeat: Dexterity Acrobatics 11 OR Wisdom Survival 9
To Repair: Craft 7
When Encountering This Ship: If any character would discard cards during the check to defeat the Mistmourn, bury those cards instead.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to evade a bane.
When Commanding This Ship (Wrecked): Whenever you banish cards, banish 1 additional card from your hand.
The Mordant Spire elves speak in hushed tones of a dragon ship that ransacked many treasures of lore. Word is that an elven armada sank the beast, but word is often unreliable in the Shackles.
Ship 13: Wormwood - Class 5
Ship B
Class 5
To Defeat: Dexterity Acrobatics 9 OR Wisdom Survival 7
To Repair: Craft 8
When Encountering This Ship: The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or a ship.
When Commanding This Ship (Wrecked): At the start of your turn, banish this card and exchange it for the ship Merchantman.
Barnabas Harrigan's flagship is infamous throughout the Shackles for its ability to slip away from the watchful Chelish navy, but rumblings of mutiny are common within Harrigan's crew.
Ship 14: Dominator - Class 6
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
To Repair: Craft 7
When Encountering This Ship: If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2. This ship cannot be seized.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.
When Commanding This Ship (Wrecked): Remove the Swashbuckling trait from all of your checks.
This huge warship flies the colors of the Empire of Cheliax. With a company of marines mustered on deck, the Dominator is home to pirate hunter Kyan Kain, the scourge of scourges everywhere.
Ship 15: Magpie Princess - Class 6
Ship P
Class 6
To Defeat: Dexterity Disable 10 OR Wisdom Survival 8
To Repair: Craft 6
When Encountering This Ship: Before you act, each character at this location must bury a card.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1d4; if you roll a 1, bury a card.
If you would fail a combat check by 2 or less, you may discard a card from the blessings deck to succeed.
When Commanding This Ship (Wrecked): At the start of your turn, roll 1d4; on a 1, bury a card.
Years ago, Captain Lanteri discovered the location of a legendary treasure. A recent mutiny lead by his wife, Varcossa Lanteri, has left both this ship and his secret under new ownership.
Ship 16: Deathknell - Class 7
Ship 2
Class 7
To Defeat: Divine 7 OR Wisdom Survival 9
To Repair: Divine 6
When Encountering This Ship: You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check against a monster.
If your character would die, draw a number of cards from your discard pile equal to your hand size and bury all your other cards.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Wisdom or Divine 7 check or bury 1 card.
This Magnimarian whaler is doomed to wander the seas. Brimming with zombies and spirits, Whalebone Pilk's ghost ship will rise from the deep to torment the living until its bell is unrung.
1. Spell
(BR Only)
GLSLyzvpGOIz1R9JxLB6uT7OxJ/awlkvNPjALRqyaXJGZZIQ
Monster 1
Monster 2
Traits: Plant
To Defeat: Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
Monster 2
Monster B
Traits: Hag Aquatic
To Defeat: Combat 11
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
Monster C
Traits: Giant Ogre Aquatic
To Defeat: Combat 14
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.
Monster 4
Monster 4
Traits: Animal Aquatic
To Defeat: Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.
Monster 5
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
Barrier 1
Barrier 2
Traits: Task Aquatic Weather
To Defeat: Wisdom Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Barrier 2
Barrier 2
Traits: Task Aquatic Weather
To Defeat: Wisdom Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Barrier 3
Barrier 4
Traits: Skirmish Undead
To Defeat: Wisdom Perception 14 OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Barrier 4
Barrier 3
Traits: Task Aquatic
To Defeat: Strength Knowledge Wisdom Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Barrier 5
Barrier B
Traits: Cache Task Veteran
To Defeat: Intelligence Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Weapon 1
Weapon 4
Traits: Knife Melee Slashing Healing Finesse Magic
To Acquire: Strength Melee Divine 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.
Weapon 2
Weapon 2
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Weapon 3
Weapon 2
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Weapon 4
Weapon 4
Traits: Firearm Ranged Piercing Magic
To Acquire: Dexterity Ranged Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Weapon 5
Weapon 1
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Spell 1
Spell 2
Traits: Magic Arcane Divine Fire Attack
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 2
Spell 1
Traits: Magic Arcane
To Acquire: Intelligence Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
Spell 3
Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 4
Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
Spell 5
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
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.
Armor 1
Armor 4
Traits: Shield Magic
To Acquire: Constitution Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Armor 3
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
Armor 4
Traits: Shield Magic
To Acquire: Constitution Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Item 1
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Item 2
Item 2
Traits: Wand Attack Fire Magic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
Item 3
Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
Item 4
Item 4
Traits: Accessory Magic
To Acquire: Dexterity Ranged Perception 13
Reveal this card to add 4 to your Ranged combat or Perception check.
Item 5
Item B
Traits: Object Magic
To Acquire: Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
Ally 1
Ally 1
Traits: Human Rogue Pirate
To Acquire: Charisma Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 2
Ally P
Traits: Goblin Alchemist
To Acquire: Charisma Diplomacy 7 OR Ranged Craft 5
Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows.
Sometimes where the boom boom blows
is not my fault- that's how it goes." -Mogmurch's song
Ally 3
Ally 3
Traits: Human Surgeon
To Acquire: Charisma Diplomacy 9
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.
Ally 4
Ally 4
Traits: Half-Elf Druid Captain Pirate
To Acquire: Wisdom Perception 8 THEN Charisma Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 5
Ally 3
Traits: Human Sorcerer Captain Pirate
To Acquire: Intelligence Arcane 6 OR Charisma Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Blessing 1
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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
Blessing C
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Blessing C
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
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
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Turn: 1 Celeste/elcoderdude
Top of Blessing Discard Pile:
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
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: 29
Blessings Deck Card 2 - Turn 2 Bekah/Zalarian
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 3 - Turn 3 Grazzle/Matsu Kurisu
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 4 - Turn 4 Radovan/wkover
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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 5 Celeste/elcoderdude
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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 6 Bekah/Zalarian
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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 7 Grazzle/Matsu Kurisu
Blessing B
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 8 - Turn 8 Radovan/wkover
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 9 - Turn 9 Celeste/elcoderdude
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
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 10 Bekah/Zalarian
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice 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 11 Grazzle/Matsu Kurisu
Blessing 2
Traits: Divine Hshurha
To Acquire: Wisdom Survival 7 OR Divine 5
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 12 - Turn 12 Radovan/wkover
Blessing 4
Traits: Divine Asmodeus
To Acquire: Charisma Diplomacy 7 OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 13 - Turn 13 Celeste/elcoderdude
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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 14 Bekah/Zalarian
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 15 - Turn 15 Grazzle/Matsu Kurisu
Blessing C
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
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 16 Radovan/wkover
Blessing 2
Traits: Divine Hshurha
To Acquire: Wisdom Survival 7 OR Divine 5
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 17 Celeste/elcoderdude
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 18 - Turn 18 Bekah/Zalarian
Blessing 4
Traits: Divine Asmodeus
To Acquire: Charisma Diplomacy 7 OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 19 - Turn 19 Grazzle/Matsu Kurisu
Blessing 4
Traits: Divine Asmodeus
To Acquire: Charisma Diplomacy 7 OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 20 - Turn 20 Radovan/wkover
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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 21 Celeste/elcoderdude
Blessing 4
Traits: Divine Asmodeus
To Acquire: Charisma Diplomacy 7 OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Bekah/Zalarian
Blessing B
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you 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 23 Grazzle/Matsu Kurisu
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 24 - Turn 24 Radovan/wkover
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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 25 Celeste/elcoderdude
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 26 - Turn 26 Bekah/Zalarian
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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 27 Grazzle/Matsu Kurisu
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
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 28 - Turn 28 Radovan/wkover
Blessing 3
Traits: Divine Kelizandri
To Acquire: Constitution Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 29 - Turn 29 Celeste/elcoderdude
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your 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 30 - Turn 30 Bekah/Zalarian
Blessing B
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
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.
Teleportation Chamber
At This Location (Open): At the start of your turn, randomly choose a character. If that character is at another location, move her to this location; otherwise, move her to a random location.
When Closing: Examine the top card of a random other open location deck and, if it is a bane, succeed at its checks to defeat. If you did not examine a bane, this location closes automatically.
When Permanently Closed: On closing, move to another location.
At This Location (Closed): At the end of your turn, move to another location.
M: 3 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 3
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 either 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.
Monster 2
Traits: Animal Aquatic Swarm
To Defeat: Combat 16 OR Dexterity Acrobatics 10
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
Spell 3
Traits: Magic Arcane Cold Attack
To Acquire: Intelligence Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
Ally 2
Traits: Human Fighter Pirate
To Acquire: Charisma Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Henchman 4
Type: Monster
Traits: Giant Cyclops
To Defeat: Combat 22
Before you act, examine the top card of your deck; then recharge it. If it is a card that has the Attack trait or a weapon, the difficulty of your check to defeat is increased by 3.
Damage dealt by the Cyclops Savage is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Item 1
Traits: Tool
To Acquire: Wisdom Survival 7
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 B
Traits: Book
To Acquire: Wisdom Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
Monster 2
Traits: Ooze Aquatic
To Defeat: Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
Monster 4
Traits: Plant Aquatic
To Defeat: Wisdom Perception 12
The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.
Spell 1
Traits: Magic Arcane
To Acquire: Intelligence Arcane 6
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.
Jungle
At This Location (Open): The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Villain 4
Type: Monster
Traits: Halfling Alchemist
To Defeat: Combat 20
Before you act, The Eel deals 1d4 Structural damage to your ship.
While you act, all damage dealt by The Eel is Poison damage.
Scenario: The first time you defeat a villain during this scenario, do not check to see if it escapes; instead, put it next to the scenario card.
Scenario: When you encounter a card that has the Alchemical or Alchemist trait, before you act, summon and encounter the henchman Cryptic Runes.
"A bit of poison here, a well-placed bomb there - sounds like the perfect formula for disaster to me!" -- Myskur Marquardt, a_k_a. The Eel
Ally 3
Traits: Tengu Smuggler
To Acquire: Charisma Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
Monster B
Traits: Human Pirate Veteran
To Defeat: Combat 9
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.
Item B
Traits: Object Magic
To Acquire: Charisma 7
Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.
Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
Item 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
Scenario: When you encounter a card that has the Alchemical or Alchemist trait, before you act, summon and encounter the henchman Cryptic Runes.
Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
Ally C
Traits: Human Cleric Pirate
To Acquire: Divine Charisma Diplomacy 6
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.
Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
Monster P
Traits: Aberration
To Defeat: Combat 13 THEN Combat 15
Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.
Monster 3
Traits: Hag
To Defeat: Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier 4
Traits: Skirmish Undead
To Defeat: Wisdom Perception 14 OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Great Stone Bridge
At This Location (Open): You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
At This Location (Closed): At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Bekah/Zalarian
Weapon 3
Traits: Firearm Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
Ally C
Traits: Human Pirate
To Acquire: Charisma Diplomacy 6
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.
Weapon 3
Traits: Polearm Melee Piercing Magic
To Acquire: Strength Melee Survival 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.
Barrier B
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may 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.
Ally 4
Traits: Animal
To Acquire: Wisdom Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
Monster 2
Traits: Elf Pirate Veteran
To Defeat: Combat 13
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.
Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
Item 2
Traits: Tool Swashbuckling Besmara
To Acquire: Wisdom Survival 8
Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.
Monster B
Traits: Human Captain Pirate Veteran
To Defeat: Combat 12
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.
Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
Henchman 4
Type: Monster
Traits: Giant Cyclops
To Defeat: Combat 22
Before you act, examine the top card of your deck; then recharge it. If it is a card that has the Attack trait or a weapon, the difficulty of your check to defeat is increased by 3.
Damage dealt by the Cyclops Savage is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
Monster 3
Traits: Animal Aquatic
To Defeat: Combat 16
The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.
Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
Eye of Serenity
At This Location (Open): If you examine 1 or more cards, examine 1 more card.
When Closing: Summon and defeat the henchman Cyclops Oracle.
When Permanently Closed: On closing, you may recharge an item from your discard pile. At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
At This Location (Closed): At the start of your turn, summon and encounter the henchman Cyclops Oracle, then examine the bottom card of any location deck.
M: 3 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Celeste/elcoderdude, Grazzle/Matsu Kurisu, Radovan/wkover
Monster 3
Traits: Aberration
To Defeat: Combat 16 OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers.
Villain 3
Type: Monster
Traits: Human Alchemist Spymaster
To Defeat: Combat 17 OR Intelligence Craft 11
The difficulty of your combat check to defeat is increased by the number of open locations.
Scenario: The first time you defeat a villain during this scenario, do not check to see if it escapes; instead, put it next to the scenario card.
Scenario: When you encounter a card that has the Alchemical or Alchemist trait, before you act, summon and encounter the henchman Cryptic Runes.
"Silence those who know too much. When you're done, return to the apothecary in Port Peril. I can provide more toxin along with your payment, if needed. Destroy this after reading. -- Zarskia Galembar's assassination order
Spell 4
Traits: Magic Divine Healing
To Acquire: Wisdom Divine 13
Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.
Spell 3
Traits: Magic Arcane
To Acquire: Intelligence Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Monster B
Traits: Human Captain Pirate Veteran
To Defeat: Combat 12
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 C
Traits: Human Pirate Veteran
To Defeat: Combat 9
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.
Barrier 3
Traits: Obstacle Task Aquatic
To Defeat: Intelligence Knowledge Wisdom Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
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.
Item P
Traits: Tool Alchemical
To Acquire: Dexterity Disable Craft 6
Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
Scenario: When you encounter a card that has the Alchemical or Alchemist trait, before you act, summon and encounter the henchman Cryptic Runes.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist
Ally 2
Traits: Animal Pirate
To Acquire: Wisdom Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Dinosaur Corral
At This Location (Open): When you play an ally that has the Animal trait on a check, add 2 to that check.
When Closing: Summon and defeat the henchman Rampaging Triceratops.
When Permanently Closed: On closing, you may choose an ally that has the Animal trait in your discard pile and add it to your hand.
At This Location (Closed): No effect.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster 4
Traits: Animal Aquatic
To Defeat: Combat 18
If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.
Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
Ally B
Traits: Human Veteran
To Acquire: Charisma Diplomacy 7
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.
Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
Monster 4
Traits: Dwarf Fighter Pirate
To Defeat: Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
Weapon 4
Traits: Firearm Ranged Piercing Reliable Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.
Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
Henchman 4
Type: Monster
Traits: Giant Cyclops
To Defeat: Combat 22
Before you act, examine the top card of your deck; then recharge it. If it is a card that has the Attack trait or a weapon, the difficulty of your check to defeat is increased by 3.
Damage dealt by the Cyclops Savage is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
Barrier 4
Traits: Trap Magic
To Defeat: Wisdom Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
Monster 2
Traits: Plant
To Defeat: Combat 12
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.
Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
Monster C
Traits: Human Warrior Veteran
To Defeat: Combat 8
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.
Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
Item B
Traits: Object Magic
To Acquire: Intelligence 7
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.
Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
Barrier B
Traits: Cache Lock Veteran
To Defeat: Strength Melee 10 OR Dexterity Disable 9
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.
Location: When you play an ally that has the Animal trait on a check, add 2 to that check.
Hall of Champions
At This Location (Open): When you succeed at a check, draw a card.
When Closing: Display a weapon next to this location.
When Permanently Closed: On closing, add the displayed weapon and 1d4+1 random weapons from the box to this location without looking at them. Add 1d6 to your checks to acquire weapons.
At This Location (Closed): Add 1d6 to your checks to acquire weapons.
M: 2 Ba: 0 W: 4 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Armor 4
Traits: Heavy Armor Magic Aquatic
To Acquire: Constitution Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Location: When you succeed at a check, draw a card.
Monster 3
Traits: Lycanthrope Aquatic
To Defeat: Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.
Location: When you succeed at a check, draw a card.
Weapon 4
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee Arcane Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Location: When you succeed at a check, draw a card.
Henchman 4
Type: Monster
Traits: Giant Cyclops
To Defeat: Combat 22
Before you act, examine the top card of your deck; then recharge it. If it is a card that has the Attack trait or a weapon, the difficulty of your check to defeat is increased by 3.
Damage dealt by the Cyclops Savage is dealt to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: When you succeed at a check, draw a card.
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 8
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.
Location: When you succeed at a check, draw a card.
Armor 3
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Location: When you succeed at a check, draw a card.
Weapon P
Traits: Club Melee Bludgeoning Poison Swashbuckling
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
Location: When you succeed at a check, draw a card.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate
Weapon 2
Traits: Polearm Melee Piercing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
Location: When you succeed at a check, draw a card.
Weapon 4
Traits: Sword Melee Piercing Finesse Swashbuckling Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Location: When you succeed at a check, draw a card.
Armor 1
Traits: Shield Magic
To Acquire: Constitution Fortitude 5
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.
Location: When you succeed at a check, draw a card.

Celeste - Robert |

Celeste at Eye of Serenity.
Blessing is Besmara.
SOT: Recharge Alaeron to examine Teleportation Chamber, since Bekah is heading there. Scenario power at my location lets me examine 2.
TC Card 1: Spell B, Instant Armor.
TC Card 2 Monster 2, Jellyfish Swarm. NB in effect this is Combat 24.
Augury for Monster. Location increases examined count to 4.
Card 1: Monster 3, Will-'o-Wisp.
Card 2: Zarskia Galembar, a Villain.
Card 3: Holy Feast, Spell 4 (Divine) :(
Card 4: Dimension Leap, Spell 3 (Arcane) :(
By all y'all's leave, I am pausing here because there's a serious question:
Should I put the Villain and the (really unpleasant) monster on the bottom so Grazzle & I can try to get those spells, or should I put the Villain on top & we can close this place off?

Celeste - Robert |

Continuing turn.
Put Zarskia Galembar and Will-o-Wisp at the bottom of the deck, with Zarskia on top.
Shuffle original cards 2 to 10 of Eye of Serenity, which are now cards 1-8.
By my power I recharge Augury but do not shuffle it in. I am trying to maximize Attack spells in hand.
Explore.
Card: 1d8 + 2 ⇒ (8) + 2 = 10
Original card 10: Ally 2, Rotgut.
Not Alchemical or Alchemist (scenario has a summon effect on these - I predict I will forget that at some point).
Survival 8: 1d8 + 5 ⇒ (3) + 5 = 8
Acquired Rotgut.
Discard Rotgut to explore.
Card: 1d7 + 2 ⇒ (1) + 2 = 3
Original card 3: Holy Feast, Spell 4.
HOOKAY. Really wanted to hit the other one, but we're here.
I've a d6 to make a Wis 13. I'll add a Pharasma to make that 2d6.
What else do we want to put into this?
(Belatedly realizing I have TWO cards in my deck that would have given me a d10 on this check, not to mention the Eye that could have added a bonus.)
Do we agree I take Bekah's Milani for 2 dice and a blessing from Grazzle for 1 more? (This is a straight-up Wisdom check).
90% success. That's a lot of resources but we have an uber-healer.
An alternative is I bury Binder to evade, but that shuffles the Villain AND a really annoying monster into the deck.

Celeste - Robert |

Thrice-blessed roll: I discard Pharasma, Bekah gives Milani for 2, Grazzle gives blessing of choice for 1.
Wisdom 13: 5d6 ⇒ (3, 4, 2, 4, 3) = 16
Holy Feast acquired.
Woo-hoo!
End turn: recharge Sphere of Fire to examine Dinosaur Corral (because it looks fierce). Location adds another examine.
Dino Corral Card 1: Monster 4, Shark-eating Crab. C18, requires reroll.
Dino Corral Card 2: Ally B, Old Salt.
Hanging on to Holy Feast to hand off to Grazzle next turn.
Hand: Pyrotechnic Blast, Blessing of Pharasma, Binder's Tome, Volcanic Storm, Holy Feast, Svingli's Eye, Blessing of Abadar
Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Blessings available. Eye adds d4+2 to check on ship (d8+2 if top blessing is Gods)NB I still have a Pharasma because I began the turn with 2.
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [x ] 7 [ ] 8
Proficient With:
POWERS:
You may discard a card to add 1d8 ([ ] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([x ]You may shuffle it into your deck instead)
At the end ([ x] or start) of your turn, you may recharge a card to examine the top card of another location deck.
On failed check against a bane w/Aquatic or Pirate trait, or ship, may reroll 1 die.
Recap:
Eye of Serenity: Cards 1-2 became cards 10-9. Original cards 3 and 10 acquired. Shuffled Eye of Serenity.
Teleport C: First two cards examined.
Dino Corral: First two cards examined.

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Grazzle - out of Turn Update
Discard Blessing of Abadar
Hand: Volcanic Storm, Cure, , Blessing of Abraxas, Life Drain, Armor of the Sands,
Displayed: , , , , , ,
Deck: 12 Discard: 1 Buried: 0
Notes: BoAbraxas: +2d on Arcane or Divine, +1 others. Try and save for a Spell 3 or 4 acquire
Kit: , ,
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +0
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 +2
Divine: Charisma +3
Favored Card: Spell
Hand Size: 6
Proficient With: Light Armors
POWERS:
You automatically succeed at your check to recharge a spell([ ] and you may shuffle it into your deck as well instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([X] 1 plus) twice the number of cards you discarded.
[X] Add 2 to your checks that invokes that Attack trait

Bekah 12789 |

Out of Turn - Discarded Blessing of Milani for Celeste' check
Turn Order - Celeste, Bekah, Grazzle, Radovan
Turn 2 - Blessing of Besmara
Give Card: None
Move Great Stone Bridge -> Teleportation Chamber
Explore Teleportation Chamber Card 1: Instant Armor
Arcane Check DC 3: 1d8 + 2 ⇒ (7) + 2 = 9 Auto Succeed in acquiring
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 3
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 either 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.
Will discard Blessing of Samurai to explore again. Teleportation Chamber Card 2: Jellyfish Swarm. Will recharge cure for inspire and other Samurai blessing for check. Additional die since piercing is used.
Deathbane Lt Crossbow +1 DC 16/20: 2d8 + 3 + 1d4 + 1 + 1d8 + 1d8 ⇒ (4, 8) + 3 + (4) + 1 + (6) + (8) = 34 Jellyfish quietly oozes..and perishes.
Monster 2
Traits: Animal Aquatic Swarm
To Defeat: Combat 16 OR Dexterity Acrobatics 10
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
End turn and reset hand. Healing is welcomed
Hand: Instant Armor, Old Salt, Deathbane Light Crossbow +1, Besmara's Tricorne, Rage, CatONineTails
Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
CatONineTails, Rage
Recharged: Cure, 1 BoSamurai
Discard Pile:
Buried Pile:
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [X] +2 [ ] +3
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [X] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +3
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [X] 6 [ ] 7
Proficient With: Light Armors / Weapons
Card List (Starting/Current/Max): W 2/3/5,Sp 3/3/5, Ar 1/1/2 I 2/2/3 Al 3/4/5 Bl 4/5/5 = 18
POWERS:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 ([X]+1) to a check by another character at your location [X] or your check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
Season of Tapestry’s Tides Reward #3 - Sea Legs
When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

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Celeste, Bekah, Grazzle, Radovan
Grazzle - 3: Blessing of Abadar
Start of Turn
Grazzle heal (Hide Armor of Fire Resistance, Binder's Tome) to heal 2*2 + 1 = 5
Celeste =2, Bekah = 2, Radovan = 0
At Eye of Serenity
Free Explore = top card (4-9): 1d6 + 3 ⇒ (2) + 3 = 5
5: Pirate Captain, Monster B, Veteran, Combat 16 (12+4)
Auto-Recharge Volcanic Storm 1d8+2+3+2+3d6
Combat 16: 1d8 + 2 + 3 + 2 + 3d6 ⇒ (8) + 2 + 3 + 2 + (2, 4, 1) = 22- Success - Banished
After you act, the Pirate Captain deals 2 Structural damage to your ship.
- reduced by 2 from Kraken = 0
End of Turn
Draw Researcher, Blessing of Pharasma
Summary
Location = Eye of Serenity
Acquired =
Banished = 5: Pirate Captain
Examined =
Used =
Hand: Cure, Blessing of Abraxas, Life Drain, Armor of the Sands, Researcher, Blessing of Pharasma,
Displayed: , , , , , ,
Deck: 9 Discard: 3 Buried: 0
"Notes: BoPharasma: +2d if spell played on check, +1 others. Available for use.
BoAbraxas: +2d on Arcane or Divine, +1 others. Try and save for a Spell 3 or 4 acquire"
Kit: , ,
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +0
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 +2
Divine: Charisma +3
Favored Card: Spell
Hand Size: 6
Proficient With: Light Armors
POWERS:
You automatically succeed at your check to recharge a spell([ ] and you may shuffle it into your deck as well instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([X] 1 plus) twice the number of cards you discarded.
[X] Add 2 to your checks that invokes that Attack trait

wkover - Radovan |

Satisfied that the two mages will maintain their success rate, Radovan departs for the Hall of Champions to seek his own glory. Or wine, whichever comes first.
Flip Blessing of Gods. Move to Hall and explore. Encounter Brine Dragonhide Breastplate (Armor 4).
Radovan stops by the merchant hall, and an armor catches his eye. The saleswoman thinks the mail looks large for the rogue's frame, but Rad is looking to trade in the long term rather than wear.
Dip 9 (was Con 9) w/ recharged Mask, Svingli's eye (Celeste): 1d8 + 2 + 1d8 + 2 ⇒ (4) + 2 + (1) + 2 = 9
With a flirty laugh and sweet tones, Radovan talks down the price and walks away with his prize.
Armor acquired, displayed beside Quang. Draw card for check success per location ability: B of Asmodeus. Discard Fencer to explore again. Encounter Werecrocodile. Reminder: All my weapon combats now get 1d6(non-2-handed)+1d4(finesse).
The scattered trail of Rad's travels has surely grown cold by now! But decidedly not, as another werebeast tracks Radovan for vengeance of the were-clan. Adding another hide to his collection would cause his feelings to edge towards guilt, but on second thought - waste not, want not.
Combat 23 (18+5 from BoG) w/ rapier, Fencer bonus: 1d8 + 3d4 + 1d6 + 7 + 1d4 ⇒ (3) + (2, 1, 3) + (3) + 7 + (4) = 23
Whew! Now for a visit to the tanner to remove skin from bone.
Werecroc defeated and banished. Draw card for check success: Compass. Discard Compass to explore again. Encounter Spellsword +2 (Weapon 4).
Strength 11 w/ buried lvl 4 Quang boon: 1d8 + 4 + 1d6 + 4 ⇒ (1) + 4 + (4) + 4 = 13
After casing an arms dealer, Radovan "borrows" an arcane sword, fully intending to pay before he leaves town. If he remembers and has time.
Spellsword acquired, displayed beside Quang. Draw card for check success: Sorrowsoul. Discard Wayfinder to examine, possibly shuffle, and explore. Encounter Cyclops Savage - henchman! Will continue turn next post, as this one is getting long...

wkover - Radovan |

Will encounter Savage, so need to examine and recharge top card of my deck (Dandy Brute) for BYA check. Is not a weapon or attack spell, so no difficulty increase.
A one-eyed horror breaks down the outer gates of the hall and charges through the marketplace, intent on wreaking havoc and killing heroes.
Combat 22 w/ rapier, my B of Asmodeus: 2d8 + 3d4 + 1d6 + 7 ⇒ (4, 7) + (2, 3, 1) + (4) + 7 = 28
Radovan trips the clumsy oaf and puts him out of his misery with a devilish blessing and a doubly-devilish grin.
Now display Captain's Cutlass per closing instructions, so HALL OF CHAMPIONS CLOSED.
Per closing, Cutlass mixed in with other random weapons: # of weapons?: 1d4 + 1 ⇒ (4) + 1 = 5. Also draw card for successfully defeating Cyclops = Shy Ratani. Then draw up.
Hand: Disrupting Rapier +1, Shadowless Sword 2, Sorrowsoul, Shy Ratani, B of Starsong,
Displayed: Viridio and Quang forms; Norge display: []; Quang display: [1 lvl 4]; Viridio display: [] {only 2 forms active},
Deck: 10 Discard: 4 Buried: 0
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. Blessings available.
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armor, Weapons
Powers: (Sczarni King)
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms).
Once per turn, when a character at your location is dealt damage by a bane ([X] or fails to acquire a boon), display a monster from the box next to a displayed devil form.
Add 1d4 ([X] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon ([X] or if your check has the Finesse trait).
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1.
Devil forms:
Quang:
You gain the skill Acrobatics: Dexterity+2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's AD#.
Norge:
You gain the skill Fortitude: Constitution+2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait.
You may additionally banish a card displayed next to this card to add another 1d8 plus the card's AD#.
Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait.
You may additionally banish a card displayed next to this card to add another 2d6 plus the card's AD#.
GameDay VII Reward: Concordance Faction (can use once per scenario)
[X][] You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use reward up to 2 more times if fulfill these requirements:
[not earned] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[earned] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more.
Absalom Reward: Sea Legs
[] When you would fail a combat check against a bane that has the Aquatic trait, reroll the dice and add 1d6; take the new result.
Die Bumps: 4

Celeste - Robert |

Out of turn: 2 heal from uber-healer (thanks!), attempt to recharge Svingli's Eye.
Survival 9: 1d8 + 5 ⇒ (3) + 5 = 8
Nope.
Celeste at Eye of Serenity with Grazzle. Blessing is Gods.
SOT: Recharge Pyrotechnic Blast to examine Teleportation Chamber. My location adds an extra examine:
Teleportation Chamber Card 3: Spell 3, Freezing Sphere
Teleportation Chamber Card 4: Ally 2, Royster McCleagh.
Give a card step: Give Holy Feast to Grazzle.
I thought about moving for that Spell 3, then I remembered Bekah's a bard. I encourage you to use a party blessing on that check, Bekah.
Explore.
Note to all: Cards 4, 6, 7, 8 are the shuffled cards. Card 9 is known (Villain) as well as card 10 (Will-o-Wisp).
Card: 1d5 + 3 ⇒ (4) + 3 = 7
Barrier 3, Jagged Shoals. (Barrier is Aquatic).
Discarding Pharasma, saving the Abadar for a more dire situation.
Survival 11: 2d8 + 5 ⇒ (3, 7) + 5 = 15
Jagged Shoals defeated
End turn. Looking for examine targets. (Please recall that we know the top 2 cards of Dino Corral already.) Recharge Volcanic Storm to examine Great Stone Bridge. My location adds an examine.
Great Stone Bridge Card 1: Weapon 3, Navigator Musket +1
Great Stone Bridge Card 2: Ally C, Joseph "Jack" Scrimshaw
Hand: Blessing of Pharasma 1, Aqueous Orb, Binder's Tome, Fire Snake, Life Drain, Mirian Rass, Blessing of Abadar
Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Blessings available
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [x ] 7 [ ] 8
Proficient With:
POWERS:
You may discard a card to add 1d8 ([ ] plus the card's adventure deck number) and the Melee and Poison traits to your combat check.
You automatically succeed at your check to recharge a spell that has the Arcane trait. ([x ]You may shuffle it into your deck instead)
At the end ([ x] or start) of your turn, you may recharge a card to examine the top card of another location deck.
On failed check against a bane w/Aquatic or Pirate trait, or ship, may reroll 1 die.

Bekah 12789 |

Turn Order - Celeste, Bekah, Grazzle, Radovan
Turn 6 - Blessing of the Gods
SOT Teleportation Chamber using turn order: 1d4 ⇒ 1 Celeste apparates out of thin air to here.
Give Card: None
Stay at Teleportation Chamber
Encounter Teleportation Chamber Card 3: Freezing Sphere. Will recharge scourge for inspire and old salt to add 3
Arcane Check DC 11: 1d8 + 2 + 1d4 + 1 + 3 ⇒ (2) + 2 + (3) + 1 + 3 = 11 Spell Acquired
Spell 3
Traits: Magic Arcane Cold Attack
To Acquire: Intelligence Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
End turn and reset hand
Hand: Instant Armor, 1 BoMilani, Deathbane Light Crossbow +1, Besmara's Tricorne, Rage, Freezing Sphere
Displayed:
Deck: 14 Discard: 0 Buried: 0
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
"
Rage, 1 BoMilani, Freezing Sphere
Recharged: CatONineTails, Old Salt
Discard Pile:
Buried Pile:
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +1 [X] +2 [ ] +3
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [X] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +3
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [X] 6 [ ] 7
Proficient With: Light Armors / Weapons
Card List (Starting/Current/Max): W 2/3/5,Sp 3/3/5, Ar 1/1/2 I 2/2/3 Al 3/4/5 Bl 4/5/5 = 18
POWERS:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 ([X]+1) to a check by another character at your location [X] or your check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
Season of Tapestry’s Tides Reward #3 - Sea Legs
When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.