[ACG] BR skizzerz's Season of the Shackles (Inactive)

Game Master skizzerz

0-6F: Lost in the Storm
Turn Order:
1. Celeste/elcoderdude
2. Ranzak/Zalarian
3. Grazzle/Matsu Kurisu
4. Radovan/wkover


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STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

OOT - Full heal from Grazzle and receive bonus Abraxas blessing. Thanks! Flip BoG. Move to Cannibal Isle A and explore. Encounter Pirate Hunting barrier. Random ship?: 1d16 ⇒ 16 = Deathknell, Wis 9 to defeat.

Wis 9 to defeat ship w/ Ranzak's recharged Tricorne, Celeste's Pharasma: 1d6 + 1d8 + 1d6 ⇒ (6) + (8) + (4) = 18

It isn't difficult to encourange an enemy ship to bash into a hidden reef when its hothead captain is vulnerable to taunts and jeers. Good times.

Ship defeated. Plunder?: 1d6 ⇒ 2 - spell

Discard Sorrowsoul to explore again. Encounter Blessing of Zogmugot.

Stealth 5: 1d8 + 2 ⇒ (4) + 2 = 6 - blessing acquired

Recharge Zogmugot to explore again (BoG is top card of blessing discard). Encounter H. Fitch (Ally 3)

What goes around comes around. Radovan once performed surgery on Fitch's wallet, and the medic returns the favor by slipping a sedative into the rogue's mead. Only a minor setback, as no one dare touches the fireblood tiefling even while asleep.

Dip 9 w/ Leathers: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6

Fail to acquire Fitch, get Quang display (Koko 4).

Location empty. Check to permanently close.

Str 6 to close: 1d8 + 4 ⇒ (4) + 4 = 8

Success. Cannibal Isle A is closed, and the cards at Cannibal Isle B are banished. Per closing effect, buried ally (Jhafae) goes to my hand. Will discard, since am over hand limit.

Radovan wrote:

Hand: B of Starsong, Red Leathers, Brine's Sting, B of Zon-Kuthon, B of Abraxas,

Displayed: Viridio and Quang forms; Norge display: []; Quang display: [1 lvl 4]; Viridio display: [1 lvl 4] {only 2 forms active},
Deck: 18 Discard: 2 Buried: 1
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. BoZK adds 2 dice to con/finesse.

Skills and Powers:
SKILLS

Strength d8 [X]+1 [X]+2 [X]+3 [X]+4
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [X]+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 ([]2).

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


Female Lunar Naga Tier 1 Sorcerer

<ON PREVIOUS TURNS>
Grazzle heals me for 1 (thanks!), Radovan uses a Blessing of Pharasma.

Celeste at closed Great Stone Bridge. Blessing is Gods.
SOT: There's nothing left to examine. Dang it.
Move to Wishing Well A.
Not exploring.
Close attempt: Discard my second Pharasma.
Knowledge 8: 2d8 + 5 ⇒ (8, 5) + 5 = 18
Success.
Wishing Well A is closed

Celeste wrote:

Hand: Blessing of Abadar, Volcanic Storm, Ice Storm, Binder's Tome, Blessing of the Spellbound, Wayfinder, Ruby of Charisma, Fire Snake

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Blessings available

Skills and Powers:
SKILLS

Strength d4 [ooc][ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [x] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2

Favored Card: Spell
Hand Size: 6 [x ] 7 [x ] 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.


Deck:
Known Top: Middle {Order is not Known}: Recharged:
Discard Pile:
Blessing of Pharasma, Blessing of Pharasma 1
Buried Pile:


Goblin (Sp5/I5) | My Deck Handler Tier 6 Raider Kleptomaniac / UE (12789-1003)

Out of turn - recharge Tricorne

A strong wind blows out of nowhere blows across the calm seas causing Ranzak's tricorne to blow overboard. "My hat! I can't be a good pirate without it!"

Turn Order - Celeste, Ranzak, Grazzle, Radovan
Turn 18 - Blessing of Hshurha

Give Card: None
Move to Tengu Rookery A
Skip Explore and perform Closing check by banishing Emerald of Dexterity

Tengu Rookery A is closed

End turn, discard hand cannon and ring and Reset Hand/ooc]

Ranzak wrote:

Hand: BoHorus, Animalbane Crossbow +2, Keen Falcata +1, BoWadjet, Sacred Candle, Wayfinder, 1 BoGobs, BoLamashtu

Displayed:
Deck: 8 Discard: 2 Buried: 1
"Notes: Will use Sacred Candle for first AD4 Blessing (unless someone tells me they want a AD3 one). Current player can choose for it to happen before or after their explores should it matter.
Spells are banished when used by Ranzak.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
Sacred Candle, 1 BoGobs, BoLamashtu, BoHorus

Sideboard cards: Emerald of Dexterity;

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: BoAbadar Buckler Gun Old Salt Force Shortbow +1 Stormrune Knife
Recharged: Steel Ibis Lamellar, Swipe, Besmara's Tricorne
Discard Pile:Hand Cannon, Ring of Rat Fangs
Buried Pile:Audessa Reyquio

Skills and Powers:
SKILLS

Strength d4 [ooc][ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Disable: Dexterity +1
- Stealth: Dexterity + 1
Constitution d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Fortitude: Constitution + 1
Intelligence d4
Wisdom d4 [x] +1 [ ] +2 [ ] +3
- Survival: Wisdom +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: None
Hand Size: 7 [X] 8 [ ] 9
Proficient With: Light Armors / Weapons
Card List (Starting/Current/Max): W 4/4/6,Sp 1/1/2, Ar 1/2/2 I 4/4/8 Al 1/1/2 Bl 4/5/5 = 17
POWERS:
If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 ([x]+1) to your check to acquire a boon.
When you acquire a boon on your turn, roll 1d6; on a ([x]3,) 4, 5, or 6, explore your location.

Liberty's Edge

Celeste, Raznak, Grazzle, Radovan

Grazzle - 19: Blessing of Gorum

Start of Turn

At: Tengu Rookery B
Give: No
Move: Cannibal Isle B

Attempt to close Cannibal Isle B, Strength 6
Strength +1d6, Blessing of Pharasma +1d6, Raznak 1 BoGobs (gets 20: Blessing of the Gods) +1d6
Strength 6: 1d6 + 1d6 + 1d6 ⇒ (1) + (6) + (3) = 10 - Closed

[b]We win!


Development

When you open your eyes again, you’re lying in a nice, warm bed. You’re probably in an inn somewhere in the Shackles, although you’re still not sure how you got here. Maybe everything that happened over the last few hours was a dream, but it all seemed so real! Even that ship you were on. You could probably recall every plank and rope and sail of that…

… wait a minute. Is that a bottle next to your bed? It’s not a rum bottle. It’s a glass bottle, and all the liquid inside it has been drained away. There’s a ship trapped inside it, a vessel that’s just like the one you were traveling on. How do you suppose they got a ship in there? And did you get in there, too?

That’s impossible… but just in case, you should probably make sure that’s the last time you open up a strange bottle of rum, especially if it came from the Island of the Damned. And why would Vitterande want a bottle like that?

Anyway, last call, everyone. No more rum for you.

Reward

For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace an item in her deck with the loot Impossible Bottle. At the end of each scenario, return the loot to the game box.

Adventure Reward

For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace an item in her deck with the loot Letter of Marque and another character may temporarily replace a blessing in his deck with the loot Pirate’s Favor. At the end of each scenario, return the loot to the game box.

Also 1 die bump.

Acquired Cards
(* = Plunder)

Audessa Reyquio (Ally 4)
Blessing of Asmodeus (Blessing 4)
Blessing of Kelizandri (Blessing 3)
Blessing of Milani (Blessing B)
Blessing of the Gods (Blessing B)
*Charm Animal (Spell C)
Ederleigh Baines (Ally 4)
*Geyser (Spell 2)
Keen Falcata +1 (Weapon 2)
Old Salt (Ally B)
*Potion of Heroism (Item 1)
Ring of Rat Fangs (Item 4)
Ruby of Charisma (Item B)

1x Weapon 2
1x Spell 2
1x Spell B
1x Item 4
1x Item 1
1x Item B
2x Ally 4
1x Ally B
1x Blessing 4
1x Blessing 3
2x Blessing B


Run out the Guns

For once, you have a bit of time to yourself. No high and mighty member of the Pirate’s Council has a task for you, no fetching maiden needs help choosing a suitor, and you’d like to see someone just try to press-gang you at this point. You’re well-known and respected, and you’ve earned a bit of leisure time.

So you’re planning to take a meandering tour of the Shackles, seeing the sights and relaxing. Your officers are starting to get a grim, hollow look about them, and you hear the occasional mutter about how some extended shore leave might be in order. Where to go, where to go?

You gather your trusted advisors around the chart table. “Port Peril sounds nice this time of year,” says your second mate. “I want to go to Goatshead!” snickers your boatswain. You roll your eyes. “You always want to go to Goatshead, pilchard-brain. Next time we’re at Rickety’s Squibs, we’ll just throw you in the ship’s boat and let you row yourself over.”

No one has a strong opinion that you care to take seriously, so you make a list and roll some bones. Fate points you in the direction of an island called The Smoker and a settlement called Plumetown. No one’s heard anything bad about the place, so you set a course for the northwestern Shackles.

Plumetown is a largeish town of around a thousand souls who seem to have come together to support the expeditions of those foolish or desperate enough to seek out the soothsayers of Mount Keeba, the smoke-wreathed volcano that gives the island its name. Your officers and crew are happy to partake in both prayer and hard partying. You’re pleased that your crew is finally getting some long-deserved entertainment, but you can’t help but wonder what’s next.


0-5A: Meanwhile, in the Shackles...

You’re still blinking the confusion out of your eyes—no more rum for you!—when a call comes from abovedecks. “Ships fore and starboard! A whole fleet of ’em!” You stagger to the main deck, still a bit unsteady on your feet, where you’re confronted by the sight of dozens of cannons pointed right at your broadside.

Ships! So many ships! They’re all flying the Shackles flag, and they all have 18-pounders aimed at your delicate hull.

Wait a minute. You’re flying the ol’ skull and shackles yourself! Pirates should follow the pirates’ code, so why are they preparing to blow your ship to smithereens? You direct the helmsman to take evasive action and tell the navigator to signal the approaching fleet.

Sploosh! Uh-oh. The armada’s flagship is ranging her guns. It’s definitely time to run your sails to full and scamper out of here. Wait a minute... you recognize that barnacled bucket! That’s Barnabas Harrigan’s prize, the Wormwood! Last you heard, he was holed up with the Pirate Council, arguing with the Hurricane King, so this must be the work of the fearsome battlemage Adelita Doloruso. Your only hope is to engage the flagship before you’re smashed to driftwood. Hopefully, you’ll survive long enough to learn why Adelita is so angry...

Liberty's Edge

Grazzle - 0-5A: Meanwhile, in the Shackles...

Loot
= None

Starting Location
= Default as long as it doesn't do damage / negative affect

Starting Hand

Grazzle wrote:

Hand: Aqueous Orb, Cure, Restorative Touch, Blessing of the Spellbound, Blessing of Qi Zhong, Hide Armor of Fire Resistance, Cleric of Nethys

Displayed: , , , , , ,
Deck: 11 Discard: 0 Buried: 0
"Notes: BoSpellbound +1D all checks. recharges on Arcane/Divine. BoQiZhong +1D all checks. Both Available
Cards availble to recharge for Examines (Cure, Blessing of Spellbound)"
Kit: , ,

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +2
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 7
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. ([ ] If any of those cards have the Divine trait, you may recharge a random card ([ ] or 2 random cards) from your discard pile.) 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 ([ ] 4) to your checks that invokes that Attack trait
[X] You may recharge a card that has the Divine trait to examine the top card ([ ] or top 2 cards) of a location deck at any occupied location ([ ] and during this examination, you may ignore powers on the examined card).
[ ] When you would bury or discard an armor for its power, you may recharge it instead.
[ ] When you would discard or bury a card to examine a location deck, you may recharge it instead.


During This Scenario: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.

Party Ship: Choose any Class 5 or lower ship other than the Wormwood as your ship.

Additional Rules:

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

Story Banes:

Adelita Doloruso (Villain)
Spoiler:
Adelita Doloruso
Villain 5
Type: Monster
Traits: Human Evoker Pirate
To Defeat: Combat 19 THEN Combat 22
Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.

Enemy Ship (Henchman)

Spoiler:
Enemy Ship
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.

Gilbrok the Tongue (Henchman)

Spoiler:
Gilbrok the Tongue
Henchman 5
Type: Monster
Traits: Human Witch Pirate
To Defeat: Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
If defeated, you may immediately attempt to close the location this henchman came from.

Enemy Ship (Henchman)

Spoiler:
Enemy Ship
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.

Jakaw Razorbeak (Henchman)

Spoiler:
Jakaw Razorbeak
Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.

Enemy Ship (Henchman)

Spoiler:
Enemy Ship
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.

Loot:

Besmara's Tricorne (Loot)
Spoiler:
Besmara's Tricorne
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.

Brine's Sting (Loot)

Spoiler:
Brine's Sting
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)

Spoiler:
Buccaneer's Breastplate
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)

Spoiler:
Farglass
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.

Impossible Bottle (Loot)

Spoiler:
Impossible Bottle
Loot 4
Type: Item
Traits: Object Magic
Display this card. Reduce Structural damage dealt to your ship by 2. Discard this card if your ship wrecks or is banished.
Bury this card to repair your ship or to recharge 1d4+1 random cards from your discard pile.
After playing this card, succeed at a Craft 9 check to recharge this card instead of discarding or burying it.

Lady Agasta Smythee (Loot)

Spoiler:
Lady Agasta Smythee
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.

Letter of Marque (Loot)

Spoiler:
Letter of Marque
Loot 3
Type: Item
Traits: Book Pirate
If you are at a closed location on your turn, bury this card. Choose a type of boon other than blessings and loot. Add 1d4+1 random cards of that type to this location without looking at them, then explore your location.

Pirate's Favor (Loot)

Spoiler:
Pirate's Favor
Loot 3
Type: Blessing
Traits: Pirate Swashbuckling
Discard this card to add 1 die to any check. If the check has the Swashbuckling trait, you may play another blessing on this check.
Discard this card to explore your location.
If the top card of the blessings discard pile is Blessing of the Gods or Blessing of Besmara, recharge this card instead of discarding it.

Rickety Hake (Loot)

Spoiler:
Rickety Hake
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)

Spoiler:
Svingli's Eye
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)

Spoiler:
Totem Necklace
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.

Vindictive Harpoon (Loot)

Spoiler:
Vindictive Harpoon
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.

Summons:

Breath of Dagon (Summon)
Spoiler:
Breath of Dagon
Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Constitution Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

Enemy Ship (Summon)

Spoiler:
Enemy Ship
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.

Eye of Dagon (Summon)

Spoiler:
Eye of Dagon
Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Dexterity Acrobatics Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

Hammerhead Shark (Summon)

Spoiler:
Hammerhead Shark
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.

Hirgenzosk (Jammin' on the Beach)

Spoiler:
Hirgenzosk
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.

Pirate Shade Haunt (Summon)

Spoiler:
Pirate Shade Haunt
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)

Spoiler:
Riptide Grindylow
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)

Spoiler:
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.

Ships:

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

Spoiler:
Goblin Weidling
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

Spoiler:
Merchantman
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

Spoiler:
Shackles Pirate Ship
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

Spoiler:
Man's Promise
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

Spoiler:
Truewind
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

Spoiler:
Devil's Pallor
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

Spoiler:
Thresher
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

Spoiler:
Dowager Queen
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

Spoiler:
Kraken
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

Spoiler:
Sanbalot
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

Spoiler:
Sea Chanty
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: Blood Moon - Class 4

Spoiler:
Blood Moon
Ship 4
Class 4
To Defeat: Wisdom Survival 9 OR Arcane Divine 11
To Repair: Craft 7
When Encountering This Ship: Before you act, if the top card of the blesings discard pile is Blessing of the Gods, the difficulty to defeat the Blood Moon is increased by 3.
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 defeat a monster. If the discarded card was Blessing of the Gods, add 1d12+3 instead.
When Commanding This Ship (Wrecked): When you encounter a bane, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat that bane is increased by 3.

This two-master is the flaship of Avimar Sorrinash, Lord of Oilo. You'd think a werewolf on a ship would be a bad thing for the crew, and you'd be right, if the crewmen weren't all werewolves.

Ship 13: Come What May - Class 4

Spoiler:
Come What May
Ship 4
Class 4
To Defeat: Wisdom Survival 10 OR Charisma Diplomacy 11
To Repair: Craft 8
When Encountering This Ship: You may recharge any number of cards that have the Aristocrat or Captain trait; for each such card recharged, add 3 to your check to defeat the Come What May.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
At the end of your turn, you may discard a card from the blessings deck to examine your plunder cards, banish 1 plunder card, and stash 1 plunder card of the same type.
When Commanding This Ship (Wrecked): After you reset your hand, discard any cards that have the Aristocrat or Captain trait.

Lady Cerise Bloodmourn's stolen Cassomir galley befits her noble background. If she ever ascends to the title of Hurricane King, this stout vessel will be her castle.

Ship 14: Wavecrest - Class 4

Spoiler:
Wavecrest
Ship 4
Class 4
To Defeat: Wisdom Survival 10 OR Constitution Fortitude 11
To Repair: Craft 7
When Encountering This Ship: If your check to defeat the Wavecrest has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1 for each character on the ship.
If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 8 check or bury 1 card.

This frigate flies the flag of Captain Mase Darimar, a sailor of mixed Mwangi and acquatic elf ancestry. Like its captain, the Wavecrest is unpredictable, likely to betray allies at the whim of the winds.

Ship 15: Mistmourn - Class 5

Spoiler:
Mistmourn
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 16: Wanton Wastrel - Class 5

Spoiler:
Wanton Wastrel
Ship 5
Class 5
To Defeat: Wisdom Survival 10 OR Charisma Diplomacy 12
To Repair: Craft 6
When Encountering This Ship: Before you act, roll 1d4; you may bury that number of cards to automatically defeat the Wanton Wastrel.
When Commanding This Ship (Normal): You may discard any number of cards from the lbessings deck to reduce Structural damage dealt to your ship by that number.
When Commanding This Ship (Wrecked): When you bury any cards from your hand, bury 1 additional card.

This sailing ship inspires terror, likely due to Captain Aiger's habit of filling his teeth to resemble those of a barracuda. The Wastrel makes a fine ally, however. The best predators are those you can see.

Ship 17: Wormwood - Class 5

Spoiler:
Wormwood
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 18: Abrogail's Fury - Class 6 (reroll this result while playing in AD5)

Spoiler:
Wormwood
Ship 6
Class 6
To Defeat: Dexterity Ranged 13 OR Wisdom Survival 11
To Repair: Craft 8
When Encountering This Ship: Before you act, recharge 1d4 random cards from your hand.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 3.
You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship.
When Commanding This Ship (Wrecked): Reduce Structural damage to this ship by 1.
Remove the Swashbuckling trait from all of your checks.

This black-hulled man-o'-war is the flagship of the Chelish armada. Admiral Thrune surrounds her four-master with magaavs and warships, knowing the back of the Empire will never be broken.

Ship 19: Dominator - Class 6

Spoiler:
Dominator
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 20: Magpie Princess - Class 6

Spoiler:
Magpie Princess
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 21: Deathknell - Class 7

Spoiler:
Deathknell
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.

Ship 22: Filthy Lucre - Class 7 (reroll this result when playing in AD5)

Spoiler:
Filthy Lucre
Ship 6
Class 7
To Defeat: Wisdom Perception Survival 13 THEN Survival Charisma Diplomacy 13
To Repair: Craft 9
When Encountering This Ship: If any check to defeat has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 3.
You may discard a card from the blessings deck to automatically succeed at your check to acquire a boon.
When Commanding This Ship (Wrecked): At the start of your turn, summon and encounter the henchman Wereshark Pirate.
Reduce Structural damage to this ship by 2.

Minted the Rock Bottom until a darkling encounter with the ghost ship Naiegoul, Kerdak Bonefist's man-o'-war is fitted with 16 baleful cannons and a crew of reavers worthy of the Hurricane King.


Turn: 1 Radovan/wkover
Blessings Remaining: 30

Gannet Island
At This Location (Open): If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
When Closing: Discard 1d4 cards from the blessings deck.
When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/Matsu Kurisu

Holy Isle
At This Location (Open): If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 4 ?: 1
Located/Displayed Here: None

Widowmaker Isle
At This Location (Open): For each ally in your discard pile, the difficulty of your checks is increased by 1.
When Closing: Summon and defeat the henchman Enemy Ship.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
At This Location (Closed): No effect.
M: 3 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Tempest Cay
At This Location (Open): If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Cannibal Isle
At This Location (Open): After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 1
Located/Displayed Here: None

Windward Isle
At This Location (Open): If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
At This Location (Closed): If you start your turn at this location, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Suggest Mistmourn as ship, as it has a nifty evade option if we're desperate. Starting location = Cannibal Isle, but I plan to immediately move to Windward Isle to draw a card. For loot, I grabbed my usual Brine's Sting, and also Impossible Bottle. If someone else wants IB, then it's a Crystal Ball instead. :)

Radovan wrote:

Hand: Vreva Jhafae, Elyana, Compass, Sorrowsoul, B of Maat,

Displayed: Norge and Quang forms; Norge display: []; Quang display: []; Viridio display: [] {only 2 forms active},
Deck: 16 Discard: 0 Buried: 0
Notes: Local characters have poison, fire, ranged combat damage reduced by 1.

Skills and Powers:
SKILLS

Strength d8 [X]+1 [X]+2 [X]+3 [X]+4
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [X]+1 [X]+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 ([]2).

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


Female Lunar Naga Tier 1 Sorcerer

+1 to Mistmourn, which I had picked out myself before seeing Radovan's post.

Mistmorn wrote:

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.

Celeste starts at Gannet Island with Grazzle, but if I draw a good anti-barrier hand I may head for Widowmaker. I'm a good fit to close Tempest Cay, but we want to go there late.

Not taking loot.

Celeste wrote:

Hand: Ice Storm, Alaeron, Blessing of Pharasma 1, Gem of Mental Acuity , Cloudburst, Augury, Fire Snake, Blessing of Pharasma

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Blessings available. My plan is to Augury for monster on my SOT.

Skills and Powers:
SKILLS

Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [x] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2

Favored Card: Spell
Hand Size: 6 [x ] 7 [x ] 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.


Deck:
Known Top: Middle {Order is not Known}: Recharged:
Discard Pile:

Buried Pile:


Goblin (Sp5/I5) | My Deck Handler Tier 6 Raider Kleptomaniac / UE (12789-1003)

Ranzak - 0-5A: Meanwhile, in the Shackles...

Loot
0-1F Scenario Reward: Thieves' Tools (B) -> Besmara's Tricorne
0-4 Adventure Reward: Sacred Candle (1) -> Letter of Marque

Starting Location Widowmaker Isle
Ship Choice Mistmourn

Starting Hand - Favored Card None

Ranzak wrote:

Hand: Hand Cannon, Buckler Gun, Wayfinder, BoHorus, Steel Ibis Lamellar, Besmara's Tricorne, Stormrune Knife, Old Salt

Displayed:
Deck: 10 Discard: 0 Buried: 0
"Notes: Spells are banished when used by Ranzak.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
Hand Cannon, BoHorus, Besmara's Tricorne, Stormrune Knife
Be sure to confirm before using card BoHorus and beyond

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: 1 BoGobs BoAbadar BoLamashtu BoWadjet Gem of Physical Prowess Mighty Steed Animalbane Crossbow +2 Force Shortbow +1 Swipe Letter of Marque
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Disable: Dexterity +1
- Stealth: Dexterity + 1
Constitution d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Fortitude: Constitution + 1
Intelligence d4
Wisdom d4 [x] +1 [ ] +2 [ ] +3
- Survival: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Role Card: Kleptomaniac
Favored Card: None
Hand Size: 7 [X] 8 [ ] 9
Proficient With: Light Armors [ ] Heavy Armors / Weapons
Card List (Starting/Current/Max): W 4/4/6,Sp 1/1/2, Ar 1/2/2 I 4/4/8 Al 1/2/2 Bl 4/5/5 = 18
POWERS:
If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 ([x]+1 [x]+3) to your check to acquire a boon.
When you acquire a boon on your turn, roll 1d6; on a ([x]3,) 4, 5, or 6, explore your location.
[ ] When you close a location, add a plunder card from the box to your hand.
[ ] If another character at your location fails a check to acquire a boon, you may attempt a check to acquire it.
[ ] When you receive plunder cards for successfully completing a scenario, you may banish any 1 of those cards and replace it with another plunder card from the box.
[ ] Discard a card from the blessings deck to explore your location.


During This Scenario: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.

Party Ship: Mistmourn

Additional Rules:

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

Story Banes:

Adelita Doloruso (Villain)
Spoiler:
Adelita Doloruso
Villain 5
Type: Monster
Traits: Human Evoker Pirate
To Defeat: Combat 19 THEN Combat 22
Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.

Enemy Ship (Henchman)

Spoiler:
Enemy Ship
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.

Gilbrok the Tongue (Henchman)

Spoiler:
Gilbrok the Tongue
Henchman 5
Type: Monster
Traits: Human Witch Pirate
To Defeat: Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
If defeated, you may immediately attempt to close the location this henchman came from.

Enemy Ship (Henchman)

Spoiler:
Enemy Ship
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.

Jakaw Razorbeak (Henchman)

Spoiler:
Jakaw Razorbeak
Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.

Enemy Ship (Henchman)

Spoiler:
Enemy Ship
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.

Loot:

Besmara's Tricorne (Loot)
Spoiler:
Besmara's Tricorne
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.

Brine's Sting (Loot)

Spoiler:
Brine's Sting
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)

Spoiler:
Buccaneer's Breastplate
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)

Spoiler:
Farglass
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.

Impossible Bottle (Loot)

Spoiler:
Impossible Bottle
Loot 4
Type: Item
Traits: Object Magic
Display this card. Reduce Structural damage dealt to your ship by 2. Discard this card if your ship wrecks or is banished.
Bury this card to repair your ship or to recharge 1d4+1 random cards from your discard pile.
After playing this card, succeed at a Craft 9 check to recharge this card instead of discarding or burying it.

Lady Agasta Smythee (Loot)

Spoiler:
Lady Agasta Smythee
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.

Letter of Marque (Loot)

Spoiler:
Letter of Marque
Loot 3
Type: Item
Traits: Book Pirate
If you are at a closed location on your turn, bury this card. Choose a type of boon other than blessings and loot. Add 1d4+1 random cards of that type to this location without looking at them, then explore your location.

Pirate's Favor (Loot)

Spoiler:
Pirate's Favor
Loot 3
Type: Blessing
Traits: Pirate Swashbuckling
Discard this card to add 1 die to any check. If the check has the Swashbuckling trait, you may play another blessing on this check.
Discard this card to explore your location.
If the top card of the blessings discard pile is Blessing of the Gods or Blessing of Besmara, recharge this card instead of discarding it.

Rickety Hake (Loot)

Spoiler:
Rickety Hake
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)

Spoiler:
Svingli's Eye
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)

Spoiler:
Totem Necklace
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.

Vindictive Harpoon (Loot)

Spoiler:
Vindictive Harpoon
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.

Summons:

Breath of Dagon (Summon)
Spoiler:
Breath of Dagon
Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Constitution Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

Enemy Ship (Summon)

Spoiler:
Enemy Ship
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.

Eye of Dagon (Summon)

Spoiler:
Eye of Dagon
Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Dexterity Acrobatics Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

Hammerhead Shark (Summon)

Spoiler:
Hammerhead Shark
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.

Hirgenzosk (Jammin' on the Beach)

Spoiler:
Hirgenzosk
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.

Pirate Shade Haunt (Summon)

Spoiler:
Pirate Shade Haunt
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)

Spoiler:
Riptide Grindylow
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)

Spoiler:
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.

Ships:

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

Spoiler:
Goblin Weidling
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

Spoiler:
Merchantman
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

Spoiler:
Shackles Pirate Ship
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

Spoiler:
Man's Promise
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

Spoiler:
Truewind
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

Spoiler:
Devil's Pallor
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

Spoiler:
Thresher
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

Spoiler:
Dowager Queen
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

Spoiler:
Kraken
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

Spoiler:
Sanbalot
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

Spoiler:
Sea Chanty
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: Blood Moon - Class 4

Spoiler:
Blood Moon
Ship 4
Class 4
To Defeat: Wisdom Survival 9 OR Arcane Divine 11
To Repair: Craft 7
When Encountering This Ship: Before you act, if the top card of the blesings discard pile is Blessing of the Gods, the difficulty to defeat the Blood Moon is increased by 3.
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 defeat a monster. If the discarded card was Blessing of the Gods, add 1d12+3 instead.
When Commanding This Ship (Wrecked): When you encounter a bane, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat that bane is increased by 3.

This two-master is the flaship of Avimar Sorrinash, Lord of Oilo. You'd think a werewolf on a ship would be a bad thing for the crew, and you'd be right, if the crewmen weren't all werewolves.

Ship 13: Come What May - Class 4

Spoiler:
Come What May
Ship 4
Class 4
To Defeat: Wisdom Survival 10 OR Charisma Diplomacy 11
To Repair: Craft 8
When Encountering This Ship: You may recharge any number of cards that have the Aristocrat or Captain trait; for each such card recharged, add 3 to your check to defeat the Come What May.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
At the end of your turn, you may discard a card from the blessings deck to examine your plunder cards, banish 1 plunder card, and stash 1 plunder card of the same type.
When Commanding This Ship (Wrecked): After you reset your hand, discard any cards that have the Aristocrat or Captain trait.

Lady Cerise Bloodmourn's stolen Cassomir galley befits her noble background. If she ever ascends to the title of Hurricane King, this stout vessel will be her castle.

Ship 14: Wavecrest - Class 4

Spoiler:
Wavecrest
Ship 4
Class 4
To Defeat: Wisdom Survival 10 OR Constitution Fortitude 11
To Repair: Craft 7
When Encountering This Ship: If your check to defeat the Wavecrest has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1 for each character on the ship.
If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 8 check or bury 1 card.

This frigate flies the flag of Captain Mase Darimar, a sailor of mixed Mwangi and acquatic elf ancestry. Like its captain, the Wavecrest is unpredictable, likely to betray allies at the whim of the winds.

Ship 15: Mistmourn - Class 5

Spoiler:
Mistmourn
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 16: Wanton Wastrel - Class 5

Spoiler:
Wanton Wastrel
Ship 5
Class 5
To Defeat: Wisdom Survival 10 OR Charisma Diplomacy 12
To Repair: Craft 6
When Encountering This Ship: Before you act, roll 1d4; you may bury that number of cards to automatically defeat the Wanton Wastrel.
When Commanding This Ship (Normal): You may discard any number of cards from the lbessings deck to reduce Structural damage dealt to your ship by that number.
When Commanding This Ship (Wrecked): When you bury any cards from your hand, bury 1 additional card.

This sailing ship inspires terror, likely due to Captain Aiger's habit of filling his teeth to resemble those of a barracuda. The Wastrel makes a fine ally, however. The best predators are those you can see.

Ship 17: Wormwood - Class 5

Spoiler:
Wormwood
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 18: Abrogail's Fury - Class 6 (reroll this result while playing in AD5)

Spoiler:
Wormwood
Ship 6
Class 6
To Defeat: Dexterity Ranged 13 OR Wisdom Survival 11
To Repair: Craft 8
When Encountering This Ship: Before you act, recharge 1d4 random cards from your hand.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 3.
You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship.
When Commanding This Ship (Wrecked): Reduce Structural damage to this ship by 1.
Remove the Swashbuckling trait from all of your checks.

This black-hulled man-o'-war is the flagship of the Chelish armada. Admiral Thrune surrounds her four-master with magaavs and warships, knowing the back of the Empire will never be broken.

Ship 19: Dominator - Class 6

Spoiler:
Dominator
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 20: Magpie Princess - Class 6

Spoiler:
Magpie Princess
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 21: Deathknell - Class 7

Spoiler:
Deathknell
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.

Ship 22: Filthy Lucre - Class 7 (reroll this result when playing in AD5)

Spoiler:
Filthy Lucre
Ship 6
Class 7
To Defeat: Wisdom Perception Survival 13 THEN Survival Charisma Diplomacy 13
To Repair: Craft 9
When Encountering This Ship: If any check to defeat has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 3.
You may discard a card from the blessings deck to automatically succeed at your check to acquire a boon.
When Commanding This Ship (Wrecked): At the start of your turn, summon and encounter the henchman Wereshark Pirate.
Reduce Structural damage to this ship by 2.

Minted the Rock Bottom until a darkling encounter with the ghost ship Naiegoul, Kerdak Bonefist's man-o'-war is fitted with 16 baleful cannons and a crew of reavers worthy of the Hurricane King.


Acquired Cards:

Plunder:

(BR Only)

Spoiler:


Random Monsters:

Monster 1
Spoiler:
Giant Spyglass Octopus
Monster 4
Traits: Animal Aquatic
To Defeat: Combat 18 THEN Combat 18
Before you act, each character at your location must succeed at a Strength or Dexterity 12 check or take 1d4+1 Combat damage.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 card of his deck.

Monster 2

Spoiler:
Coral Golem
Monster 4
Traits: Construct Golem
To Defeat: Combat 19
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.

Monster 3

Spoiler:
Blood Hag
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.

Monster 4

Spoiler:
Cyclops
Monster 4
Traits: Giant Cyclops
To Defeat: Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.

Monster 5

Spoiler:
Pirate Captain
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.

Random Barriers:

Barrier 1
Spoiler:
Large Chest
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.

Barrier 2

Spoiler:
Pirate Entertainments
Barrier 2
Traits: Obstacle Pirate Veteran
To Defeat: Strength Ranged Constitution Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

Barrier 3

Spoiler:
Large Chest
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.

Barrier 4

Spoiler:
Ambush
Barrier C
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.

Barrier 5

Spoiler:
Storm
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.

Random Weapons:

Weapon 1
Spoiler:
Falcata +1
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.

Weapon 2

Spoiler:
Flaming Longbow +2
Weapon 5
Traits: Bow Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

Weapon 3

Spoiler:
Humanbane Crossbow +2
Weapon 3
Traits: Bow Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.

Weapon 4

Spoiler:
Saltbox
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

Spoiler:
Humanbane Gladius +2
Weapon 5
Traits: Sword Melee Slashing Finesse Swashbuckling Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Random Spells:

Spell 1
Spoiler:
Dimension Leap
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.

Spell 2

Spoiler:
Instant Armor
Spell C
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.

Spell 3

Spoiler:
Animated Weapon
Spell 2
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Spell 4

Spoiler:
Divine Fortune
Spell 4
Traits: Magic Divine
To Acquire: Wisdom Divine 11
Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.

Spell 5

Spoiler:
Instant Armor
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.

Random Armor:

Armor 1
Spoiler:
Benevolent Buckler
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.

Armor 2

Spoiler:
Animated Shield
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 3

Spoiler:
Breastplate of the Deep
Armor 5
Traits: Heavy Armor Magic Aquatic
To Acquire: Constitution Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 4

Spoiler:
Besmaran Vestments
Armor 3
Traits: Light Armor Magic
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 5

Spoiler:
Animated Shield
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.

Random Items:

Item 1
Spoiler:
Jolly Roger
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.

Item 2

Spoiler:
Ring of the Sea Strider
Item 5
Traits: Accessory Magic Aquatic
To Acquire: Constitution Fortitude 10
Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.

Item 3

Spoiler:
Alkali Flask
Item 4
Traits: Liquid Attack Acid Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

Item 4

Spoiler:
Net of Snaring
Item 4
Traits: Object Magic
To Acquire: Dexterity Ranged 12
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.

Item 5

Spoiler:
Potion of Flying
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.

Random Allies:

Ally 1
Spoiler:
Pierce Jerrell
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 2

Spoiler:
Haneilius Fitch
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 3

Spoiler:
Albatross
Ally 5
Traits: Animal
To Acquire: Wisdom Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.

Ally 4

Spoiler:
Dindreann
Ally 3
Traits: Human Cleric
To Acquire: Charisma Diplomacy 11
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.

Ally 5

Spoiler:
Cut-Throat Grok
Ally 1
Traits: Half-Orc Fighter Pirate
To Acquire: Constitution Fortitude 5 OR Charisma Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Random Blessings:

Blessing 1
Spoiler:
Blessing of the Gods
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

Spoiler:
Blessing of Asmodeus
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.

Blessing 3

Spoiler:
Blessing of Sivanah
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 4

Spoiler:
Blessing of the Gods
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.

Blessing 5

Spoiler:
Blessing of Gozreh
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.

Turn: 1 Radovan/wkover
Top of Blessing Discard Pile:

Blessing of Erastil:
Blessing of Erastil
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 Remaining: 29

Blessings Deck Cards/Turn Order:

Blessings Deck Card 2 - Turn 2 Celeste/elcoderdude

Spoiler:
Blessing of Achaekek
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 3 - Turn 3 Ranzak/Zalarian

Spoiler:
Blessing of Erastil
Blessing C
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 4 - Turn 4 Grazzle/Matsu Kurisu

Spoiler:
Blessing of the Gods
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 Radovan/wkover

Spoiler:
Blessing of Abadar
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 6 - Turn 6 Celeste/elcoderdude

Spoiler:
Blessing of the Gods
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 Ranzak/Zalarian

Spoiler:
Blessing of the Gods
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 8 - Turn 8 Grazzle/Matsu Kurisu

Spoiler:
Blessing of the Gods
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 9 - Turn 9 Radovan/wkover

Spoiler:
Blessing of Norgorber
Blessing 5
Traits: Divine Norgorber
To Acquire: Bury any card OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you 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 Celeste/elcoderdude

Spoiler:
Blessing of Gorum
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 11 - Turn 11 Ranzak/Zalarian

Spoiler:
Blessing of Pharasma
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.

Blessings Deck Card 12 - Turn 12 Grazzle/Matsu Kurisu

Spoiler:
Blessing of the Gods
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 13 - Turn 13 Radovan/wkover

Spoiler:
Blessing of Hshurha
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 14 - Turn 14 Celeste/elcoderdude

Spoiler:
Blessing of Zogmugot
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 15 - Turn 15 Ranzak/Zalarian

Spoiler:
Blessing of Asmodeus
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 16 - Turn 16 Grazzle/Matsu Kurisu

Spoiler:
Blessing of the Gods
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 Radovan/wkover

Spoiler:
Blessing of the Gods
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 18 - Turn 18 Celeste/elcoderdude

Spoiler:
Blessing of the Gods
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 19 - Turn 19 Ranzak/Zalarian

Spoiler:
Blessing of the Gods
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 20 - Turn 20 Grazzle/Matsu Kurisu

Spoiler:
Blessing of Besmara
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 21 - Turn 21 Radovan/wkover

Spoiler:
Blessing of Achaekek
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 22 - Turn 22 Celeste/elcoderdude

Spoiler:
Blessing of Achaekek
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 23 - Turn 23 Ranzak/Zalarian

Spoiler:
Blessing of Besmara
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 24 - Turn 24 Grazzle/Matsu Kurisu

Spoiler:
Blessing of Hshurha
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 25 - Turn 25 Radovan/wkover

Spoiler:
Blessing of Sivanah
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.

Blessings Deck Card 26 - Turn 26 Celeste/elcoderdude

Spoiler:
Blessing of Gorum
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 27 - Turn 27 Ranzak/Zalarian

Spoiler:
Blessing of the Gods
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 28 - Turn 28 Grazzle/Matsu Kurisu

Spoiler:
Blessing of Besmara
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 29 - Turn 29 Radovan/wkover

Spoiler:
Blessing of the Gods
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 Celeste/elcoderdude

Spoiler:
Blessing of Cayden Cailean
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.

Gannet Island
At This Location (Open): If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
When Closing: Discard 1d4 cards from the blessings deck.
When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude, Grazzle/Matsu Kurisu

Gannet Island Card 1:
Sniper Goggles
Item 4
Traits: Accessory Magic
To Acquire: Dexterity Ranged Perception 13
Reveal this card to add 4 to your Ranged combat or Perception check.
Gannet Island Card 2:
Becalmed
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.
Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
Gannet Island Card 3:
Giant Jellyfish
Monster 3
Traits: Animal Aquatic
To Defeat: Combat 18 OR Dexterity Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
Gannet Island Card 4:
Potion of the Ocean
Item 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
Gannet Island Card 5:
Falcata +1
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.
Gannet Island Card 6:
Saltwater Ogre
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.
Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
Gannet Island Card 7:
Adelita Doloruso
Villain 5
Type: Monster
Traits: Human Evoker Pirate
To Defeat: Combat 19 THEN Combat 22
Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.
Scenario: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.
Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
Gannet Island Card 8:
Shark-Eating Crab
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: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
Gannet Island Card 9:
Besmaran Vestments
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.
Gannet Island Card 10:
Grayflame Mace +2
Weapon 5
Traits: Mace Melee Bludgeoning Magic
To Acquire: Strength Melee Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.

Holy Isle
At This Location (Open): If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 4 ?: 1
Located/Displayed Here: None

Holy Isle Card 1:
Blessing of Erastil
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.
Location: If you play a blessing during your exploration, you may explore again.
Holy Isle Card 2:
Seamantle
Spell 5
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 12
Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Location: If you play a blessing during your exploration, you may explore again.
Holy Isle Card 3:
Old Salt
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: If you play a blessing during your exploration, you may explore again.
Holy Isle Card 4:
Blessing of the Gods
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.
Location: If you play a blessing during your exploration, you may explore again.
Holy Isle Card 5:
Blessing of Pharasma
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.
Location: If you play a blessing during your exploration, you may explore again.
Holy Isle Card 6:
Gilbrok the Tongue
Henchman 5
Type: Monster
Traits: Human Witch Pirate
To Defeat: Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.
Location: If you play a blessing during your exploration, you may explore again.
Holy Isle Card 7:
Sandbar
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.
Location: If you play a blessing during your exploration, you may explore again.
Holy Isle Card 8:
Geyser
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.
Location: If you play a blessing during your exploration, you may explore again.
Holy Isle Card 9:
Sea Drake
Monster B
Traits: Dragon Aquatic
To Defeat: Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
Location: If you play a blessing during your exploration, you may explore again.
Holy Isle Card 10:
Blessing of Milani
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.
Location: If you play a blessing during your exploration, you may explore again.

Widowmaker Isle
At This Location (Open): For each ally in your discard pile, the difficulty of your checks is increased by 1.
When Closing: Summon and defeat the henchman Enemy Ship.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
At This Location (Closed): No effect.
M: 3 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Ranzak/Zalarian

Widowmaker Isle Card 1:
Treasure Hunt
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.
Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
Widowmaker Isle Card 2:
Blessing of Achaekek
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.
Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
Widowmaker Isle Card 3:
Great White Shark
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: For each ally in your discard pile, the difficulty of your checks is increased by 1.
Widowmaker Isle Card 4:
Shackles Pirate
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.
Scenario: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.
Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
Widowmaker Isle Card 5:
Enemy Ship
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.
Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
Widowmaker Isle Card 6:
Blessing of Erastil
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.
Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
Widowmaker Isle Card 7:
Symbol of Insanity
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: For each ally in your discard pile, the difficulty of your checks is increased by 1.
Widowmaker Isle Card 8:
Jellyfish Swarm
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.
Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
Widowmaker Isle Card 9:
Illusory Wall
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.
Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
Widowmaker Isle Card 10:
Sabotage
Barrier 5
Traits: Task Fire
To Defeat: Dexterity Disable Wisdom Perception 12
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.

Tempest Cay
At This Location (Open): If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Tempest Cay Card 1:
Cannonade
Barrier 3
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.
Tempest Cay Card 2:
Speed
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity 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.
Tempest Cay Card 3:
Benevolent Buckler
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.
Tempest Cay Card 4:
Besmaran Priest
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.
Tempest Cay Card 5:
Jakaw Razorbeak
Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.
Tempest Cay Card 6:
Sea Serpent
Monster 5
Traits: Animal Aquatic
To Defeat: Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
Tempest Cay Card 7:
Ambush
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.
Tempest Cay Card 8:
Telekinesis
Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it.
Tempest Cay Card 9:
Pteranodon
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.
Tempest Cay Card 10:
Great White Shark
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.

Cannibal Isle
At This Location (Open): After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 1
Located/Displayed Here: Radovan/wkover

Cannibal Isle Card 1:
Pirate Captain
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.
Scenario: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.
Cannibal Isle Card 2:
Blessing of Besmara
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.
Cannibal Isle Card 3:
Conchobhar Turlach Shortstone
Ally 1
Traits: Gnome Bard Pirate
To Acquire: Charisma Diplomacy 7
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Cannibal Isle Card 4:
Ambrose "Fishguts" Kroop
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.
Cannibal Isle Card 5:
Illusory Wall
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.
Cannibal Isle Card 6:
Siren Caller
Monster B
Traits: Siren Aquatic Veteran
To Defeat: Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Cannibal Isle Card 7:
Enemy Ship
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.
Cannibal Isle Card 8:
Besmaran Priest
Ally B
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.
Cannibal Isle Card 9:
Blessing of Kelizandri
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.
Cannibal Isle Card 10:
Marine
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.

Windward Isle
At This Location (Open): If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
At This Location (Closed): If you start your turn at this location, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Windward Isle Card 1:
Albatross Soup
Barrier 5
Traits: Task
To Defeat: Constitution Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Windward Isle Card 2:
Gloves of Dueling
Item 5
Traits: Accessory Magic Swashbuckling
To Acquire: Charisma Diplomacy 13
Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.
Windward Isle Card 3:
Darkforest Anemone
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.
Windward Isle Card 4:
Mogmurch
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

Windward Isle Card 5:
Pirate Hunting
Barrier C
Traits: Task Pirate
To Defeat: None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Scenario: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.
Windward Isle Card 6:
Enemy Ship
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.
Windward Isle Card 7:
Shackles Pirate
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.
Scenario: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.
Windward Isle Card 8:
Animalbane Dagger +1
Weapon 1
Traits: Knife Ranged Piercing Magic
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
Windward Isle Card 9:
Invigorating Kukri +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.
Windward Isle Card 10:
Potion of Flying
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.


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Here we go! Plunder roll: 1d6 ⇒ 1 = Weapon. Flip B of Erastil. Move to Windward Isle, draw a card per location effect (Shadowless Sword 2). Explore, encounter Albatross Soup - barrier 5. Evade with Quang, barrier shuffles back in.

Recharge Compass to move to Cannibal Isle and reveal top card: Pirate Captain. Discard Sorrowsoul to explore, recharge B of Maat for BYA check.

Combat 17 (12+5) to defeat Captain w/ Sword: 2d8 + 1d6 + 1d4 + 7 ⇒ (8, 1) + (3) + (4) + 7 = 23

Sorrowsoul added +1 to "1" result, but defeated anyway. AYA struc damage blocked by Mistmourn. Discard Jhafae to explore again, encounter Blessing of Besmara.

Dex 5 w/ 1d6 Jhafae NC bonus: 1d8 + 1d6 ⇒ (8) + (5) = 13

Besmara acquired. Elyana discarded to scout any location, then possibly move, then explore. Examine top card of Widowmaker Isle (Treasure Hunt), stay at Cannibal Isle, explore. Encounter CT Shortstone (Ally).

Dip 7 to acquire: 1d8 + 2 ⇒ (2) + 2 = 4

Failed, Shortstone banished. Draw Quang Boon (Octopus 4) as a result.

Discard Besmara to explore again, encounter AF Kroop.

Dip 6: 1d8 + 2 ⇒ (3) + 2 = 5

Failed - Kroop banished.

Radovan wrote:

Hand: Impossible Bottle, Shadowless Sword, Disrupting Rapier +1, Red Leathers, Shadowless Sword 2,

Displayed: Norge and Quang forms; Norge display: []; Quang display: [1 lvl 4]; Viridio display: [] {only 2 forms active},
Deck: 12 Discard: 4 Buried:
Notes: Local characters have poison, fire, ranged combat damage reduced by 1.

Skills and Powers:
SKILLS

Strength d8 [X]+1 [X]+2 [X]+3 [X]+4
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [X]+1 [X]+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 ([]2).

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

Summary:
- Windward Isle has been shuffled and must be explored randomly (contains Albatross Soup - barrier 5)
- Cards 1-4 of Cannibal Isle have been acquired or Banished
- Top card of Widowmaker Isle is Treasure Hunt (Int/Know 12)


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Male
Albatross Soup barrier, for reference wrote:

Albatross Soup

Barrier 5
Traits: Task
To Defeat: Constitution Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.


Female Lunar Naga Tier 1 Sorcerer

Celeste with Grazzle at Gannet Island. Blessing is Achaekek.
SOT: By all y'all's leave, the ATL power so concerns me that I'm keeping all the arrows in my quiver.

Augury for Monster:
Gannet Island card 1: Item 4, Sniper Googles. Dex/Rang/Perc 13
Gannet Island card 2: Barrier 2, Becalmed. Wis/Surv 8
Gannet Island card 3: Monster 3, Giant Jellyfish
Putting Card 3 on the bottom and shuffling the rest.
Shuffle Augury into my deck.

Might as well stay and explore.
Exploring:
Card: 1d10 ⇒ 2 Becalmed.
Figure Celeste is captain enough to handle this straight-up:
Survival 8: 1d8 + 6 ⇒ (1) + 6 = 7
Totally not surprised by that. Practically saw it coming.
BEFORE rolling I checked the traits: Task/Aquatic/Weather
Celeste the Prophet of Piracy can reroll 1 die vs Aquatic banes:
Survival 8: 1d8 + 6 ⇒ (8) + 6 = 14
Becalmed barrier (card 2) defeated

Discard ally Alaeron to explore.
Card: 1d10 ⇒ 7
drum roll please......
Adelita Doloruso, the Villain.

The Big Bad wrote:

Adelita Doloruso Villain 5

Type: Monster
Traits: Human Evoker Pirate
To Defeat: Combat 19 THEN Combat 22
Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.
Scenario: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.
Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.

Stop to consult with party.


Goblin (Sp5/I5) | My Deck Handler Tier 6 Raider Kleptomaniac / UE (12789-1003)

Out of turn update to temp close Widowmaker Isle

Random Ship rerolling 15, 18,22: 1d22 ⇒ 181d22 ⇒ 4 Man's Promise

Will reveal tricorne for +1
Survival Check DC 6: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8 Auto Succeed

Ship 4: Man's Promise - Class 1 Man's Promise :

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.

Enemy Ship:

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.

Ranzak handily commands the crew to take over the Man's promise. After the boatswain of the Man's Promise is thrown overboard, Ranzak leaps over onto the ship and yells, "Let's seize this ship for ourselves!" Seeing as nobody else wants to leave the armor plated Mistmourn, he cries out dejectedly. "Awwww!

Plunder Roll: 1d6 ⇒ 1 Weapon is added to cargo hold


Female Lunar Naga Tier 1 Sorcerer

<MID-TURN HAND UPDATE> My current hand:

Celeste wrote:

Hand: Ice Storm, Cloudburst, Blessing of Pharasma 1, Gem of Mental Acuity , Blessing of Pharasma, Fire Snake

Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d4 [ooc][ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [x] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2

Favored Card: Spell
Hand Size: 6 [x ] 7 [x ] 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.


Deck:
Known Top: Middle {Order is not Known}: Recharged:
Discard Pile:
Alaeron
Buried Pile:


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Temp closing Cannibal Isle.

Str 6: 1d8 + 4 ⇒ (7) + 4 = 11

Cannibal Isle is temp closed.

Per Mistmourn's ability, can Celeste discard a blessing off of blessings deck to evade villain? Seems like an easy solution if possible - no BYA/combat/AYA worries, and have villain in known location.


Female Lunar Naga Tier 1 Sorcerer

<continuing original turn .. when last we left our heroine Celeste, she was just about to encounter the notorius Adelita Doloruso*>
Discard a blessing from blessing deck (Ranzak's turn's blessing) to use the Mistmourn's power to evade Adelita.
Gannet Island shuffles again The location has all its original cards except the original card 2 (Becalmed).

(Noting in passing: I could have played Cloudburst after the temp closes, evaded with Mistmourn, moved to a new location, and explored twice with my Pharasmas. Ain't noone got time for that, though.)

EOT: Recharge Gem of Mental Acuity to examine top card of Holy Isle.
Holy Isle card 1: Blessing of Erastil

*I think her last name means "suffering", or possibly "full of pain"

Celeste wrote:

Hand: Ice Storm, Cloudburst, Blessing of Pharasma 1, Mirian Rass, Blessing of Pharasma, Blessing of the Spellbound, Fire Snake, Volcanic Storm

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Blessings available

Skills and Powers:
SKILLS

Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [x] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2

Favored Card: Spell
Hand Size: 6 [x ] 7 [x ] 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.


Deck:
Known Top: Middle {Order is not Known}: Recharged: Gem of Mental Acuity
Discard Pile:
Alaeron
Buried Pile:

Summary:
Defeated card 2 at Gannet Island (Becalmed)
Villain is at Gannet Island, as is Item 4 and Monster 3 (Jelly Fish)
Gannet Island is shuffled
Top card of Holy Island is Blessing of Erastil
Discarded Ranzak's turn's blessing from blessing deck


Goblin (Sp5/I5) | My Deck Handler Tier 6 Raider Kleptomaniac / UE (12789-1003)

Turn Order - Celeste, Ranzak, Grazzle, Radovan
Turn 3 - Blessings Deck Card 4 - Turn 4 Grazzle/Matsu Kurisu Blessing of the Gods
Will recharge Wayfinder to move to Windward Isle to examine top 2 cards[ooc]
Random Widowmaker Isle Card: 1d10 ⇒ 5 Widowmaker Isle Card 5: Enemy Ship
Random Widowmaker Isle Card: 1d9 ⇒ 3 Widowmaker Isle Card 3: Great White Shark
[ooc]After resolving wayfinder move/examine then draw a card for Windward Isle (1 BoGobs)

Give Card: None

"2 Enemy Ships on the Starboard!" The sailor at the wheel barks back,"It be the Port side, you Idjit!"

Random Ship rerolling 15,18,22: 1d22 ⇒ 2 Merchantman

Survival Check DC 5: 1d4 + 4 ⇒ (3) + 4 = 7 Autosucceed
Plunder Roll 1st choice: 1d6 ⇒ 4
Plunder Roll 2nd choice: 1d6 ⇒ 2 Choice of Item or spell is stored in Cargohold - Choose Spell

Merchantman:

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.

Enemy Ship:

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.
Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.

Attempt Close by defeating 2nd Enemy ship

Random Ship rerolling 15,18,22: 1d22 ⇒ 10 Ship 10: Sanbalot - Class 3

BYA 1d4-1 Ranged Combat damage: 1d4 - 1 ⇒ (4) - 1 = 3
Buckler allows to use additional armor so will recharge buckler for 2 and reveal Steel Ibis Lamellar for 1
Will reveal Tricorne for check
Survival Check DC 7: 1d4 + 4 + 1d8 ⇒ (1) + 4 + (5) = 10 Success
Plunder Roll: 1d1 ⇒ 1 Weapon is stored in Cargohold

Sanbalot:

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.

Windward Isle is closed

"Hey Radovan, take a gander of this plunder we got..some weapons and a scroll!" Ranzak squints ahead and sees a wall of billowing fog.He then asks the old grizzled man that yelled at him earlier to see what he makes out

Draw Letter of Marque into hand due to closing of windward isle. Will then discard BoHorus to move to Cannibal Isle and explore - Cannibal Isle Card 5: Illusory Wall. Will reveal tricorne and recharge Old Salt for check

Wisdom Check DC 6+5=11: 1d4 + 1 + 1d8 + 5 ⇒ (3) + 1 + (8) + 5 = 17 Barrier is defeated

The man says, "That be normal fog...hiding an island of a well known siren in these parts."

Illusory Wall :

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.

Get to examine next card - Cannibal Isle Card 6: Siren Caller and decide to put on bottom.

Siren Caller:

Monster B
Traits: Siren Aquatic Veteran
To Defeat: Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Will discard Blessing of the Gobs and decide to discard and recharge next blessing (Blessings Deck Card 5 - Turn 5 Radovan/wkover Blessing of Abadar) - Cannibal Isle Card 7: Enemy Ship

Will evade barrier so Radovan encounters

"I have to count the gold I got taking down the other ships...that one over there is all yours, Radovan"

Will continue turn after Radovan handles Enemy ship


Goblin (Sp5/I5) | My Deck Handler Tier 6 Raider Kleptomaniac / UE (12789-1003)

Status
Most Recent BR Refresh
Current Blessing = 2 + Current Turn Blessing (Due to Villain Evade and BotGobs)
Celeste, Grazzle - Gannet Island (random 1,3-10) remain //1=Sniper Goggles(I4),3=Giant Jellyfish(M3),7=Adelita Doloruso(V5)
Holy Isle 1-10 remain // 1=BoErastil(BlB)
Widowmaker Isle 1-10 remain // 1=Treasure Hunt(BaB)
Tempest Cay 1-10 remain
Radovan, Ranzak - Cannibal Isle 7-10,6 remain // 6=Siren Caller, 7=Enemy Ship (Mid-encounter)
Windward Isle - closed

Mid-turn Hand

Ranzak wrote:

Hand: Hand Cannon, Letter of Marque, Steel Ibis Lamellar, Besmara's Tricorne, Stormrune Knife

Displayed:
Deck: 12 Discard: 1 Buried: 1
"Notes: Spells are banished when used by Ranzak.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
Besmara's Tricorne

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: BoAbadar BoLamashtu BoWadjet Gem of Physical Prowess Mighty Steed Animalbane Crossbow +2 Force Shortbow +1 Swipe
Recharged: Wayfinder, Buckler Gun, Old Salt, BoAbadar 2
Discard Pile:BoHorus
Buried Pile:1 BoGobs


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Handling Ranzak's evaded Enemy Ship barrier. Random ship?: 1d22 ⇒ 1 = Goblin Weidling. Need to summon/fight Grindylow first.

Combat 11 vs. Grindylow w/ Sword, summon bonus: 2d8 + 1d6 + 1d4 + 7 + 1d8 ⇒ (5, 4) + (1) + (3) + 7 + (2) = 22

Grindylow defeated. Now to face ship. Using Celeste's B of Pharasma.

Stealth 5 w/ Celeste's Pharasma: 1d8 + 2 + 1d8 ⇒ (3) + 2 + (5) = 10

plunder?: 1d6 ⇒ 6 - My choice. Choose weapon.

Str 6 to close: 1d8 + 4 ⇒ (8) + 4 = 12

CANNIBAL ISLE IS CLOSED.

Two closes in one turn! Nice work, goblin friend. Resources used: Celeste's B of Pharasma.


Goblin (Sp5/I5) | My Deck Handler Tier 6 Raider Kleptomaniac / UE (12789-1003)

Continuing Turn - Will bury Letter of Marque choosing Items and Explore revealing tricorne for first check
Number of Items: 1d4 + 1 ⇒ (2) + 1 = 3

Survival Boon Attempt DC 8: 2d4 + 7 + 1d8 ⇒ (2, 2) + 7 + (3) = 14

Item 1 Jolly Roger:

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.

Boon Acquired - Raid Check DC 3: 1d6 + 0 ⇒ (3) + 0 = 3 Raid away!
Will reveal Tricorne and recharge armor for check

Boon Acquire Attempt (FORT) DC 10: 1d4 + 1d12 + 4 + 1d8 + 1d6 ⇒ (4) + (5) + 4 + (4) + (1) = 18

Item 2 Ring of the Sea Strider:

Item 5
Traits: Accessory Magic Aquatic
To Acquire: Constitution Fortitude 10
Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.

Boon Acquired - Raid Check DC 3: 1d6 + 0 ⇒ (3) + 0 = 3 Raid away!

Boon Acquire Attempt (Craft) DC 11: 2d4 + 3 ⇒ (3, 2) + 3 = 8 Flask is banished

Item 3 Alkali Flask:

Item 4
Traits: Liquid Attack Acid Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

Will proudly display the Jolly Roger onto the Mistmourn

End turn and reset hand

A loud howl coming from the ship as a worg with a saddle is seen leaping off the ship paddling towards the shore of the Cannibal isle "Pooky!"

Ranzak wrote:

Hand: Hand Cannon, BoWadjet, Ring of the Sea Strider, BoLamashtu, Animalbane Crossbow +2, Besmara's Tricorne, Stormrune Knife, Mighty Steed

Displayed: Jolly Roger
Deck: 9 Discard: 1 Buried: 2
Notes: Spells are banished when used by Ranzak.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
BoLamashtu, Stormrune Knife, Hand Cannon, Besmara's Tricorne

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: BoAbadar Gem of Physical Prowess Force Shortbow +1 Swipe
Recharged: Wayfinder, Buckler Gun, Old Salt, BoAbadar 2, Steel Ibis Lamellar
Discard Pile:BoHorus
Buried Pile:1 BoGobs, Letter of Marque


Goblin (Sp5/I5) | My Deck Handler Tier 6 Raider Kleptomaniac / UE (12789-1003)

Status
Most Recent BR Refresh
Jolly Roger is Displayed next to ship
Current Blessing = 2 + Current Turn Blessing (Due to Villain Evade and BotGobs)
Celeste, Grazzle - Gannet Island (random 1,3-10) remain //1=Sniper Goggles(I4),3=Giant Jellyfish(M3),7=Adelita Doloruso(V5)
Holy Isle 1-10 remain // 1=BoErastil(BlB)
Widowmaker Isle 1-10 remain // 1=Treasure Hunt(BaB)
Tempest Cay 1-10 remain
Radovan, Ranzak - Cannibal Isle
Windward Isle - closed


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

OOT - Ranzak failed to acquire Alkali Flask, so get Quang display (Coral Golem 4).

Radovan wrote:

Hand: Impossible Bottle, Shadowless Sword, Disrupting Rapier +1, Red Leathers, Shadowless Sword 2,

Displayed: Norge and Quang forms; Norge display: []; Quang display: [2 lvl 4]; Viridio display: [] {only 2 forms active},
Deck: 13 Discard: 4 Buried: 0
Notes: Local characters have poison, fire, ranged combat damage reduced by 1.

Skills and Powers:
SKILLS

Strength d8 [X]+1 [X]+2 [X]+3 [X]+4
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [X]+1 [X]+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 ([]2).

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

Liberty's Edge

Radovan, Celeste, Raznak, Grazzle,

Grazzle - 6 / Blessing of the Gods

Start of Turn
Grazzle heal (Armor of the Sands, Blessing of Pharasma, Fire Snake) = Heal 2*3 + 1 = 7
Celeste 2, Raznak 1, Radovan 4

At: Gannet Island
Give: No
Move: Holy Isle

Free Explore = 1: Blessing of Erastil, Blessing B, Divine 5
Divine 1d8+2+3
Divine 5: 1d8 + 2 + 3 ⇒ (5) + 2 + 3 = 10 - Acquired

Blessing of ac Blessing of Erastil Explore = 2: Seamantle, Spell 5, Magic Arcane Divine, Divine 12
Divine 1d8+2+3, Recharge Blessing of the Spellbound +1d8
Divine 12: 1d8 + 2 + 3 + 1d8 ⇒ (8) + 2 + 3 + (6) = 19 - Acquired

Location free explore = 3: Old Salt, Ally B, Charisma 7
Charisma 1d8+2
Charisma 7: 1d8 + 2 ⇒ (1) + 2 = 3 - Banished

Discard Blessing of Qi Zhong: Heal 1 & Explore
healed card 1: 1d4 ⇒ 3 - Fire Snake

discard pile:

Armor of the Sands
Blessing of Pharasma
Fire Snake
ac Blessing of Erastil

Blessing of Qi Zhong explore = 4: Blessing of the Gods, Blessing B,
When you encounter this card, you automatically acquire it. ACQUIRED

Discard ac Blessing of the Gods explore = 5: Blessing of Pharasma, Blessing B, Divine 5
Divine 1d8+2+3
Divine 5: 1d8 + 2 + 3 ⇒ (6) + 2 + 3 = 11 - Acquired

Discard ac Blessing of Pharasma explore = 6: Gilbrok the Tongue, Henchman 5, Monster, Human Witch Pirate, Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
Display Aqueous Orb 1d8+2+3, Recharge Aqueous Orb +2d6, Grazzle Attack +2, Celeste's Blessing of Pharasma 1 +2d8, No Swashbuckler -5
Combat 18: 1d8 + 2 + 3 + 1d6 + 2d6 + 2 + 2d8 - 5 ⇒ (1) + 2 + 3 + (2) + (1, 1) + 2 + (6, 1) - 5 = 14- Nuts! Use Mat reroll on 1d8
Combat 18: 1d8 + 13 ⇒ (2) + 13 = 15 - Wow. Burn Die Bump +1, Recharge Cleric of Nethys +2
Success!
Attempt to close Holy Isle = Divine 7
Divine 1d8+2+3
Divine 7: 1d8 + 2 + 3 ⇒ (1) + 2 + 3 = 6 - Nope, only number that would fail :-(
Divine intervention from Raznak - Use 1 die bump. Success

End of Turn
Draw

Summary
Location = Holy Isle - CLOSED
Acquired = 1: Blessing of Erastil, 2: Seamantle, 4: Blessing of the Gods, 5: Blessing of Pharasma
Banished = 3: Old Salt, 6: Gilbrok the Tongue
Examined =

Used = Celeste's Blessing of Pharasma 1, Mat reroll, Grazzle Die Bump, Raznak Die Bump

Displayed =

Grazzle Heal Celeste 2, Raznak 1, Radovan 4

Grazzle wrote:

Hand: Hide Armor of Fire Resistance, Cure, Restorative Touch, ac Seamantle, Fire Snake, Repelling Pike +1, Blessing of Abadar

Displayed: , , , , , ,
Deck: 9 Discard: 6 Buried: 0
"Notes: BoAbadar +2d vs Barrier, +1D other checks. Available
Cards availble to recharge for Examines (Cure, ac Seamantle)"
Kit: , ,

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +2
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 7
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. ([ ] If any of those cards have the Divine trait, you may recharge a random card ([ ] or 2 random cards) from your discard pile.) 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 ([ ] 4) to your checks that invokes that Attack trait
[X] You may recharge a card that has the Divine trait to examine the top card ([ ] or top 2 cards) of a location deck at any occupied location ([ ] and during this examination, you may ignore powers on the examined card).
[ ] When you would bury or discard an armor for its power, you may recharge it instead.
[ ] When you would discard or bury a card to examine a location deck, you may recharge it instead.


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STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

The motley crew of the Mistmourn has secured a wicked reputation. Ranzak has a loot pile the size of a Golarian mountain range. Celeste is a silvery pirate queen who unearths obstacles of all persuasions and poisons her lovers when they are no longer necessary. Grazzle invigorates the world around him, when he isn't ripping Tongues out of Gilbroks' mouths. And Radovan, well. He drinks a lot.

OOT - Full heal from Grazzle. Thanks! Will start by having Grazzle recharge a divine card (Cure) to examine an occupied location: Gannet Island. Location had been shuffled from villain evade, so must be examined randomly. Random card? (1;3-10): 1d9 ⇒ 3 = Card 4 (Potion of the Ocean, Item 3).

Leave Item 3 for those better able to acquire. Move to Tempest Cay and explore. Encounter Cannonade.

Wis 10 w/ Grazzle's Abadar, Quang display: 1d6 + 2d6 + 1d6 + 4 ⇒ (4) + (2, 4) + (3) + 4 = 17

Doloruso sweeps behind us and takes a quick shot at our sterm, but a 12-pounder glances off the whipstaff steering for minimal damage.

Into the fog we dart, losing our pursuer temporarily.

Cannonade defeated. AYA take 2+1 struc damage. 2 damage blocked by Mistmourn, will discard rapier for final damage. Discard Sword 2 before drawing up.

Radovan wrote:

Hand: Impossible Bottle, Shadowless Sword, B of Abadar, Red Leathers, Harrow Deck,

Displayed: Norge and Quang forms; Norge display: []; Quang display: [1 lvl 4]; Viridio display: [] {only 2 forms active},
Deck: 15 Discard: 2 Buried: 0
Notes: Local characters have poison, fire, ranged combat damage reduced by 1.

Skills and Powers:
SKILLS

Strength d8 [X]+1 [X]+2 [X]+3 [X]+4
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [X]+1 [X]+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 ([]2).

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


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

OOT - bury Harrow deck to examine & reorder top 3 cards of Tempest Cay (cards 2-4): Speed (Spell B), Benevolent Buckler (Armor 1), Besmaran Priest (Ally C). Cards reordered as Priest, Speed, Buckler.

Per 12 to recharge Harrow deck w/ revealed sword: 1d4 + 1d8 ⇒ (2) + (3) = 5 - fail, deck buried

Radovan wrote:

Hand: Impossible Bottle, Shadowless Sword, B of Abadar, Red Leathers,

Displayed: Norge and Quang forms; Norge display: []; Quang display: [1 lvl 4]; Viridio display: [] {only 2 forms active},
Deck: 15 Discard: 2 Buried: 1
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. Blessing available.

Skills and Powers:
SKILLS

Strength d8 [X]+1 [X]+2 [X]+3 [X]+4
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [X]+1 [X]+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 ([]2).

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

Summary:

- Card 1 from Tempest Cay is banished

- Top card of Gannet Island is Potion of the Ocean (Item 3); other cards are in random order

- Top 3 cards of Tempest Cay are Besmaran Priest, Speed, Benevolent Buckler

- Top card of Widowmaker Isle is still Treasure Hunt

- Struc damage increased by 1, since Cay is occupied

- Cannibal, Holy, Windward Isles closed on previous turns

- Both of Celeste's Pharasma blessings used on previous turns

- Party resources used on my turn: Grazzle's Cure (recharged) and Abadar (discarded)

Liberty's Edge

Grazzle - Out of turn update

Recharge Cure for Examine
Discard BoAbadar for Radovan

Grazzle wrote:

Hand: Hide Armor of Fire Resistance, , Restorative Touch, ac Seamantle, Fire Snake, Repelling Pike +1,

Displayed: , , , , , ,
Deck: 10 Discard: 7 Buried: 0
Notes: Cards availble to recharge for Examines (ac Seamantle)
Kit: , ,

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +2
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 7
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. ([ ] If any of those cards have the Divine trait, you may recharge a random card ([ ] or 2 random cards) from your discard pile.) 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 ([ ] 4) to your checks that invokes that Attack trait
[X] You may recharge a card that has the Divine trait to examine the top card ([ ] or top 2 cards) of a location deck at any occupied location ([ ] and during this examination, you may ignore powers on the examined card).
[ ] When you would bury or discard an armor for its power, you may recharge it instead.
[ ] When you would discard or bury a card to examine a location deck, you may recharge it instead.


Goblin (Sp5/I5) | My Deck Handler Tier 6 Raider Kleptomaniac / UE (12789-1003)

Status
Most Recent BR Refresh
[u]Current Blessing = 2 + Current Turn Blessing (Due to Villain Evade and BotGobs)[/u]
"Jolly Roger is Displayed next to ship
Cay is occupied = +1 Structural Damage
"

Celeste - Gannet Island 4,(random 1,3,5-10) remain // 1=Sniper Goggles(I4),3=Giant Jellyfish(M3),4=Potion of the Ocean(I3),7=Adelita Doloruso(V5)
Grazzle - Holy Isle CLOSED // 1=BoErastil(BlB)
Widowmaker 1-10 remain // 1=TreasureHunt(BaB)
Radovan - Tempest Cay 4,2,3,5-10 remain // 2=Speed(SpB),3=Benevolent Buckler(Ar1),4=Besmaran Priest(AlC)
Ranzak - Cannibal Isle CLOSED
Windward Isle CLOSED


Female Lunar Naga Tier 1 Sorcerer

Celeste amidst the corpses of now-unnecessary former suitors at Gannet Island.
<PRIOR TO TURN>
Discard both Pharasmas for the good of the part. Fine work, mates.
Grazzle heals 2 (this leaves 1 in discard). Thanks! (Got the blessings back)

Begin turn:
SOT: Only two other open locations (Widowmaker, Tempest Cay) and top cards are known.
Move to Tempest Cay.
Explore.
Besmaran Priest (original card 4, left on top by Radovan).
Charisma 6: 1d10 + 2 ⇒ (3) + 2 = 5
Banish Besmaran Priest.
Discard Marian Rass to explore.
Spell: Speed (left here by Radovan). Assuming I'll have Fire Snake for the villain BYA if it hits me, I'll pass.
Banish Speed.

EOT: Recharge Volcanic Storm to examine Gannet Island
Gannet Island (shuffled) top card: Item 3 Potion of the Ocean
(That was already determined by Radovan, I was just cycling.)

Celeste wrote:

Hand: Ice Storm, Cloudburst, Aqueous Orb, Twisted Space, Blessing of the Seventh Veil, Blessing of the Spellbound, Fire Snake, Blessing of Pharasma

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes: Blessings available. Twisted Space: monster-only global evade spell: I can make anyone evade monster anywhere & optionally have local character encounter. 7th Veil: 1die any, 2die Int/Char non-combat

Skills and Powers:
SKILLS

Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [x] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2

Favored Card: Spell
Hand Size: 6 [x ] 7 [x ] 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.


Deck:
Known Top: Middle {Order is not Known}: Recharged: Volcanic Storm
Discard Pile:
Alaeron, Mirian Rass
Buried Pile:

Turn summary:
Party resources used: None
Celeste did not scout SOT
Moved to Tempest Cay
Banished original card 4 (ally Besmaran Priest) - Radovan left on top
Banished original card 2 (Spell Speed) - Radovan left that second
Scouted Gannet Island: known top card Item 3 Potion of the Ocean


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

OOT update - Get Norge display (Hag 3) from Celeste's failed acquisition.

Radovan wrote:

Hand: Impossible Bottle, Shadowless Sword, B of Abadar, Red Leathers,

Displayed: Norge and Quang forms; Norge display: [1 lvl 3]; Quang display: [1 lvl 4]; Viridio display: [] {only 2 forms active},
Deck: 15 Discard: 2 Buried: 1
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. Blessing available.

Skills and Powers:
SKILLS

Strength d8 [X]+1 [X]+2 [X]+3 [X]+4
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [X]+1 [X]+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 ([]2).

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


During This Scenario: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.

Party Ship: Mistmourn

Additional Rules:

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

Story Banes:

Adelita Doloruso (Villain)
Spoiler:
Adelita Doloruso
Villain 5
Type: Monster
Traits: Human Evoker Pirate
To Defeat: Combat 19 THEN Combat 22
Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.

Enemy Ship (Henchman)

Spoiler:
Enemy Ship
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.

Gilbrok the Tongue (Henchman)

Spoiler:
Gilbrok the Tongue
Henchman 5
Type: Monster
Traits: Human Witch Pirate
To Defeat: Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
If defeated, you may immediately attempt to close the location this henchman came from.

Enemy Ship (Henchman)

Spoiler:
Enemy Ship
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.

Jakaw Razorbeak (Henchman)

Spoiler:
Jakaw Razorbeak
Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.

Enemy Ship (Henchman)

Spoiler:
Enemy Ship
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.

Loot:

Besmara's Tricorne (Loot)
Spoiler:
Besmara's Tricorne
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.

Brine's Sting (Loot)

Spoiler:
Brine's Sting
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)

Spoiler:
Buccaneer's Breastplate
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)

Spoiler:
Farglass
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.

Impossible Bottle (Loot)

Spoiler:
Impossible Bottle
Loot 4
Type: Item
Traits: Object Magic
Display this card. Reduce Structural damage dealt to your ship by 2. Discard this card if your ship wrecks or is banished.
Bury this card to repair your ship or to recharge 1d4+1 random cards from your discard pile.
After playing this card, succeed at a Craft 9 check to recharge this card instead of discarding or burying it.

Lady Agasta Smythee (Loot)

Spoiler:
Lady Agasta Smythee
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.

Letter of Marque (Loot)

Spoiler:
Letter of Marque
Loot 3
Type: Item
Traits: Book Pirate
If you are at a closed location on your turn, bury this card. Choose a type of boon other than blessings and loot. Add 1d4+1 random cards of that type to this location without looking at them, then explore your location.

Pirate's Favor (Loot)

Spoiler:
Pirate's Favor
Loot 3
Type: Blessing
Traits: Pirate Swashbuckling
Discard this card to add 1 die to any check. If the check has the Swashbuckling trait, you may play another blessing on this check.
Discard this card to explore your location.
If the top card of the blessings discard pile is Blessing of the Gods or Blessing of Besmara, recharge this card instead of discarding it.

Rickety Hake (Loot)

Spoiler:
Rickety Hake
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)

Spoiler:
Svingli's Eye
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)

Spoiler:
Totem Necklace
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.

Vindictive Harpoon (Loot)

Spoiler:
Vindictive Harpoon
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.

Summons:

Breath of Dagon (Summon)
Spoiler:
Breath of Dagon
Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Constitution Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

Enemy Ship (Summon)

Spoiler:
Enemy Ship
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.

Eye of Dagon (Summon)

Spoiler:
Eye of Dagon
Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Dexterity Acrobatics Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

Hammerhead Shark (Summon)

Spoiler:
Hammerhead Shark
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.

Hirgenzosk (Jammin' on the Beach)

Spoiler:
Hirgenzosk
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.

Pirate Shade Haunt (Summon)

Spoiler:
Pirate Shade Haunt
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)

Spoiler:
Riptide Grindylow
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)

Spoiler:
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.

Ships:

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

Spoiler:
Goblin Weidling
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

Spoiler:
Merchantman
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

Spoiler:
Shackles Pirate Ship
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

Spoiler:
Man's Promise
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

Spoiler:
Truewind
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

Spoiler:
Devil's Pallor
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

Spoiler:
Thresher
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

Spoiler:
Dowager Queen
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

Spoiler:
Kraken
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

Spoiler:
Sanbalot
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

Spoiler:
Sea Chanty
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: Blood Moon - Class 4

Spoiler:
Blood Moon
Ship 4
Class 4
To Defeat: Wisdom Survival 9 OR Arcane Divine 11
To Repair: Craft 7
When Encountering This Ship: Before you act, if the top card of the blesings discard pile is Blessing of the Gods, the difficulty to defeat the Blood Moon is increased by 3.
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 defeat a monster. If the discarded card was Blessing of the Gods, add 1d12+3 instead.
When Commanding This Ship (Wrecked): When you encounter a bane, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty to defeat that bane is increased by 3.

This two-master is the flaship of Avimar Sorrinash, Lord of Oilo. You'd think a werewolf on a ship would be a bad thing for the crew, and you'd be right, if the crewmen weren't all werewolves.

Ship 13: Come What May - Class 4

Spoiler:
Come What May
Ship 4
Class 4
To Defeat: Wisdom Survival 10 OR Charisma Diplomacy 11
To Repair: Craft 8
When Encountering This Ship: You may recharge any number of cards that have the Aristocrat or Captain trait; for each such card recharged, add 3 to your check to defeat the Come What May.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
At the end of your turn, you may discard a card from the blessings deck to examine your plunder cards, banish 1 plunder card, and stash 1 plunder card of the same type.
When Commanding This Ship (Wrecked): After you reset your hand, discard any cards that have the Aristocrat or Captain trait.

Lady Cerise Bloodmourn's stolen Cassomir galley befits her noble background. If she ever ascends to the title of Hurricane King, this stout vessel will be her castle.

Ship 14: Wavecrest - Class 4

Spoiler:
Wavecrest
Ship 4
Class 4
To Defeat: Wisdom Survival 10 OR Constitution Fortitude 11
To Repair: Craft 7
When Encountering This Ship: If your check to defeat the Wavecrest has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1 for each character on the ship.
If your check to defeat a bane has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to it.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 8 check or bury 1 card.

This frigate flies the flag of Captain Mase Darimar, a sailor of mixed Mwangi and acquatic elf ancestry. Like its captain, the Wavecrest is unpredictable, likely to betray allies at the whim of the winds.

Ship 15: Mistmourn - Class 5

Spoiler:
Mistmourn
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 16: Wanton Wastrel - Class 5

Spoiler:
Wanton Wastrel
Ship 5
Class 5
To Defeat: Wisdom Survival 10 OR Charisma Diplomacy 12
To Repair: Craft 6
When Encountering This Ship: Before you act, roll 1d4; you may bury that number of cards to automatically defeat the Wanton Wastrel.
When Commanding This Ship (Normal): You may discard any number of cards from the lbessings deck to reduce Structural damage dealt to your ship by that number.
When Commanding This Ship (Wrecked): When you bury any cards from your hand, bury 1 additional card.

This sailing ship inspires terror, likely due to Captain Aiger's habit of filling his teeth to resemble those of a barracuda. The Wastrel makes a fine ally, however. The best predators are those you can see.

Ship 17: Wormwood - Class 5

Spoiler:
Wormwood
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 18: Abrogail's Fury - Class 6 (reroll this result while playing in AD5)

Spoiler:
Wormwood
Ship 6
Class 6
To Defeat: Dexterity Ranged 13 OR Wisdom Survival 11
To Repair: Craft 8
When Encountering This Ship: Before you act, recharge 1d4 random cards from your hand.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 3.
You may discard a card from the blessings deck to add 1d12 to your check to defeat a bane or ship.
When Commanding This Ship (Wrecked): Reduce Structural damage to this ship by 1.
Remove the Swashbuckling trait from all of your checks.

This black-hulled man-o'-war is the flagship of the Chelish armada. Admiral Thrune surrounds her four-master with magaavs and warships, knowing the back of the Empire will never be broken.

Ship 19: Dominator - Class 6

Spoiler:
Dominator
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 20: Magpie Princess - Class 6

Spoiler:
Magpie Princess
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 21: Deathknell - Class 7

Spoiler:
Deathknell
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.

Ship 22: Filthy Lucre - Class 7 (reroll this result when playing in AD5)

Spoiler:
Filthy Lucre
Ship 6
Class 7
To Defeat: Wisdom Perception Survival 13 THEN Survival Charisma Diplomacy 13
To Repair: Craft 9
When Encountering This Ship: If any check to defeat has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 3.
You may discard a card from the blessings deck to automatically succeed at your check to acquire a boon.
When Commanding This Ship (Wrecked): At the start of your turn, summon and encounter the henchman Wereshark Pirate.
Reduce Structural damage to this ship by 2.

Minted the Rock Bottom until a darkling encounter with the ghost ship Naiegoul, Kerdak Bonefist's man-o'-war is fitted with 16 baleful cannons and a crew of reavers worthy of the Hurricane King.


Acquired Cards:

Blessing of Abadar (Blessing B)
Spoiler:
Blessing of Abadar
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 of Besmara (Blessing 1)

Spoiler:
Blessing of Besmara
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.

Blessing of Erastil (Blessing B)

Spoiler:
Blessing of Erastil
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 of Pharasma (Blessing B)

Spoiler:
Blessing of Pharasma
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 of the Gods (Blessing B)

Spoiler:
Blessing of the Gods
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.

Jolly Roger (Item 2)

Spoiler:
Jolly Roger
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.

Ring of the Sea Strider (Item 5)

Spoiler:
Ring of the Sea Strider
Item 5
Traits: Accessory Magic Aquatic
To Acquire: Constitution Fortitude 10
Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.

Seamantle (Spell 5)

Spoiler:
Seamantle
Spell 5
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 12
Display this card; you may move at the end of your turn, reduce Fire damage dealt to you to 0, and add 1d4 to your combat checks. At the start of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

Plunder:

1. Weapon
2. Weapon
3. Spell
4. Weapon
5. Weapon

(BR Only)

Spoiler:

PieiTdlGI/jPZlSu/NYQAz7OxIHJ20QtNviPd2mPeW1BINQZxLZ0Q9NUQzMKzp7uh0qvS0ohtjo Zx0uja08vHbJ4zUKbKOw5pHkwTS9x3dYLyCfToZrMRc1rO/5MDzBuyTkJ083yYaMLK/sMG3Xfc/ crCe70+n89lqFuf0ppJbXwXmqBrzYlXLpvU5Kqd3MBXipmuzQifKel/gBou6+dKWLlbg==

Random Monsters:

Monster 1
Spoiler:
Sargassum Fiend
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.

Monster 2

Spoiler:
Pirate Captain
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 3

Spoiler:
Sea Hag
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 4

Spoiler:
Gargoyle Sniper
Monster 4
Traits: Gargoyle Scout
To Defeat: Combat 18
If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.

Monster 5

Spoiler:
Shackles Pirate
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.

Random Barriers:

Barrier 1
Spoiler:
Crawling Cyclops Hands
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 2

Spoiler:
Storm
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

Spoiler:
Jagged Shoals
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 4

Spoiler:
Sabotage
Barrier 5
Traits: Task Fire
To Defeat: Dexterity Disable Wisdom Perception 12
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Barrier 5

Spoiler:
Cannonade
Barrier 3
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Survival 10
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

Random Weapons:

Weapon 1
Spoiler:
Flaming Longbow +2
Weapon 5
Traits: Bow Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.

Weapon 2

Spoiler:
Flaming Falcata +3
Weapon 5
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Weapon 3

Spoiler:
Humanbane Crossbow +2
Weapon 3
Traits: Bow Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.

Weapon 4

Spoiler:
Zul
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.

Weapon 5

Spoiler:
Seaborne Trident +1
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.

Random Spells:

Spell 1
Spoiler:
Skeleton Crew
Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Safe Harbor
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.

Spell 3

Spoiler:
Protect
Spell 2
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 4

Spoiler:
Wall of Blades
Spell 5
Traits: Magic Divine
To Acquire: Wisdom Divine 11
Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Spell 5

Spoiler:
Wall of Fire
Spell 3
Traits: Magic Arcane Divine Attack Fire
To Acquire: Intelligence Arcane Wisdom Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Random Armor:

Armor 1
Spoiler:
Eel Skin Armor
Armor 4
Traits: Light Armor Magic Aquatic Swashbuckling
To Acquire: Constitution Fortitude 9
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 2

Spoiler:
Animated Shield
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 3

Spoiler:
Breastplate of the Deep
Armor 5
Traits: Heavy Armor Magic Aquatic
To Acquire: Constitution Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 4

Spoiler:
Fortified Breastplate
Armor 5
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 5

Spoiler:
Fortified Breastplate
Armor 5
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Random Items:

Item 1
Spoiler:
Potion of Healing
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

Spoiler:
Potion of Healing
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 3

Spoiler:
Gloves of Dueling
Item 5
Traits: Accessory Magic Swashbuckling
To Acquire: Charisma Diplomacy 13
Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.

Item 4

Spoiler:
Bottled Lightning
Item 5
Traits: Liquid Attack Electricity Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

Item 5

Spoiler:
Tot Flask
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.

Random Allies:

Ally 1
Spoiler:
Barefoot Samms Toppin
Ally B
Traits: Human Rogue Pirate
To Acquire: Charisma Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 2

Spoiler:
Pteranodon
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.

Ally 3

Spoiler:
Coral Capuchin
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.

Ally 4

Spoiler:
Slip
Ally 3
Traits: Halfling Spy
To Acquire: Intelligence Knowledge 7 OR Charisma Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.

Ally 5

Spoiler:
Ederleigh Baines
Ally 4
Traits: Human Rogue Pirate
To Acquire: Charisma Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Random Blessings:

Blessing 1
Spoiler:
Blessing of the Gods
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

Spoiler:
Blessing of Asmodeus
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.

Blessing 3

Spoiler:
Blessing of the Gods
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

Spoiler:
Blessing of Gozreh
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.

Blessing 5

Spoiler:
Blessing of the Gods
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.

Turn: 7 Ranzak/Zalarian
Top of Blessing Discard Pile:

Blessing of Norgorber:
Blessing of Norgorber
Blessing 5
Traits: Divine Norgorber
To Acquire: Bury any card OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Remaining: 21

Blessings Deck Cards/Turn Order:

Blessings Deck Card 4 - Turn 8 Grazzle/Matsu Kurisu

Spoiler:
Blessing of Gorum
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 5 - Turn 9 Radovan/wkover

Spoiler:
Blessing of Pharasma
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.

Blessings Deck Card 6 - Turn 10 Celeste/elcoderdude

Spoiler:
Blessing of the Gods
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 11 Ranzak/Zalarian

Spoiler:
Blessing of Hshurha
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 8 - Turn 12 Grazzle/Matsu Kurisu

Spoiler:
Blessing of Zogmugot
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 9 - Turn 13 Radovan/wkover

Spoiler:
Blessing of Asmodeus
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 10 - Turn 14 Celeste/elcoderdude

Spoiler:
Blessing of the Gods
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 11 - Turn 15 Ranzak/Zalarian

Spoiler:
Blessing of the Gods
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 12 - Turn 16 Grazzle/Matsu Kurisu

Spoiler:
Blessing of the Gods
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 13 - Turn 17 Radovan/wkover

Spoiler:
Blessing of the Gods
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 18 Celeste/elcoderdude

Spoiler:
Blessing of Besmara
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 15 - Turn 19 Ranzak/Zalarian

Spoiler:
Blessing of Achaekek
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 16 - Turn 20 Grazzle/Matsu Kurisu

Spoiler:
Blessing of Achaekek
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 17 - Turn 21 Radovan/wkover

Spoiler:
Blessing of Besmara
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 18 - Turn 22 Celeste/elcoderdude

Spoiler:
Blessing of Hshurha
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 19 - Turn 23 Ranzak/Zalarian

Spoiler:
Blessing of Sivanah
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.

Blessings Deck Card 20 - Turn 24 Grazzle/Matsu Kurisu

Spoiler:
Blessing of Gorum
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 21 - Turn 25 Radovan/wkover

Spoiler:
Blessing of the Gods
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 22 - Turn 26 Celeste/elcoderdude

Spoiler:
Blessing of Besmara
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 23 - Turn 27 Ranzak/Zalarian

Spoiler:
Blessing of the Gods
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 28 Grazzle/Matsu Kurisu

Spoiler:
Blessing of Cayden Cailean
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.

Gannet Island
At This Location (Open): If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
When Closing: Discard 1d4 cards from the blessings deck.
When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
At This Location (Closed): No effect.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Gannet Island Card 1 (Potion of the Ocean):
Potion of the Ocean
Item 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.
Gannet Island Card 2:
Grayflame Mace +2
Weapon 5
Traits: Mace Melee Bludgeoning Magic
To Acquire: Strength Melee Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.
Gannet Island Card 3:
Sniper Goggles
Item 4
Traits: Accessory Magic
To Acquire: Dexterity Ranged Perception 13
Reveal this card to add 4 to your Ranged combat or Perception check.
Gannet Island Card 4:
Saltwater Ogre
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.
Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
Gannet Island Card 5:
Besmaran Vestments
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.
Gannet Island Card 6:
Shark-Eating Crab
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: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
Gannet Island Card 7:
Adelita Doloruso
Villain 5
Type: Monster
Traits: Human Evoker Pirate
To Defeat: Combat 19 THEN Combat 22
Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.
Scenario: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.
Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
Gannet Island Card 8:
Giant Jellyfish
Monster 3
Traits: Animal Aquatic
To Defeat: Combat 18 OR Dexterity Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
Gannet Island Card 9:
Falcata +1
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.

Holy Isle
At This Location (Open): If you play a blessing during your exploration, you may explore again.
When Closing: Succeed at a Wisdom or Divine 7 check.
When Permanently Closed: On closing, you may recharge any cards that have the Divine trait in your discard pile.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Grazzle/Matsu Kurisu

Holy Isle Card 1 (Gilbrok the Tongue):
Gilbrok the Tongue
Henchman 5
Type: Monster
Traits: Human Witch Pirate
To Defeat: Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.
Location: If you play a blessing during your exploration, you may explore again.
Holy Isle Card 2:
Sandbar
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.
Location: If you play a blessing during your exploration, you may explore again.
Holy Isle Card 3:
Geyser
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.
Location: If you play a blessing during your exploration, you may explore again.
Holy Isle Card 4:
Sea Drake
Monster B
Traits: Dragon Aquatic
To Defeat: Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
Location: If you play a blessing during your exploration, you may explore again.
Holy Isle Card 5:
Blessing of Milani
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.
Location: If you play a blessing during your exploration, you may explore again.

Widowmaker Isle
At This Location (Open): For each ally in your discard pile, the difficulty of your checks is increased by 1.
When Closing: Summon and defeat the henchman Enemy Ship.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
At This Location (Closed): No effect.
M: 3 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Widowmaker Isle Card 1 (Treasure Hunt):
Treasure Hunt
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.
Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
Widowmaker Isle Card 2:
Blessing of Achaekek
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.
Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
Widowmaker Isle Card 3:
Great White Shark
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: For each ally in your discard pile, the difficulty of your checks is increased by 1.
Widowmaker Isle Card 4:
Shackles Pirate
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.
Scenario: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.
Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
Widowmaker Isle Card 5:
Enemy Ship
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.
Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
Widowmaker Isle Card 6:
Blessing of Erastil
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.
Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
Widowmaker Isle Card 7:
Symbol of Insanity
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: For each ally in your discard pile, the difficulty of your checks is increased by 1.
Widowmaker Isle Card 8:
Jellyfish Swarm
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.
Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
Widowmaker Isle Card 9:
Illusory Wall
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.
Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
Widowmaker Isle Card 10:
Sabotage
Barrier 5
Traits: Task Fire
To Defeat: Dexterity Disable Wisdom Perception 12
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.

Tempest Cay
At This Location (Open): If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude, Radovan/wkover

Tempest Cay Card 1 (Benevolent Buckler):
Benevolent Buckler
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.
Tempest Cay Card 2:
Jakaw Razorbeak
Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.
Tempest Cay Card 3:
Sea Serpent
Monster 5
Traits: Animal Aquatic
To Defeat: Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
Tempest Cay Card 4:
Ambush
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.
Tempest Cay Card 5:
Telekinesis
Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it.
Tempest Cay Card 6:
Pteranodon
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.
Tempest Cay Card 7:
Great White Shark
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.

Cannibal Isle
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: Ranzak/Zalarian

Windward Isle
Closed
At This Location (Closed): If you start your turn at this location, draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


There is an issue with Grazzle's fight against Gilbrok.

Gilbrok subtracts 1 from each die rolled, and 6 dice were rolled, however only 5 was subtracted. As such, all of the results of that check are 1 lower than listed. That means even with the Cleric and die bump, the check is still 1 short. Please determine how you are going to resolve that. Your options are:

1. Spend another die bump, everything proceeds as written above and Holy Isle is closed.
2. Gilbrok is undefeated. This will refund both die bumps spent (Grazzle's to make it defeated, and Ranzak's for the close check). Grazzle will then take Combat damage equal to the difference of the checks (2 damage, assuming Cleric was still recharged to add 2, otherwise 4 damage), lose 1d4 blessings from the blessings deck, and summon and encounter either Breath of Dagon or Eye of Dagon (which can be evaded with Mistmourn for the cost of another blessing, or you could risk having half of your stats reduced to d4 for the rest of the scenario).

Please resolve this before continuing with Ranzak's turn.


Female Lunar Naga Tier 1 Sorcerer

<OUT OF TURN>
Celeste spends her AD4 die bump to help her dice-challenged compatriot. (Celeste sympathizes). Not like I use die bumps much myself :)


Goblin (Sp5/I5) | My Deck Handler Tier 6 Raider Kleptomaniac / UE (12789-1003)

Die Bump allows Holy Isle to be closed

Turn Order - Celeste, Ranzak, Grazzle, Radovan
Turn 7 - Blessing of the Norgorber

Give Card: None
Move Cannibal Isle -> Tempest Cay

Explore - Tempest Cay Card 1 (Benevolent Buckler): Benevolent Buckler. Reveal Blessing of Wadjet and Tricorne

Boon Acquire Attempt (FORT) DC 5: 1d4 + 1d12 + 1 + 1d4 + 1d8 ⇒ (3) + (12) + 1 + (3) + (5) = 24 Auto Acquired

Benevolent Buckler:

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.

Boon Acquired - Raid Check DC 3: 1d6 + 0 ⇒ (6) + 0 = 6 Raid away!

Free Explore - Tempest Cay Card 2: Jakaw Razorbeak

Will Evade Jakaw Celeste or Radovan?: 1d2 ⇒ 2 Radovan now has choice to encounter
Pausing for Radovan

Jakaw Razorbeak:

Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Out of turn - Taking Ranzak's evasion - Jakaw Razorbeak.

Auto-fail BYA check, so I bury Impossible Bottle.

Combat 20 w/ Sword, lvl 3 Norge display: 2d8 + 1d6 + 1d4 + 7 + 1d6 + 3 ⇒ (6, 5) + (4) + (3) + 7 + (1) + 3 = 29

Henchman defeated. Now to close.

Int 7 to close w/ lvl 4 Quang display: 1d4 + 1d6 + 4 ⇒ (3) + (5) + 4 = 12

Tempest Cay is closed.

Move to random other location, per closing effect: 1d5 ⇒ 2 - moved to Holy Isle

Radovan wrote:

Hand: Shadowless Sword, B of Abadar, Red Leathers,

Displayed: Norge and Quang forms; Norge display: []; Quang display: []; Viridio display: [] {only 2 forms active},
Deck: 15 Discard: 2 Buried: 2
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. Blessing available.

Skills and Powers:
SKILLS

Strength d8 [X]+1 [X]+2 [X]+3 [X]+4
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [X]+1 [X]+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 ([]2).

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


Goblin (Sp5/I5) | My Deck Handler Tier 6 Raider Kleptomaniac / UE (12789-1003)

After Radovan sails away, Ranzak plays with Pooky..and gets a leg stuck in the stirrup of her saddle dragging her to the other side of the island "Pooky! Slow down!!!!!!!"

Continuing turn. Will discard Mighty Steed to move to Gannett Island and explore - Gannet Island Card 1 (Potion of the Ocean) revealing blessing of wadjet

Boon Acquire Attempt (INT) DC 9: 3d4 + 3 ⇒ (1, 1, 3) + 3 = 8 Item is banished

Potion of the Ocean:

Item 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 9
Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.

Will end turn and reset hand discarding buckler and ring
Status

Ranzak wrote:

Hand: Hand Cannon, BoWadjet, Old Salt, BoLamashtu, Animalbane Crossbow +2, Besmara's Tricorne, Stormrune Knife, BoAbadar 2

Displayed: Jolly Roger
Deck: 8 Discard: 3 Buried: 2
"Notes: Spells are banished when used by Ranzak.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
BoAbadar 2, Stormrune Knife, BoLamashtu, Hand Cannon, Besmara's Tricorne
Be sure to confirm before using card Besmara's Tricorne and beyond

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: BoAbadar BoHorus Steel Ibis Lamellar Buckler Gun Wayfinder Gem of Physical Prowess Force Shortbow +1 Swipe
Recharged:
Discard Pile:Mighty Steed, Benevolent Buckler, Ring of the Sea Strider
Buried Pile:1 BoGobs, Letter of Marque

Skills and Powers:
SKILLS

Strength d4 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Disable: Dexterity +1
- Stealth: Dexterity + 1
Constitution d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Fortitude: Constitution + 1
Intelligence d4
Wisdom d4 [x] +1 [ ] +2 [ ] +3
- Survival: Wisdom +3
Charisma d6 [ ] +1 [ ] +2
Role Card: Kleptomaniac
Favored Card: None
Hand Size: 7 [X] 8 [ ] 9
Proficient With: Light Armors [ ] Heavy Armors / Weapons
Card List (Starting/Current/Max): W 4/4/6,Sp 1/1/2, Ar 1/2/2 I 4/4/8 Al 1/2/2 Bl 4/5/5 = 18
POWERS:
If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 ([x]+1 [x]+3) to your check to acquire a boon.
When you acquire a boon on your turn, roll 1d6; on a ([x]3,) 4, 5, or 6, explore your location.
[ ] When you close a location, add a plunder card from the box to your hand.
[ ] If another character at your location fails a check to acquire a boon, you may attempt a check to acquire it.
[ ] When you receive plunder cards for successfully completing a scenario, you may banish any 1 of those cards and replace it with another plunder card from the box.
[ ] Discard a card from the blessings deck to explore your location.

Liberty's Edge

Radovan, Celeste, Raznak, Grazzle,

Correct discard pile for Holy Isle close, recharge Divine cards
ALL my discard pile has divine.

Recharging:

ac Blessing of Pharasma
Blessing of Pharasma
Blessing of Abadar
Blessing of Qi Zhong
Armor of the Sands
ac Blessing of the Gods
ac Blessing of Erastil

Grazzle - 8 / Blessing of Gorum

Start of Turn
Grazzle heal (Holy Light) = Heal 2*1 + 1 = 3
Celeste 2, Raznak 0, Radovan 1

At: Holy Isle
Give: No
Move: Widowmaker Isle

Free Explore = 1: Treasure Hunt, Barrier B, Veteran, Intelligence 12(7+5)
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.

Recharge Firesnake 1d8+2+3, Celeste's Blessing of Pharasma or Seventh Veil +2d8
Int 12: 1d8 + 2 + 3 + 2d8 ⇒ (6) + 2 + 3 + (3, 7) = 21 - Defeated
Gain Item 1: Potion of Healing

Each character may attempt Treasure Hunt. Barrier is already defeated

End of Turn
Draw Volcanic Storm, Wayfarer

Summary
Location = Widowmaker Isle
Acquired =
Banished = 1: Treasure Hunt
Examined =
From Box = Item 1: Potion of Healing

Used = Celeste's Blessing of Pharasma or Seventh Veil

Displayed =

Grazzle Heal Celeste 2, Raznak 0, Radovan 1

Grazzle wrote:

Hand: Hide Armor of Fire Resistance, Repelling Pike +1, Restorative Touch, ac Seamantle, ac Potion of Healing, Volcanic Storm, Wayfarer

Displayed: , , , , , ,
Deck: 15 Discard: 1 Buried: 0
Notes: Cards availble to recharge for Examines (ac Seamantle)
Kit: , ,

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +2
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 7
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. ([ ] If any of those cards have the Divine trait, you may recharge a random card ([ ] or 2 random cards) from your discard pile.) 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 ([ ] 4) to your checks that invokes that Attack trait
[X] You may recharge a card that has the Divine trait to examine the top card ([ ] or top 2 cards) of a location deck at any occupied location ([ ] and during this examination, you may ignore powers on the examined card).
[ ] When you would bury or discard an armor for its power, you may recharge it instead.
[ ] When you would discard or bury a card to examine a location deck, you may recharge it instead.


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Heal 1 from Grazzle (Shadowless Sword 2) - thanks. Move to Gannet Island and explore - encounter Weapon 5. Hey!

An emissary from a thankful king presents Radovan with a rare ornamental sword - but challenges the rogue to a wrestling match for its ownership. Radovan smiles.

Str 12 w/ my Abadar: 1d8 + 4 + 1d8 ⇒ (8) + 4 + (3) = 15

Weapon acquired, displayed by Quang.

Radovan wrote:

Hand: Wayfinder, Shadowless Sword, Brine's Sting, Red Leathers, B of Zon-Kuthon,

Displayed: Norge and Quang forms; Norge display: []; Quang display: [1 lvl 5]; Viridio display: [] {only 2 forms active},
Deck: 13 Discard: 2 Buried: 2
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. Blessing available.

Skills and Powers:
SKILLS

Strength d8 [X]+1 [X]+2 [X]+3 [X]+4
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [X]+1 [X]+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 ([]2).

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


Female Lunar Naga Tier 1 Sorcerer

<PRIOR TO TURN>
Discard Blessing of Pharasma for Grazzle.
Subsequently healed for 2 by Grazzle.

Celeste at closed Tempest Cay. Blessing is Gods.
SOT: Recharge Aqueous Orb to examine Widowmaker Isle. Blessing of Achaekek.
Move to Widowmaker Isle.
Explore.
Blessing of Acheakek.
Int 7: 1d8 + 3 ⇒ (2) + 3 = 5
Yeah.
Blessing of Achaekek banished.
Discard Blessing of Spellbound to explore.
Jaws - ah, Great White Shark.
Freeze him: Ice Storm. For good measure: bite him too (discard Twisted Space to add Poison+d8)
Combat 18: 1d10 + 4d8 + 4 ⇒ (1) + (2, 6, 4, 2) + 4 = 19
What the actual hey. That had a 93% chance to hit 20. (I do have 1 die reroll).
Great White Shark defeated

End of turn, just draw up.

Celeste wrote:

Hand: Binder's Tome, Cloudburst, Blessing of Pharasma 1, Sphere of Fire, Blessing of the Seventh Veil, Rodrick, Fire Snake, Mirian Rass

Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes: Blessings available. 7th Veil: 1die any, 2die Int/Char non-combat

Skills and Powers:
SKILLS

Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [x] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2

Favored Card: Spell
Hand Size: 6 [x ] 7 [x ] 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.


Deck:
Known Top: Middle {Order is not Known}: Recharged:
Discard Pile:
Twisted Space, Alaeron, Blessing of Pharasma
Buried Pile:

Turn Summary:
Celeste to Widowmaker Isle
Banish original card 2 (Blessing of Achaekek)
Banish original card 3 (Great White Shark)


Goblin (Sp5/I5) | My Deck Handler Tier 6 Raider Kleptomaniac / UE (12789-1003)

Turn Order - Celeste, Ranzak, Grazzle, Radovan
Turn 11 - Blessing of Hshurha

Give Card: None
Stay at Gannet Island
Grazzle will recharge seamantle to examine top card - Gannet Island Card 3: Sniper Goggles
Explore and encounter goggles revealing blessing of wadjet for check

Boon Acquire Attempt (DEX) DC 13: 1d4 + 1d10 + 6 + 1d4 ⇒ (3) + (4) + 6 + (1) = 14 Goggles acquired

Sniper Goggles:

Item 4
Traits: Accessory Magic
To Acquire: Dexterity Ranged Perception 13
Reveal this card to add 4 to your Ranged combat or Perception check.

Boon Acquired - Raid Check DC 3: 1d6 + 0 ⇒ (5) + 0 = 5 Raid away!

Free explore - Gannet Island Card 4: Saltwater Ogre. Will reveal goggles and stormrune knife and then recharge and reveal other 2 weapons (crossbow & handcannon)

Stormrune Knife DC 14: 1d4 + 1d10 + 5 + 3d4 + 4 ⇒ (4) + (10) + 5 + (2, 3, 3) + 4 = 31

saltwater ogre:

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.
Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.

discard blessing of wadjet to examine and optionally explore - Gannet Island Card 5: Besmaran Vestments. Will reveal tricorne for check and add die for blessing used

Boon Acquire Attempt (FORT) DC 6: 1d4 + 1d12 + 4 + 1d8 + 1d12 ⇒ (1) + (11) + 4 + (6) + (2) = 24 Armor auto-acquired

Besmaran Vestments:

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.

Boon Acquired - Raid Check DC 3: 1d6 + 0 ⇒ (6) + 0 = 6 Raid away!

Free explore - Gannet Island Card 6: Shark-Eating Crab. Will reveal animalbane crossbow, armor and goggles

Animalbane Crossbow +2 vs Animals DC 18: 1d8 + 2d10 + 5 + 1 + 4 ⇒ (2) + (7, 2) + 5 + 1 + 4 = 21
Animalbane Crossbow +2 vs Animals DC 18: 1d8 + 2d10 + 5 + 1 + 4 ⇒ (4) + (7, 1) + 5 + 1 + 4 = 22 Crabs are defeated

Shark-Eating Crab:

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: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.

Will discard old salt to explore - Gannet Island Card 7: Adelita Doloruso. Will pause for temp closes

Adelita `Buttfinger Chef` Doloruso:

(or at least that is what the goblins call him)
Villain 5
Type: Monster
Traits: Human Evoker Pirate
To Defeat: Combat 19 THEN Combat 22
Before you act, each character at your location and at one other random occupied location, if any, must attempt a Dexterity or Acrobatics 12 check. Characters who succeed are dealt 2 Fire damage; characters who fail are dealt 1d4+1 Fire damage.
After you act, Adelita Doloruso deals 1d4 Force damage to a random character at your location; if the check to defeat included the Swashbuckling trait, you take the damage instead.
Scenario: When you fail a check to defeat a bane that has the Pirate trait, bury the top card of your deck.
Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.

Status Link

Current hand state:

Ranzak wrote:

Hand: Hand Cannon, BoLamashtu, Animalbane Crossbow +2, Besmara's Tricorne, BoAbadar 2, Sniper Goggles, besmaran vestments

Displayed: Jolly Roger
Deck: 9 Discard: 5 Buried: 2
"Notes: Spells are banished when used by Ranzak.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
BoAbadar 2, , BoLamashtu, Hand Cannon, Besmara's Tricorne
Be sure to confirm before using card Besmara's Tricorne and beyond

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: BoAbadar BoHorus Steel Ibis Lamellar Buckler Gun Wayfinder Gem of Physical Prowess Force Shortbow +1 Swipe
Recharged: stormrune knife
Discard Pile:Mighty Steed, Benevolent Buckler, Ring of the Sea Strider, BoWadjet, Old Salt
Buried Pile:1 BoGobs, Letter of Marque

Liberty's Edge

Grazzle - Temp close for Villain

Recharged ac Seamantle for Raznak examine

At: Widowmaker Isle
Summon and defeat the henchman Enemy Ship
- 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

Random Ship 1-14,16-17, 19-21: 1d18 ⇒ 16

Wormwood
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.

Survival 1d10+2+2, Celeste's Blessing of the Seventh Veil +1d10, Raznak Blessing of Abadar +1d10
Survival 17 (7+2*5): 1d10 + 2 + 2 + 1d10 + 1d10 ⇒ (6) + 2 + 2 + (2) + (9) = 21
Defeated Wormwood!
Plunder: 1d6 ⇒ 3 - Spell

Widowmaker Isle - Temp Closed

Grazzle Villain BYA failed
Villain BYA Fire damage: 1d4 + 1 ⇒ (3) + 1 = 4
Bury Hide Armor of Fire Resistance - Damage reduced to 0

Summary
Used Celeste's Blessing of the Seventh Veil, Raznak Blessing of Abadar

Grazzle wrote:

Hand: , Repelling Pike +1, Restorative Touch, ac Potion of Healing, Volcanic Storm, Wayfarer

Displayed: , , , , , ,
Deck: 16 Discard: 1 Buried: 1
Notes: Cards available to recharge for Examines ( )
Kit: , ,

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +2
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 7
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. ([ ] If any of those cards have the Divine trait, you may recharge a random card ([ ] or 2 random cards) from your discard pile.) 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 ([ ] 4) to your checks that invokes that Attack trait
[X] You may recharge a card that has the Divine trait to examine the top card ([ ] or top 2 cards) of a location deck at any occupied location ([ ] and during this examination, you may ignore powers on the examined card).
[ ] When you would bury or discard an armor for its power, you may recharge it instead.
[ ] When you would discard or bury a card to examine a location deck, you may recharge it instead.


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

OOT - Get 2 Norge displays - one from Norge ability, one from base ability - from BYA fire damage. Displays: Fiend 4, Captain B.

Radovan wrote:

Hand: Wayfinder, Shadowless Sword, Brine's Sting, Red Leathers, B of Zon-Kuthon,

Displayed: Norge and Quang forms; Norge display: [1 lvl B, 1 lvl 4]; Quang display: [1 lvl 5]; Viridio display: [] {only 2 forms active},
Deck: 13 Discard: 2 Buried: 2
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. Blessing available.

Skills and Powers:
SKILLS

Strength d8 [X]+1 [X]+2 [X]+3 [X]+4
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [X]+1 [X]+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 ([]2).

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


Goblin (Sp5/I5) | My Deck Handler Tier 6 Raider Kleptomaniac / UE (12789-1003)

"You may not remember captain, but you came to my tribe when I was a little suck while looking for ship recruits. You made a stew for the tribe and I remember that you would taste the soup and then proceed to scratch your bottom...food was best we have tasted and since then we honor you by calling you butt-wipe finger chef or buttfinger chef for short." The pirate rushes the goblin in a fit of rage and before he can make it close enough, Ranzak pulls out his huge pistol and aims it at him...

Discard blessing of Abadar for Grazzle's check. Continuing by doing turn. Fire damage is reduce by one by Radovan

Dexterity Check DC 12: 1d10 + 3 ⇒ (5) + 3 = 8
Fire Damage : 1d4 + 1 - 1 ⇒ (4) + 1 - 1 = 4

Will bury vestments for fire damage. Will then bury hand cannon and blessing of Lamashtu and reveal googles

Hand Cannon DC 19: 2d6 + 1d10 + 3 + 2d10 + 4 ⇒ (5, 1) + (5) + 3 + (9, 4) + 4 = 31 First check completed
Misfire 1-2 Bury 3-4 Discard 5+ Shuffle: 1d12 + 0 ⇒ (6) + 0 = 6 Hand cannon is shuffled

The captain stops and slowly backs up saying, "Perhaps Parley may be in order?" As he backs up, the captain bumps into Radovan who walked up to be right behind him..

Passing over to Radovan..Celeste still needs to BYA fire check but don't think outcome will change as a result


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Enraged by the fiery insult, Radovan corners Dolorusu and commences slashing and stabbing. Holes upon holes appear, with blood pouring forth.

Combat 22 w/ discarded sword, my recharged BoZK, lvl 4 Norge display: 2d8 + 1d6 + 1d4 + 7 + 1d6 + 5 + 2d8 + 1d6 + 4 ⇒ (1, 6) + (1) + (1) + 7 + (2) + 5 + (7, 7) + (5) + 4 = 46

VILLAIN DEFEATED. WE'RE AWESOME.

Also, we win.


Development

Your cutlass rests at Doloruso’s throat as she kneels before you. “Captain’s orders,” she sullenly snarls. “We weren’t here looking for you, though. We were hunting some upstart landlubbers who think they’re pirates. You just got in the way.”

Well, at least you didn’t put the wind up two of the most infamous pirates to sail the Shackles. Still, something’s not right. When Doloruso saw that someone accidentally got in the way of her plans, she decided to make sure there were no witnesses. That’s positively cutthroat, not to mention seriously lacking in style.

Since you don’t want the wrath of Harrigan bearing down on you, perhaps it would be prudent to let his first mate go on about her business. She’s generously offered you a promising map and some information about a shrine to some old god. It’s just waiting to be plundered, which is just what you need, since your crew never gets tired of plunder.

Reward

Each character draws a blessing from the box.

Acquired Cards
(* = Plunder)

Benevolent Buckler (Armor 1)
Besmaran Vestments (Armor 3)
Blessing of Abadar (Blessing B)
Blessing of Besmara (Blessing 1)
Blessing of Erastil (Blessing B)
Blessing of Pharasma (Blessing B)
Blessing of the Gods (Blessing B)
*Control Weather (Spell 4)
*Goblin Pegleg (Weapon P)
Grayflame Mace +2 (Weapon 5)
Jolly Roger (Item 2)
*Keen Rapier +3 (Weapon 5)
*Musket +2 (Weapon 3)
*Navigator Musket +1 (Weapon 3)
Potion of Healing (Item B)
*Reflecting Buckler (Armor 5)
Ring of the Sea Strider (Item 5)
Seamantle (Spell 5)
Sniper Goggles (Item 4)

2x Weapon 5
2x Weapon 3
1x Weapon B
1x Spell 5
1x Spell 4
1x Armor 5
1x Armor 3
1x Armor 1
1x Item 5
1x Item 4
1x Item 2
1x Item B
1x Blessing 1
4x Blessing B


0-5B: The Play's the Thing

Adelita Doloruso’s information led you back to Hell Harbor, but this time, you’re staying out of the taverns. No more rum, no more old men telling tales. You’ve learned your lesson. Yessir.

To pass the time while you wait on an informant, you wander along the waterfront and come across a ramshackle building with a sign out front that reads “THEATER OF CORRUPTION—SHOWS NIGHTLY AT DUSK. BE AFRAID.” Now that sounds like as good a time as you can have sober!

You return at nightfall, pay your handful of coppers, and sit down. As the curtain goes up, you are startled to see an amazingly realistic combat acted out between a human in filthy, scruffy rags and a player dressed as a massive spiny devil. It’s an impressive costume—you can’t see any seams or eye holes. The props department in this place must be worth its weight in gold.

With a yell and a heave, the barbarian smashes the devil downstage, and it lands with bone-crushing impact on the front row. Screams ring out, blood flies, and you realize that the devil is real. Everybody’s screaming and shoving, and unless somebody takes control of this situation soon, nobody will be escaping this place alive.

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