[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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During This Scenario: When you acquire an ally from a location deck, put it under this card.

Party Ship: Choose a Class 5 ship or lower as your ship. Your ship is anchored at the Theater of Corruption.

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:

Isawyn the Diva (Villain)
Spoiler:
Isawyn the Diva
Villain 5
Type: Monster
Traits: Human Bard
To Defeat: Combat 21 OR Arcane 15
Before you act, succeed at a Wisdom 11 check or you may not play cards that have the Attack trait or weapons.
"Welcome to the Theater of Corruption. The show is just about to start… with your deaths!" -- Isawyn

Gorebeard Trench (Henchman)

Spoiler:
Gorebeard Trench
Henchman 5
Type: Monster
Traits: Human Barbarian
To Defeat: Combat 22
If this is not the first exploration of your turn, Gorebeard Trench may not be evaded.
If you play a weapon, the difficulty of the check to defeat is increased by 5.
If defeated, you may immediately attempt to close the location this henchman came from.

Lady Nightshade (Henchman)

Spoiler:
Lady Nightshade
Henchman 5
Type: Monster
Traits: Outsider Illusionist
To Defeat: Combat 19
Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
If defeated, you may immediately attempt to close the location this henchman came from.

Sentinel Devil (Henchman)

Spoiler:
Sentinel Devil
Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, 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.

Buccaneer (Summon)

Spoiler:
Buccaneer
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.

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 (Stage Prop for Hire)

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 Celeste/elcoderdude
Blessings Remaining: 30

Theater of Corruption
At This Location (Open): After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude, Grazzle/Matsu Kurisu, Radovan/wkover, Ranzak/Zalarian

Safe House
At This Location (Open): At the start of your turn, you may recharge a card to examine the top card of the location deck; then you may shuffle it.
When Closing: You may close this location automatically.
When Permanently Closed: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
At This Location (Closed): Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
M: 0 Ba: 3 W: 0 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None

House of Stolen Kisses
At This Location (Open): When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1
Located/Displayed Here: None

Torture Pit
At This Location (Open): When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
At This Location (Closed): If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Festhall
At This Location (Open): If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
At This Location (Closed): No effect.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None

Tengu Rookery
At This Location (Open): At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
At This Location (Closed): At the end of your turn, you may examine the top card of another location deck.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Liberty's Edge

Grazzle - 0-5B: The Play's the Thing

Loot
= None

Ship vote
=Mistmourn

Starting Location
= Theatre of Corruption

Starting Hand

Grazzle wrote:

Hand: Blessing of Abadar, Blessing of Abraxas, Blessing of Thoth, Holy Javelin, Cleric of Nethys, Aqueous Orb, Wayfarer

Displayed: , , , , , ,
Deck: 12 Discard: 0 Buried: 0
"Notes: Cards available to recharge for Examines (Thoth, Abraxas, Holy Javelin, Abadar )
BoThoth = +2D Cold/NC Wisdom, Abraxas +2D Arcane/Divine, Abadar +2D vs Barrier. Blessings available"
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 +3
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)

Ah, we're anchored. So all starting at ToC. Also prefer Mistmourn.

Radovan wrote:

Hand: B of Starsong, Shy Ratani, Brine's Sting, Charm Person, Vreva Jhafae, Disrupting Rapier,

Displayed: Viridio 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. 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 [X] 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

Not taking loot. Fine with Mistmourn.
Starting at anchored location, heading for Safe House on turn 1.

Celeste wrote:

Hand: Wayfinder, Mirian Rass, Gem of Mental Acuity, Blessing of Abadar, Aqueous Orb, Rodrick, Alaeron, Blessing of the Seventh Veil

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:

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 [x ] +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:


Female Lunar Naga Tier 1 Sorcerer

Radovan: adding your deck to your hand gives 22 cards. That's 3 more than Grazzle or I. Is that correct? Or does it include 3 devil forms not actually in 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)

I'll take a look in case something funny happened. Radovan went through Assault on Absalom, which has a card feat as a reward. Either way, I'll look into it.

Edit: My handler shows 21 cards in my full deck list, which is correct. 15 base plus: 1 card for Assault on Absalom, 1 card for AD 1 in Plundered Tombs, 3 cards for AD 2-4 in SotS, and 0-3C card feat reward. Yet somehow it thinks there are 22 cards in my deck. (?) I'll keep looking. Could be my offline handler is screwy.

I thought I had it figured out, but nope. There's a bug somewhere. Anyway, I think Celeste should be at 20 cards? 15 base + Tier 1-4 + 0-3C card feat.


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)

Radovan's full deck list, if yer curious:

ENTER DECK LIST HERE!!
Vreva Jhafae
Elyana
Sorrowsoul
Shy Ratani
Harrow Deck
Wayfinder
Brine's Sting
Red Leathers
Vampiric Backsword +3
Shadowless Sword
Disrupting Rapier +1
B of Abadar 2
B of Midnight Lord
B of Abadar
B of Zon-Kuthon
Impossible Bottle
Charm Person
B of Starsong
Compass
Shadowless Sword 2
B of Maat

Total Deck Count:
21


During This Scenario: When you acquire an ally from a location deck, put it under this card.

Party Ship: Mistmourn. Your ship is anchored at the Theater of Corruption.

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:

Isawyn the Diva (Villain)
Spoiler:
Isawyn the Diva
Villain 5
Type: Monster
Traits: Human Bard
To Defeat: Combat 21 OR Arcane 15
Before you act, succeed at a Wisdom 11 check or you may not play cards that have the Attack trait or weapons.
"Welcome to the Theater of Corruption. The show is just about to start… with your deaths!" -- Isawyn

Gorebeard Trench (Henchman)

Spoiler:
Gorebeard Trench
Henchman 5
Type: Monster
Traits: Human Barbarian
To Defeat: Combat 22
If this is not the first exploration of your turn, Gorebeard Trench may not be evaded.
If you play a weapon, the difficulty of the check to defeat is increased by 5.
If defeated, you may immediately attempt to close the location this henchman came from.

Lady Nightshade (Henchman)

Spoiler:
Lady Nightshade
Henchman 5
Type: Monster
Traits: Outsider Illusionist
To Defeat: Combat 19
Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
If defeated, you may immediately attempt to close the location this henchman came from.

Sentinel Devil (Henchman)

Spoiler:
Sentinel Devil
Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, 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.

Buccaneer (Summon)

Spoiler:
Buccaneer
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.

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 (Stage Prop for Hire)

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:

Allies Under Scenario:

Plunder:

(BR Only)

Spoiler:


Random Monsters:

Monster 1
Spoiler:
Sapphire Jellyfish
Monster 4
Traits: Animal Aquatic
To Defeat: Combat 18
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

Monster 2

Spoiler:
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.

Monster 3

Spoiler:
Werecrocodile
Monster 3
Traits: Lycanthrope Aquatic
To Defeat: Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.

Monster 4

Spoiler:
Norgorber Cultist
Monster 5
Traits: Elf Cultist
To Defeat: Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.

Monster 5

Spoiler:
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.

Random Barriers:

Barrier 1
Spoiler:
Electricity Arc Trap
Barrier 4
Traits: Trap Magic Electricity
To Defeat: Dexterity Disable 12 OR Intelligence Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.

Barrier 2

Spoiler:
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.

Barrier 3

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 4

Spoiler:
Hull Damage
Barrier 1
Traits: Obstacle Aquatic Veteran
To Defeat: Intelligence Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

Barrier 5

Spoiler:
Pirate Hunting
Barrier B
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.

Random Weapons:

Weapon 1
Spoiler:
Dagger Pistol +1
Weapon 2
Traits: Knife Firearm Ranged Piercing Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

Weapon 2

Spoiler:
Navigator Musket +1
Weapon 3
Traits: Firearm Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.

Weapon 3

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.

Weapon 4

Spoiler:
Rapier +2
Weapon 4
Traits: Sword Melee Piercing Finesse Swashbuckling Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Weapon 5

Spoiler:
Icy Boarding Pike +1
Weapon B
Traits: Polearm Melee Piercing 2-Handed Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Random Spells:

Spell 1
Spoiler:
Righteousness
Spell 5
Traits: Magic Divine
To Acquire: Wisdom Divine 11
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Spell 2

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 3

Spoiler:
Rage
Spell 1
Traits: Magic Arcane
To Acquire: Intelligence Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

Spell 4

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 5

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.

Random Armor:

Armor 1
Spoiler:
Brine Dragonhide Breastplate
Armor 4
Traits: Heavy Armor Magic Aquatic
To Acquire: Constitution Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 2

Spoiler:
Reflecting Buckler
Armor 5
Traits: Shield Magic
To Acquire: Constitution Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Armor 3

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 4

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 5

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.

Random Items:

Item 1
Spoiler:
Helpful Haversack
Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

Item 2

Spoiler:
Wand of Flame
Item 2
Traits: Wand Attack Fire Magic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.

Item 3

Spoiler:
Alchemical Glue
Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Item 4

Spoiler:
Alchemical Glue
Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Item 5

Spoiler:
Besmara's Bones
Item 2
Traits: Tool Swashbuckling Besmara
To Acquire: Wisdom Survival 8
Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.

Random Allies:

Ally 1
Spoiler:
Barracuda Aiger
Ally 5
Traits: Half-Elf Rogue Captain Pirate
To Acquire: Dexterity Ranged 9 THEN Charisma Diplomacy 12
If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.

Ally 2

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 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:
Royster McCleagh
Ally 2
Traits: Human Fighter Pirate
To Acquire: Charisma Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 5

Spoiler:
Mase Darimar
Ally 4
Traits: Half-Elf Druid Captain Pirate
To Acquire: Wisdom Perception 8 THEN Charisma Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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 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.

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 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.

Blessing 5

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.

Turn: 1 Celeste/elcoderdude
Top of Blessing Discard Pile:

Blessing of Kelizandri:
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.

Blessings Remaining: 29

Blessings Deck Cards/Turn Order:

Blessings Deck Card 2 - Turn 2 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 3 - Turn 3 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 4 - Turn 4 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 5 - Turn 5 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.

Blessings Deck Card 6 - Turn 6 Ranzak/Zalarian

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 7 - Turn 7 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 8 - Turn 8 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 9 - Turn 9 Celeste/elcoderdude

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 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 11 - Turn 11 Grazzle/Matsu Kurisu

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 12 - Turn 12 Radovan/wkover

Spoiler:
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.

Blessings Deck Card 13 - Turn 13 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 14 - Turn 14 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 15 - Turn 15 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 16 - Turn 16 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 17 - Turn 17 Celeste/elcoderdude

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.

Blessings Deck Card 18 - Turn 18 Ranzak/Zalarian

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 19 - Turn 19 Grazzle/Matsu Kurisu

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.

Blessings Deck Card 20 - Turn 20 Radovan/wkover

Spoiler:
Blessing of Abadar
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 21 - Turn 21 Celeste/elcoderdude

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.

Blessings Deck Card 22 - Turn 22 Ranzak/Zalarian

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.

Blessings Deck Card 23 - Turn 23 Grazzle/Matsu Kurisu

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 24 - Turn 24 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 25 - Turn 25 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 26 - Turn 26 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 27 - Turn 27 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 28 - Turn 28 Radovan/wkover

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.

Blessings Deck Card 29 - Turn 29 Celeste/elcoderdude

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 30 - Turn 30 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.

Theater of Corruption
At This Location (Open): After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude, Grazzle/Matsu Kurisu, Radovan/wkover, Ranzak/Zalarian

Theater of Corruption Card 1:
Corlan
Ally 3
Traits: Tengu Smuggler
To Acquire: Charisma Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Location: After you play an ally, banish it.
Theater of Corruption Card 2:
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.
Location: After you play an ally, banish it.
Theater of Corruption Card 3:
Galvo
Monster 5
Traits: Aberration Aquatic Swarm
To Defeat: Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Location: After you play an ally, banish it.
Theater of Corruption Card 4:
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.
Location: After you play an ally, banish it.
Theater of Corruption Card 5:
Keen Falcata +1
Weapon 2
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Location: After you play an ally, banish it.
Theater of Corruption Card 6:
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.
Location: After you play an ally, banish it.
Theater of Corruption Card 7:
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.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Location: After you play an ally, banish it.
Theater of Corruption Card 8:
Isawyn the Diva
Villain 5
Type: Monster
Traits: Human Bard
To Defeat: Combat 21 OR Arcane 15
Before you act, succeed at a Wisdom 11 check or you may not play cards that have the Attack trait or weapons.
Location: After you play an ally, banish it.
"Welcome to the Theater of Corruption. The show is just about to start… with your deaths!" -- Isawyn
Theater of Corruption Card 9:
Social Niceties
Barrier 5
Traits: Task
To Defeat: Charisma Diplomacy 14
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Location: After you play an ally, banish it.
Theater of Corruption Card 10:
Sea Troll
Monster 5
Traits: Troll Aquatic
To Defeat: Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
Location: After you play an ally, banish it.

Safe House
At This Location (Open): At the start of your turn, you may recharge a card to examine the top card of the location deck; then you may shuffle it.
When Closing: You may close this location automatically.
When Permanently Closed: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
At This Location (Closed): Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
M: 0 Ba: 3 W: 0 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None

Safe House Card 1:
Heartbreak Hinsin
Ally B
Traits: Human Aristocrat Pirate
To Acquire: Dexterity Disable 4 THEN Charisma Diplomacy 7
Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Safe House Card 2:
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.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Safe House Card 3:
Rosie Cusswell
Ally 1
Traits: Halfling Fighter Pirate
To Acquire: Charisma Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Safe House Card 4:
Shark Skin Armor
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Safe House Card 5:
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.
Safe House Card 6:
Wyvern Blade Trap
Barrier 3
Traits: Trap
To Defeat: Dexterity Disable 10 OR Wisdom Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
Safe House Card 7:
Lady Nightshade
Henchman 5
Type: Monster
Traits: Outsider Illusionist
To Defeat: Combat 19
Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
If defeated, you may immediately attempt to close the location this henchman came from.
Safe House Card 8:
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.
Safe House Card 9:
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.
Safe House Card 10:
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.

House of Stolen Kisses
At This Location (Open): When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1
Located/Displayed Here: None

House of Stolen Kisses Card 1:
Charm Animal
Spell C
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
Bury this card to draw 1 random Animal ally from the box and add it to your hand.
If you do not have either the Arcane or Divine skill, banish this card after playing it.
House of Stolen Kisses Card 2:
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.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Location: When you acquire an ally, discard a card.
House of Stolen Kisses Card 3:
Kapre
Monster 5
Traits: Plant
To Defeat: Combat 20
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
House of Stolen Kisses 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.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Location: When you acquire an ally, discard a card.
House of Stolen Kisses Card 5:
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.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Location: When you acquire an ally, discard a card.
House of Stolen Kisses Card 6:
Freezing Sphere
Spell 3
Traits: Magic Arcane Cold Attack
To Acquire: Intelligence Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
House of Stolen Kisses Card 7:
Electricity Arc Trap
Barrier 4
Traits: Trap Magic Electricity
To Defeat: Dexterity Disable 12 OR Intelligence Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
House of Stolen Kisses Card 8:
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.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Location: When you acquire an ally, discard a card.
House of Stolen Kisses Card 9:
Sentinel Devil
Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.
House of Stolen Kisses Card 10:
Goblin Keelhaulin'
Barrier P
Traits: Skirmish Goblin Pirate Veteran
To Defeat: Constitution Fortitude 5 OR Wisdom Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.

Torture Pit
At This Location (Open): When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
At This Location (Closed): If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Torture Pit Card 1:
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.
Torture Pit Card 2:
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.
Torture Pit Card 3:
Sentinel Devil
Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Torture Pit Card 4:
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.
Torture Pit Card 5:
Giant Rock Crab
Monster 1
Traits: Animal Aquatic
To Defeat: Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.
Torture Pit Card 6:
Goblin Buckler Gun
Armor P
Traits: Shield Firearm
To Acquire: Dexterity Ranged 9 THEN Constitution Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Torture Pit Card 7:
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.
Torture Pit Card 8:
Old Salt
Ally C
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.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Torture Pit Card 9:
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.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Torture Pit Card 10:
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.

Festhall
At This Location (Open): If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
At This Location (Closed): No effect.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None

Festhall Card 1:
Sandara Quinn
Ally 1
Traits: Human Cleric Pirate
To Acquire: Charisma Diplomacy 5
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 2:
Magic Spyglass
Item 4
Traits: Object Magic
To Acquire: Intelligence Arcane Wisdom Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 3:
Gorebeard Trench
Henchman 5
Type: Monster
Traits: Human Barbarian
To Defeat: Combat 22
If this is not the first exploration of your turn, Gorebeard Trench may not be evaded.
If you play a weapon, the difficulty of the check to defeat is increased by 5.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 4:
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 your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 5:
Norgorber Cultist
Monster 5
Traits: Elf Cultist
To Defeat: Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 6:
Blasting Pistol +2
Weapon 5
Traits: Firearm Ranged Piercing Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 7:
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 your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 8:
Goblin Pegleg
Weapon P
Traits: Club Melee Bludgeoning Poison Swashbuckling
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate

Festhall Card 9:
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.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Location: If your check has the Swashbuckling trait, add 1d4 to it.
Festhall Card 10:
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 your check has the Swashbuckling trait, add 1d4 to it.

Tengu Rookery
At This Location (Open): At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
At This Location (Closed): At the end of your turn, you may examine the top card of another location deck.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Tengu Rookery Card 1:
Sefina
Ally 4
Traits: Nymph Nereid
To Acquire: Wisdom Survival Charisma Diplomacy 12
Bury this card to evade your encounter.
Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Tengu Rookery Card 2:
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.
Tengu Rookery Card 3:
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.
Tengu Rookery Card 4:
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.
Tengu Rookery Card 5:
Sentinel Devil
Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Tengu Rookery Card 6:
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.
Tengu Rookery Card 7:
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.
Tengu Rookery Card 8:
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.
Tengu Rookery Card 9:
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.
Tengu Rookery Card 10:
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.


Female Lunar Naga Tier 1 Sorcerer

Celeste and the merry band of marauders weigh anchor at the Theatre of Corruption. Blessing is Kelizandri.
Plunder: 1d6 ⇒ 4 Item

SOT: Recharge Marian Rass (which is not playing her :) to use my power to scout Safe House. (That Lady Nightshade gives me the creeps.)
Safe House card 1: Ally B, Heartbreak Hinsin

Move to Safe House.
Explore.
Just rolling this (two-check B ally)
Dex 4: 1d8 ⇒ 8
Char 7: 1d10 + 3 ⇒ (4) + 3 = 7
Heartbreak Hinsin acquired, goes in Ally pile

Discard Wayfinder to examine my location, may shuffle, may explore.
Safe House card 2: Ally 4, Pteranodon
I don't remember if folks want Ally 4s, or just Ally 5s. Fours are still pretty useful, so I'll discard ally Rodrick to use his power to add a d8 to an acquire.
Survival 11: 2d8 + 6 ⇒ (8, 5) + 6 = 19
Pteranodon acquired, goes in Ally pile

Ending turn, cause I need more oomph if I hit that henchb*****.
EOT: Recharge Alaeron to examine Torture Pit, because it's brutal.
Torture Pit card 1: Barrier 4, Crawling Cyclops Hands. Yeah. This thing can banish 5 cards from your hand, WCS, so read it well.

Celeste wrote:

Hand: Ice Storm, Blessing of Pharasma 1, Gem of Mental Acuity, Blessing of Abadar, Aqueous Orb, Blessing of the Elements, Fire Snake, Blessing of the Seventh Veil

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Blessings available. 7th veil is +1 die, or +2 die for non-combat Int/Char

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 [x ] +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: Mirian Rass, Alaeron
Discard Pile:
Wayfinder, Rodrick
Buried Pile:

Turn summary:
Starting plunder is item
Celeste is at Safe House
Acquired top 2 cards at Safe House (both allies)
Top card of Torture Pit is barrier 4 Crawling Cyclops Hands


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

Starting Hand -

Ranzak wrote:

Hand: BoLamashtu, Force Shortbow +1, Mighty Steed, Old Salt, Steel Ibis Lamellar, Swipe, Boots of Alacrity, Buckler Gun

Displayed:
Deck: 10 Discard: 0 Buried: 0

Turn Order - Celeste, Ranzak, Grazzle, Radovan

Turn 2 - Blessing of the Gods

Give Card: None
Move Theater of Corruption -> Festhall
Explore - Festhall Card 1: Sandara Quinn

Boon Acquire Attempt (CHA) DC 5: 1d4 + 1d6 + 3 ⇒ (4) + (5) + 3 = 12 Auto Acquired - Ally is Displayed

Sandara Quinn:

Ally 1
Traits: Human Cleric Pirate
To Acquire: Charisma Diplomacy 5
If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Location: If your check has the Swashbuckling trait, add 1d4 to it.

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

Free Explore - Festhall Card 2: Magic Spyglass

Boon Acquire Attempt (WIS) DC 8: 2d4 + 5 ⇒ (1, 3) + 5 = 9 Boon Acquired

Magic Spyglass:

Item 4
Traits: Object Magic
To Acquire: Intelligence Arcane Wisdom Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
Location: If your check has the Swashbuckling trait, add 1d4 to it.

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

Free Explore - Festhall Card 3: Gorebeard Trench. Will reveal shortbow and recharge old salt. Will bury BoLamashtu for check. Difficulty is increased by 5

Force Shortbow +1 Combat Check DC 22+5=27: 1d6 + 1d10 + 4 + 5 + 2d10 ⇒ (4) + (7) + 4 + 5 + (9, 4) = 33 Monster defeated

Gorebeard Trench:

Henchman 5
Type: Monster
Traits: Human Barbarian
To Defeat: Combat 22
If this is not the first exploration of your turn, Gorebeard Trench may not be evaded.
If you play a weapon, the difficulty of the check to defeat is increased by 5.
If defeated, you may immediately attempt to close the location this henchman came from.
Location: If your check has the Swashbuckling trait, add 1d4 to it.

Will attempt close revealing shortbow and party discarding blessing

Force Shortbow +1 Combat Check DC 8+5=13: 1d6 + 1d10 + 4 + 1d10 ⇒ (2) + (8) + 4 + (1) = 15 Monster defeated

Charisma Check DC 8: 1d6 + 0 ⇒ (6) + 0 = 6 No additional allies gained

Buccaneer:

Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.

Festhall is closed

Will discard steed to move and explore - Tengu Rookery Card 1: Sefina

Boon Acquire Attempt (Survival) DC 12: 2d4 + 8 ⇒ (4, 2) + 8 = 14 Boon Acquired - Ally is displayed

Sefina:

Ally 4
Traits: Nymph Nereid
To Acquire: Wisdom Survival Charisma Diplomacy 12
Bury this card to evade your encounter.
Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.

Boon Acquired - Raid Check DC 3: 1d6 + 0 ⇒ (2) + 0 = 2 No more raids today
At end of turn will examine top card of Safe Houre Card #3 -Rosie Cusswell

Ranzak wrote:

Hand: Force Shortbow +1, Steel Ibis Lamellar, Swipe, Boots of Alacrity, Buckler Gun, Magic Spyglass, BoHorus, Gem of Physical Prowess

Displayed:
Deck: 9 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:
"

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: 1 BoGobs BoAbadar BoWadjet Wayfinder Hand Cannon Animalbane Crossbow +2 Stormrune Knife Letter of Marque
Recharged: Old Salt
Discard Pile:Mighty Steed
Buried Pile:BoLamashtu

Most Recent BR Refresh
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 [x] +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.


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 - Nice turn! Discarding Starsong for Ranzak's location close. While I'm at it, I'll also banish Charm Person to draw random human ally:

Royster McCleagh:

Royster McCleagh
Ally 2
Traits: Human Fighter Pirate
To Acquire: Charisma Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Radovan wrote:

Hand: Royster McCleagh, Shy Ratani, Brine's Sting, Vreva Jhafae, Disrupting Rapier,

Displayed: Viridio and Quang forms; Norge display: []; Quang display: []; Viridio display: [] {only 2 forms active},
Deck: 16 Discard: 1 Buried: 0
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 [X] 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

Celeste, Raznak, Grazzle, Radovan

Recharge Blessing of Thoth to examine for Raznak

Grazzle - 3 / Blessing of the Gods

Start of Turn
Grazzle heal (Repelling Pike +1, Blessing of Pharasma) = Heal 2*2 + 1 = 5
Celeste 2, Raznak 1, Radovan 1

At: Theater of Corruption
Give: No
Move: House of Stolen Kisses

Free Explore = 1: Charm Animal, Spell C, Divine 7
Divine 1d8+2+3
Divine 7: 1d8 + 2 + 3 ⇒ (7) + 2 + 3 = 12 - Acquired

Bury ac Charm Animal, gain Albatross, Ally 5
Don't know whether I would want to use this as it goes back into location deck

Discard Wayfarer Explore with +2D on checks = 2: Pteranodon, Ally 4, Survival 11
Survival 1d10+2+2, Wayfarer +2D6
Survival 11: 1d10 + 2 + 2 + 2d6 ⇒ (8) + 2 + 2 + (6, 6) = 24 - acquired
Display by Scenario (Pteranodon)
Location discard (Albatross)

Recharge (Holy Javelin) examine House of Stolen Kisses Card 3:

Kapre, Monster 5:

Traits: Plant
To Defeat: Combat 20
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.

End of Turn
Draw Volcanic Storm, Wayfarer

Summary
Location = House of Stolen Kisses
Acquired = 1: Charm Animal, 2: Pteranodon
Banished =
Examined = 3: Kapre, Monster 5
From Box = Ally 2: Albatross
Displayed = Scenario (Pteranodon)

Used =

Grazzle Heal Celeste 2, Raznak 1, Radovan 1

Grazzle wrote:

Hand: Blessing of Abadar, Blessing of Abraxas, Aqueous Orb, Cleric of Nethys, Volcanic Storm, Shroud Cloak, Find Traps

Displayed: , , , , , ,
Deck: 9 Discard: 4 Buried: 1
"Notes: Cards available to recharge for Examines (Volcanic Storm, Abraxas, Abadar )
Find Traps +2D vs Barrier. Use first vs Barrier
Abraxas +2D Arcane/Divine, Abadar +2D vs Barrier. Blessings available"
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 +3
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 - Healed for 1. Thanks! Flip BoG. I want to fail to acquire a boon asap, so I'm moving to Safe House and encountering R. Cusswell (already exposed). I choose not to acquire Rosie (Rose banished), so I get a Quang display (Jellyfish 4) as a result.

Radovan crosses paths with a scrappy fighter with a high tolerance for mead (15 pints and counting) and a penchant for snappy invectives. The drinkers eventually part ways, as even Rad's ears were stinging from Rosie's chatter by the end of the night.

Discard Vreva to explore, encounter Shark Skin armor.

Con 7 w/ Vreva bonus: 1d8 + 2 + 1d6 ⇒ (7) + 2 + (1) = 10

It's never been difficult for the tiefling to arrive empty-handed and leave pockets-rich, but this was even easier than normal. Armor is often left unoccupied, as it's clumsy to wear informally - but so much the better for the rogue's acquisitions.

Armor 2 acquired, displayed by Quang. Discard Ratani to explore again, encounter Fortified Breastplate (armor 5).

Con 10 w/ Ratani bonus, lvl2 Quang display: 1d8 + 2 + 1d8 + 1d6 + 2 ⇒ (5) + 2 + (5) + (2) + 2 = 16

With his convincing tongue, Radovan trades away his fresh Sharkskin for a much higher quality breastplate. Clunky, sure - but someone will find a good use for it.

Armor 5 acquired, displayed by Quang. Discard Royster to explore again. Encounter Wyvern Blade Trap.

Still coming down from his trading-up, Radovan nearly walks into a spring-loaded blade trap to catch and kill the unwary.

Disable 10 w/ lvl 4 Quang display: 1d8 + 2 + 1d6 + 4 ⇒ (2) + 2 + (5) + 4 = 13

Catching the rogue unawares isn't easy, and this homespun trap isn't an exception. Ducked, dodged, and carrying on.

Blade trap defeated and banished.

Radovan wrote:

Hand: Compass, Sorrowsoul, Brine's Sting, Impossible Bottle, B of Midnight Lord, Disrupting Rapier +1,

Displayed: Viridio and Quang forms; Norge display: []; Quang display: [1 lvl 5]; Viridio display: [] {only 2 forms active},
Deck: 12 Discard: 3 Buried: 0
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. BoML adds two 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 [X]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [X] 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

Cards #3-6 at Safe House acquired or banished.


1 person marked this as a favorite.
Female Lunar Naga Tier 1 Sorcerer

Modifying previous post:
I was thrown off by the phrase "intentionally fail to acquire".
I get the point, but to be clear I would phrase that as:
"I choose not to attempt to acquire X, which counts as failing"
Carry on.


Female Lunar Naga Tier 1 Sorcerer

Celeste at Safe House. Radovan is with her. (Figure he's lurking to make use of failed acquire checks. Celeste tries not to mined.)
<PRIOR TO TURN> Grazzle heals Celeste for two. Thanks.

Blessing is Cayden Cailean.
SOT: Not scouting elsewhere so as to hold onto my hand. Not using location to scout here for same reason. We'll see how that pans out.
Explore.
Lady Nightshade, Henchman.

I totally deserved that. My chutzpah said, even though this is my worst matchup, with this hand I can take her. (Especially since this close is automatic.)
BYA: Radovan and I both summon monsters.
You know he'll make mincemeat of his.
My summon: Random monster 1:
Monster 4, Saphire Jellyfish. Damn.
Jellyfish BYA: Both Rad & I take d4 Electricity damage.
Mine:
Zap: 1d4 ⇒ 4
Max damage, and Rad's power doesn't reduce it. No sweat.
Discard Gem, Firesnake, and the Abadar and 7th Veil blessings.
Combat is 18.
Display Aqueous Orb and leave it displayed to use Arc+d6.
Use Grazzle's Abraxas
Combat 18: 3d10 + 1d6 + 5 ⇒ (4, 5, 9) + (5) + 5 = 28
Well, that's lovely. Hope I won't miss those die rolls against Ms Nasty.

I won't use Rad's resources, so his d4 damage and fight shouldn't affect me, but I'll look at his monster in case it matters to me: Rad fights Random Monster Two, namely: Jellyfish Swarm. How apt.

Angry Naga vs upstart Illusionist. Here I'll discard the Aqueous Orb I have displayed, and I'll add my own Pharasma.
Combat 19: 3d10 + 3d6 + 5 ⇒ (1, 10, 5) + (5, 5, 4) + 5 = 35
That would put MOST baddies six feat under. But this one is tricksy:
Illusion?: 1d6 ⇒ 2
Nice. But I've a trick too: when I flipped this DOB, I went and squeezed into my size L official Paizo Harsk t-shirt (which once fit). So I can reroll *any* die, once per scenario; I choose this.
Illusion?: 1d6 ⇒ 6
MUCH better.
Lady Nightshade defeated
Shuffle Aqueous Orb into my deck.
Safe Harbor is closed. This is automatic.

EOT: Out of time, gotta post and run, so sorry no scouting.

Celeste wrote:

Hand: Ice Storm, Blessing of the Spellbound, Blessing of Pharasma, Binder's Tome, Augury, Blessing of the Elements, Rodrick, Aqueous Orb

Displayed:
Deck: 7 Discard: 5 Buried: 0
Notes: Post-heal, you can use my blessings. Before that: hold off if they don't recharge, unless the need is dire

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 [x ] +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:
Gem of Mental Acuity , Fire Snake, Blessing of the Seventh Veil, Blessing of Abadar, Blessing of Pharasma 1
Buried Pile:

Turn summary:
Radovan takes d4 Electricity damage
Radovan fights Random Monster 2 (Swarm)
Used Grazzle's Abraxas
Defeated Lady Nightshade
Closed Safe House
Could really use a heal, Mr. Grazzle


Radovan already nabbed Sapphire Jellyfish for a Quang display, so the BYA encounters are going to be a bit different. Generating some new random monsters (will edit post once I have them).

Celeste fights a Giant Sea Anemone

Giant Sea Anemone:
Giant Sea Anemone
Monster 5
Traits: Animal Aquatic
To Defeat: Combat 20
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

Radovan fights a Galvo (sorry!)

Galvo:
Galvo
Monster 5
Traits: Aberration Aquatic Swarm
To Defeat: Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage. If the check to defeat has the Fire trait, add 1d6 to it. If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.


Female Lunar Naga Tier 1 Sorcerer

Razzamatazz. At this late date, I did not understand that Radovan grabs random monsters.
I don't have time to retcon/unwind - I am with family till 8 pm or so.
Whatever Ryan wants to rule is fine with me. Or I can pick up pieces later. Thanks.


During This Scenario: When you acquire an ally from a location deck, put it under this card.

Party Ship: Mistmourn. Your ship is anchored at the Theater of Corruption.

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:

Isawyn the Diva (Villain)
Spoiler:
Isawyn the Diva
Villain 5
Type: Monster
Traits: Human Bard
To Defeat: Combat 21 OR Arcane 15
Before you act, succeed at a Wisdom 11 check or you may not play cards that have the Attack trait or weapons.
"Welcome to the Theater of Corruption. The show is just about to start… with your deaths!" -- Isawyn

Gorebeard Trench (Henchman)

Spoiler:
Gorebeard Trench
Henchman 5
Type: Monster
Traits: Human Barbarian
To Defeat: Combat 22
If this is not the first exploration of your turn, Gorebeard Trench may not be evaded.
If you play a weapon, the difficulty of the check to defeat is increased by 5.
If defeated, you may immediately attempt to close the location this henchman came from.

Lady Nightshade (Henchman)

Spoiler:
Lady Nightshade
Henchman 5
Type: Monster
Traits: Outsider Illusionist
To Defeat: Combat 19
Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
If defeated, you may immediately attempt to close the location this henchman came from.

Sentinel Devil (Henchman)

Spoiler:
Sentinel Devil
Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, 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.

Buccaneer (Summon)

Spoiler:
Buccaneer
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.

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 (Stage Prop for Hire)

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:

Albatross (Ally 5)
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.

Charm Animal (Spell B)

Spoiler:
Charm Animal
Spell C
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
Bury this card to draw 1 random Animal ally from the box and add it to your hand.
If you do not have either the Arcane or Divine skill, banish this card after playing it.

Fortified Breastplate (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.

Magic Spyglass (Item 4)

Spoiler:
Magic Spyglass
Item 4
Traits: Object Magic
To Acquire: Intelligence Arcane Wisdom Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

Royster McCleagh (Ally 2)

Spoiler:
Royster McCleagh
Ally 2
Traits: Human Fighter Pirate
To Acquire: Charisma Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Shark Skin Armor (Armor 2)

Spoiler:
Shark Skin Armor
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Allies Under Scenario:

Heartbreak Hinsin (Ally B)
Pteranodon (Ally 4) x2
Sandara Quinn (Ally 1)
Sefina (Ally 4)

Plunder:

1. Item

(BR Only)

Spoiler:

0VXNXsfqk9aLGtKWBrJzXD7OxIDG1FVqOOrARiasf2pDMdVNhug6S6x4ViYIgPz0

Random Monsters:

Monster 1
Spoiler:
Cecaelia
Monster B
Traits: Merfolk Aquatic
To Defeat: Combat 13
Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.

Monster 2

Spoiler:
Dire Shark
Monster 4
Traits: Animal Aquatic
To Defeat: Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.

Monster 3

Spoiler:
Owlbeartross
Monster P
Traits: Aberration
To Defeat: Combat 13 THEN Combat 15
Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.

Monster 4

Spoiler:
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.

Monster 5

Spoiler:
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.

Random Barriers:

Barrier 1
Spoiler:
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.

Barrier 2

Spoiler:
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.

Barrier 3

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.

Barrier 4

Spoiler:
Dead Man's Chest
Barrier C
Traits: Cache Lock Pirate
To Defeat: Dexterity Disable 11 OR Strength Melee 13
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.

Barrier 5

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.

Random Weapons:

Weapon 1
Spoiler:
Icy Boarding Pike +1
Weapon B
Traits: Polearm Melee Piercing 2-Handed Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Weapon 2

Spoiler:
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 3

Spoiler:
Navigator Musket +1
Weapon 3
Traits: Firearm Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.

Weapon 4

Spoiler:
Icy Boarding Pike +1
Weapon B
Traits: Polearm Melee Piercing 2-Handed Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Weapon 5

Spoiler:
Spellsword +2
Weapon 4
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee Arcane Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.

Random Spells:

Spell 1
Spoiler:
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.

Spell 2

Spoiler:
Freezing Sphere
Spell 3
Traits: Magic Arcane Cold Attack
To Acquire: Intelligence Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

Spell 3

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.

Spell 4

Spoiler:
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.

Spell 5

Spoiler:
Rage
Spell 1
Traits: Magic Arcane
To Acquire: Intelligence Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

Random Armor:

Armor 1
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 2

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 3

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 4

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 5

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.

Random Items:

Item 1
Spoiler:
Anchor
Item B
Traits: Tool
To Acquire: Wisdom Survival 8
Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.

Item 2

Spoiler:
Wand of Flame
Item 2
Traits: Wand Attack Fire Magic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.

Item 3

Spoiler:
Crystal of Healing Hands
Item 3
Traits: Accessory Magic Divine Healing
To Acquire: Wisdom Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.

Item 4

Spoiler:
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.

Item 5

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.

Random Allies:

Ally 1
Spoiler:
Arronax Endymion
Ally 5
Traits: Human Aristocrat Pirate
To Acquire: Charisma Diplomacy 13
Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 2

Spoiler:
Joseph "Jack" Scrimshaw
Ally C
Traits: Human Pirate
To Acquire: Charisma Diplomacy 6
Reveal this card to add 1d10 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 3

Spoiler:
Mase Darimar
Ally 4
Traits: Half-Elf Druid Captain Pirate
To Acquire: Wisdom Perception 8 THEN Charisma Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 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:
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


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 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 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 Cayden Cailean
Blessing C
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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: 5 Celeste/elcoderdude
Top of Blessing Discard Pile:

Blessing of Cayden Cailean:
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.

Blessings Remaining: 25

Blessings Deck Cards/Turn Order:

Blessings Deck Card 6 - Turn 6 Ranzak/Zalarian

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 7 - Turn 7 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 8 - Turn 8 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 9 - Turn 9 Celeste/elcoderdude

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 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 11 - Turn 11 Grazzle/Matsu Kurisu

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 12 - Turn 12 Radovan/wkover

Spoiler:
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.

Blessings Deck Card 13 - Turn 13 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 14 - Turn 14 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 15 - Turn 15 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 16 - Turn 16 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 17 - Turn 17 Celeste/elcoderdude

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.

Blessings Deck Card 18 - Turn 18 Ranzak/Zalarian

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 19 - Turn 19 Grazzle/Matsu Kurisu

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.

Blessings Deck Card 20 - Turn 20 Radovan/wkover

Spoiler:
Blessing of Abadar
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 21 - Turn 21 Celeste/elcoderdude

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.

Blessings Deck Card 22 - Turn 22 Ranzak/Zalarian

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.

Blessings Deck Card 23 - Turn 23 Grazzle/Matsu Kurisu

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 24 - Turn 24 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 25 - Turn 25 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 26 - Turn 26 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 27 - Turn 27 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 28 - Turn 28 Radovan/wkover

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.

Blessings Deck Card 29 - Turn 29 Celeste/elcoderdude

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 30 - Turn 30 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.

Theater of Corruption
At This Location (Open): After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Theater of Corruption Card 1:
Corlan
Ally 3
Traits: Tengu Smuggler
To Acquire: Charisma Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Location: After you play an ally, banish it.
Theater of Corruption Card 2:
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.
Location: After you play an ally, banish it.
Theater of Corruption Card 3:
Galvo
Monster 5
Traits: Aberration Aquatic Swarm
To Defeat: Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Location: After you play an ally, banish it.
Theater of Corruption Card 4:
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.
Location: After you play an ally, banish it.
Theater of Corruption Card 5:
Keen Falcata +1
Weapon 2
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Location: After you play an ally, banish it.
Theater of Corruption Card 6:
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.
Location: After you play an ally, banish it.
Theater of Corruption Card 7:
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.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Location: After you play an ally, banish it.
Theater of Corruption Card 8:
Isawyn the Diva
Villain 5
Type: Monster
Traits: Human Bard
To Defeat: Combat 21 OR Arcane 15
Before you act, succeed at a Wisdom 11 check or you may not play cards that have the Attack trait or weapons.
Location: After you play an ally, banish it.
"Welcome to the Theater of Corruption. The show is just about to start… with your deaths!" -- Isawyn
Theater of Corruption Card 9:
Social Niceties
Barrier 5
Traits: Task
To Defeat: Charisma Diplomacy 14
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Location: After you play an ally, banish it.
Theater of Corruption Card 10:
Sea Troll
Monster 5
Traits: Troll Aquatic
To Defeat: Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
Location: After you play an ally, banish it.

Safe House
At This Location (Open): At the start of your turn, you may recharge a card to examine the top card of the location deck; then you may shuffle it.
When Closing: You may close this location automatically.
When Permanently Closed: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
At This Location (Closed): Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude, Radovan/wkover

Safe House Card 1 (Lady Nightshade):
Lady Nightshade
Henchman 5
Type: Monster
Traits: Outsider Illusionist
To Defeat: Combat 19
Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
If defeated, you may immediately attempt to close the location this henchman came from.
Safe House Card 2:
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.
Safe House Card 3:
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.
Safe House Card 4:
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.

House of Stolen Kisses
At This Location (Open): When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/Matsu Kurisu

House of Stolen Kisses Card 1 (Kapre):
Kapre
Monster 5
Traits: Plant
To Defeat: Combat 20
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
House of Stolen Kisses Card 2:
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.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Location: When you acquire an ally, discard a card.
House of Stolen Kisses Card 3:
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.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Location: When you acquire an ally, discard a card.
House of Stolen Kisses Card 4:
Freezing Sphere
Spell 3
Traits: Magic Arcane Cold Attack
To Acquire: Intelligence Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
House of Stolen Kisses Card 5:
Electricity Arc Trap
Barrier 4
Traits: Trap Magic Electricity
To Defeat: Dexterity Disable 12 OR Intelligence Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
House of Stolen Kisses Card 6:
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.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Location: When you acquire an ally, discard a card.
House of Stolen Kisses Card 7:
Sentinel Devil
Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.
House of Stolen Kisses Card 8:
Goblin Keelhaulin'
Barrier P
Traits: Skirmish Goblin Pirate Veteran
To Defeat: Constitution Fortitude 5 OR Wisdom Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.

Torture Pit
At This Location (Open): When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
At This Location (Closed): If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Torture Pit Card 1 (Crawling Cyclops Hands):
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.
Torture Pit Card 2:
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.
Torture Pit Card 3:
Sentinel Devil
Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Torture Pit Card 4:
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.
Torture Pit Card 5:
Giant Rock Crab
Monster 1
Traits: Animal Aquatic
To Defeat: Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.
Torture Pit Card 6:
Goblin Buckler Gun
Armor P
Traits: Shield Firearm
To Acquire: Dexterity Ranged 9 THEN Constitution Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Torture Pit Card 7:
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.
Torture Pit Card 8:
Old Salt
Ally C
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.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Torture Pit Card 9:
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.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Torture Pit Card 10:
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.

Festhall
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Tengu Rookery
At This Location (Open): At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
At This Location (Closed): At the end of your turn, you may examine the top card of another location deck.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ranzak/Zalarian

Tengu Rookery Card 1:
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.
Tengu Rookery Card 2:
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.
Tengu Rookery Card 3:
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.
Tengu Rookery Card 4:
Sentinel Devil
Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Tengu Rookery Card 5:
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.
Tengu Rookery Card 6:
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.
Tengu Rookery Card 7:
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.
Tengu Rookery Card 8:
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.
Tengu Rookery Card 9:
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.


So, Celeste will need to re-do that entire encounter, sorry. See my post above for what each of them encounter (don't grab from Random Monsters list).


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)

@Robert - I'll evade my Galvo w/ Quang, so you don't need to worry about me. You're facing an Anemone (see above post), and you don't want to lose or you'll recharge your hand. Reminder: I have Sorrowsoul in hand, which I can recharge after a roll to add 1 to all of your results of 1 or 2.


Female Lunar Naga Tier 1 Sorcerer

Doing the time warp (again).
Celeste at Safe House with buddy Radovan. Blessing is Cayden Cailen.
As a reminder, my (reconstituted) hand is:
<PRE-TURN HAND>

Celeste wrote:

Hand: Ice Storm, Aqueous Orb, Blessing of the Elements, Gem of Mental Acuity , Fire Snake, Blessing of the Seventh Veil, Blessing of Abadar, Blessing of Pharasma 1

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

SOT: No scouting.

Explore.
Wow - Lady Nightshade. Who'd a thought.
The coward summons a Giant Sea Anemone to defend her. Paltry thing.
For the BYA check to evade, I play Fire Snake, and I add my Blessing of the Seventh Veil.
Perception 14: 3d10 + 5 ⇒ (2, 7, 10) + 5 = 24
Celeste, at least, is perceptive. (Between her and me, that's one of us.) Anemone evaded. Shuffle Fire Snake into my deck.
Radovan does his ubercharacter thing and evades his as well, so no damage to either of us. On to the fight.

I'm not 100% clear on whether Nightshade's Illusion thing keeps recurring (thematically, it should), and I'm also not 100% clear on whether a displayed Aqueous Orb would be continuously usable. So let's just start with Ice Storm.
Play Ice Storm and add my Pharasma.
Combat 19: 3d10 + 3d8 + 5 ⇒ (5, 8, 6) + (4, 7, 1) + 5 = 36
That's one cold Illusionist. Or is it?*
Displacer b****: 1d6 ⇒ 6
Ha! Got her, first time! (Today's shirt is Seoni. Being the second I bought, it fits better.)
Lady Nightshade defeated
Shuffle Ice Storm into my deck
Safe House closed

Since I've a wealth of cards left in this timeline, I'll recharge my Gem of Mental Acuity to scout Tengu Rookery.
Tengu Rookery card 1: Monster B, Shackles Pirate

*Footnote: Ice Storm ignores non-villain AYA, but, diabolically, Lady Nightshade's Illusion power is not written as an AYA effect.

Celeste wrote:

Hand: Alaeron, Aqueous Orb, Blessing of the Elements, Ice Storm, Fire Snake, Blessing of the Spellbound, Blessing of Abadar, Rodrick

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Blessings available. Spellbound is +1 die (recharges if check invokes Arcane or Divine)

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 [x ] +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:
Blessing of the Seventh Veil, Blessing of Pharasma 1
Buried Pile:

Turn summary:
Party resources used: None
Encountered Lady Nightshade
Evaded Anemone
Radovan evaded Galvo
Defeated Lady Nightshade (yeah)
Safe House closed
Tengu Rookery card 1 is Monster B, Shackles Pirate


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

Out of Turn Updates: Healed 1 from Grazzle

Turn Order: Celeste, Ranzak, Grazzle, Radovan
Turn: 6 - Blessings of Gorum[/ooc]
SOT: None
Give Card: None
Move: Stay at Tengu Rookery

Explore: Tengu Rookery Card 1:
Shackles Pirate. Will reveal shortbow for check

Force Shortbow +1 Combat Check DC 9+5=14: 1d6 + 1d10 + 4 ⇒ (5) + (6) + 4 = 15 Monster defeated

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.

Explore: Will discard Blessing of Horus and move to Torture Pit Card encountering card #1 (Crawling Cyclops Hands). I will recharge gem of Physical prowess using con and have Grazzle use find traps

Constitution Check DC 10: 1d12 + 2d12 ⇒ (5) + (10, 9) = 24 Success

Crawling Cyclops Hands):

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.

EOT: Will put boots of Alacrity on top of deck and move to Tengu Rookery and then examine top of location: Theater of Corruption Card 1: Corlan (Al3)
End Turn and Reset hand discarding Buckler Gun

[u]Summary[/u]
Acquired: None
Banished: Tengu Rookery #1 Shackles Pirate, Torture Pit#1 Crawling Cyclops Hands
Examined: Theater of Corruption Card 1: Corlan (Al3)
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: Grazzle's Find Traps
Actions needed by other Player(s): None

Ranzak wrote:

Hand: Force Shortbow +1, Steel Ibis Lamellar, Swipe, Boots of Alacrity, Animalbane Crossbow +2, Magic Spyglass, Hand Cannon, Stormrune Knife

Displayed:
Deck: 8 Discard: 2 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:
"
Swipe, Hand Cannon, Stormrune Knife, Force Shortbow +1

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: 1 BoGobs BoAbadar BoWadjet Wayfinder Old Salt Mighty Steed Letter of Marque
Recharged: Gem of Physical Prowess
Discard Pile:BoHorus, Buckler Gun
Buried Pile:BoLamashtu

Status Link
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 [x] +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

Celeste, Raznak, Grazzle, Radovan

Recharge Find Traps for Raznak

Grazzle - 7 / Blessing of the Gods

Start of Turn
Grazzle heal (Armor of the Sands, Binder's Tome, Blessing of Qi Zhong ) = Heal 3*2 + 1 = 7
Celeste 2, Raznak 2, Radovan 3

At: House of Stolen Kisses
Give: No
Move: No

Free Explore = 1: Kapre, Monster 5, Traits: Plant, To Defeat: Combat 20
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre,
put it on the bottom of the location deck, and move to a random location.
BYA, Wisdom 12 check or a random character at your location takes an amount of Combat damage
Charisma 1d8+3, Discard Celeste's Blessing of the Seventh Veil 2d8
Evade Kapre: Charisma 12: 1d8 + 3 + 2d8 ⇒ (7) + 3 + (8, 7) = 25
EVADED = 1: Kapre => Now bottom card of House of Stolen Kisses
new location 1-6: 1d6 ⇒ 3 - 3 House of Stolen Kisses Back where I started from :-)

Discard Blessing of Abraxas explore = 2: Ambrose "Fishguts" Kroop, Ally 1, Charisma 6
Nope! Not worth it
I choose not to attempt to acquire 2: Ambrose "Fishguts" Kroop - Banished

Grazzle examine power, recharge (Volcanic Storm)
Examine House of Stolen Kisses 3: Coral Capuchin, Ally 1

3: 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.

End of Turn
Draw Restorative Touch, Fire Snake, Holy Light

Start of Raznak's Turn
Recharge Restorative Touch, heal 1d4+1: 1d4 + 1 ⇒ (4) + 1 = 5

Not healed card 1: 1d8 ⇒ 2 - Blessing of Pharasma
Not healed card 2: 1d7 ⇒ 3 - ac Albatross
Not healed card 3: 1d6 ⇒ 4 - Binder's Tome

discard pile:

Repelling Pike +1
Blessing of Pharasma
Wayfarer
ac Albatross
Armor of the Sands
Binder's Tome
Blessing of Qi Zhong
Blessing of Abraxas

Summary
Location = House of Stolen Kisses
Acquired =
Banished = 2: Ambrose "Fishguts" Kroop
Examined = 3: Coral Capuchin, 1: Kapre => Now bottom card of House of Stolen Kisses
From Box =
Displayed =

Used = Discard Celeste's Blessing of the Seventh Veil

Grazzle Heal: Celeste 2, Raznak 2, Radovan 3

Grazzle wrote:

Hand: Blessing of Abadar, Shroud Cloak, Aqueous Orb, Cleric of Nethys, , Fire Snake, Holy Light

Displayed: , , , , , ,
Deck: 11 Discard: 3 Buried: 1
"Notes: Cards available to recharge for Examines (Holy Light, Fire Snake Abadar )
Abadar +2D vs Barrier. Blessings available"
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 +3
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)

Healed for 3. Thanks! Flip BoG. Move to Torture Pit and explore, encounter Protect (Spell 2).

Wis 6: 1d6 ⇒ 6 - spell acquired, displayed beside Quang

Recharge Compass to move to House of Stolen Kisses and examine already-revealed Coral Capuchin. Discard Sorrowsoul to explore, choose not to acquire - Capuchin is banished. Get Viridio display as a result: random monster #1, Cecaelia B.

Discard Rapier +1, reset hand.

Radovan wrote:

Hand: B of Maat, Harrow Deck, Brine's Sting, Impossible Bottle, B of Midnight Lord, B of Abadar 2,

Displayed: Viridio and Quang forms; Norge display: []; Quang display: [1 lvl 2, 1 lvl 5]; Viridio display: [1 lvl B] {only 2 forms active},
Deck: 13 Discard: 2 Buried: 0
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. BoML adds two 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 [X]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [X] 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

Acquired card #2 at Torture Pit, banished card #3 at HoSK, displayed random monster #1 (Cecaelia B). I'll give bottle to Grazzle next turn, if he's still at HoSK.


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 - At start of Celeste's turn, bury Harrow deck to examine and reorder top 3 cards (3-5) of Torture Pit: Sentinel Devil (henchman), Seaborne Trident +1 (Weapon 3), Giant Rock Crab. - I'll leave cards in that order

Radovan wrote:

Hand: B of Maat, Brine's Sting, Impossible Bottle, B of Midnight Lord, B of Abadar 2,

Displayed: Viridio and Quang forms; Norge display: []; Quang display: [1 lvl 2, 1 lvl 5]; Viridio display: [1 lvl B] {only 2 forms active},
Deck: 13 Discard: 2 Buried: 1
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. BoML adds two 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 [X]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [X] 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

TOP CARD OF TORTURE PIT (#3) IS SENTINEL DEVIL (HENCHMAN).

Sentinel Devil stats:

Sentinel Devil
Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.


During This Scenario: When you acquire an ally from a location deck, put it under this card.

Party Ship: Mistmourn. Your ship is anchored at the Theater of Corruption.

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:

Isawyn the Diva (Villain)
Spoiler:
Isawyn the Diva
Villain 5
Type: Monster
Traits: Human Bard
To Defeat: Combat 21 OR Arcane 15
Before you act, succeed at a Wisdom 11 check or you may not play cards that have the Attack trait or weapons.
"Welcome to the Theater of Corruption. The show is just about to start… with your deaths!" -- Isawyn

Gorebeard Trench (Henchman)

Spoiler:
Gorebeard Trench
Henchman 5
Type: Monster
Traits: Human Barbarian
To Defeat: Combat 22
If this is not the first exploration of your turn, Gorebeard Trench may not be evaded.
If you play a weapon, the difficulty of the check to defeat is increased by 5.
If defeated, you may immediately attempt to close the location this henchman came from.

Lady Nightshade (Henchman)

Spoiler:
Lady Nightshade
Henchman 5
Type: Monster
Traits: Outsider Illusionist
To Defeat: Combat 19
Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
If defeated, you may immediately attempt to close the location this henchman came from.

Sentinel Devil (Henchman)

Spoiler:
Sentinel Devil
Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, 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.

Buccaneer (Summon)

Spoiler:
Buccaneer
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.

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 (Stage Prop for Hire)

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:

Albatross (Ally 5)
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.

Charm Animal (Spell B)

Spoiler:
Charm Animal
Spell C
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
Bury this card to draw 1 random Animal ally from the box and add it to your hand.
If you do not have either the Arcane or Divine skill, banish this card after playing it.

Fortified Breastplate (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.

Magic Spyglass (Item 4)

Spoiler:
Magic Spyglass
Item 4
Traits: Object Magic
To Acquire: Intelligence Arcane Wisdom Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

Protect (Spell 2)

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.

Royster McCleagh (Ally 2)

Spoiler:
Royster McCleagh
Ally 2
Traits: Human Fighter Pirate
To Acquire: Charisma Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Shark Skin Armor (Armor 2)

Spoiler:
Shark Skin Armor
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Allies Under Scenario:

Heartbreak Hinsin (Ally B)
Pteranodon (Ally 4) x2
Sandara Quinn (Ally 1)
Sefina (Ally 4)

Plunder:

1. Item

(BR Only)

Spoiler:

0VXNXsfqk9aLGtKWBrJzXD7OxIDG1FVqOOrARiasf2pDMdVNhug6S6x4ViYIgPz0

Random Monsters:

Monster 1
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 2

Spoiler:
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.

Monster 3

Spoiler:
Insanity Daemon
Monster 5
Traits: Outsider
To Defeat: Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.

Monster 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:
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:
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.

Barrier 2

Spoiler:
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.

Barrier 3

Spoiler:
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.

Barrier 4

Spoiler:
Lookout Duty
Barrier B
Traits: Task Veteran
To Defeat: Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Barrier 5

Spoiler:
Dead Man's Chest
Barrier C
Traits: Cache Lock Pirate
To Defeat: Dexterity Disable 11 OR Strength Melee 13
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.

Random Weapons:

Weapon 1
Spoiler:
Spellsword +2
Weapon 4
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee Arcane Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.

Weapon 2

Spoiler:
Blasting Pistol +2
Weapon 5
Traits: Firearm Ranged Piercing Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

Weapon 3

Spoiler:
Musket +2
Weapon 3
Traits: Firearm Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Weapon 4

Spoiler:
Navigator Musket +1
Weapon 3
Traits: Firearm Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.

Weapon 5

Spoiler:
Blasting Pistol +2
Weapon 5
Traits: Firearm Ranged Piercing Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

Random Spells:

Spell 1
Spoiler:
Control Weather
Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 11
Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
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.

Spell 3

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 4

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 5

Spoiler:
Righteousness
Spell 5
Traits: Magic Divine
To Acquire: Wisdom Divine 11
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Random Armor:

Armor 1
Spoiler:
Reflecting Buckler
Armor 5
Traits: Shield Magic
To Acquire: Constitution Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Armor 2

Spoiler:
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 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:
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 5

Spoiler:
Shark Skin Armor
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Random Items:

Item 1
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 2

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.

Item 3

Spoiler:
Spyglass
Item B
Traits: Object
To Acquire: Wisdom Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Item 4

Spoiler:
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 5

Spoiler:
Potion of Heroism
Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

Random Allies:

Ally 1
Spoiler:
Rosie Cusswell
Ally 1
Traits: Halfling Fighter Pirate
To Acquire: Charisma Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 2

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 3

Spoiler:
Audessa Reyquio
Ally 4
Traits: Human Aristocrat
To Acquire: Dexterity Acrobatics 7 THEN Charisma Diplomacy 10
Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.

Ally 4

Spoiler:
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.

Ally 5

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.

Random Blessings:

Blessing 1
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.

Blessing 2

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.

Blessing 3

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.

Blessing 4

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 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: 9 Celeste/elcoderdude
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 10 - Turn 10 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 11 - Turn 11 Grazzle/Matsu Kurisu

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 12 - Turn 12 Radovan/wkover

Spoiler:
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.

Blessings Deck Card 13 - Turn 13 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 14 - Turn 14 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 15 - Turn 15 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 16 - Turn 16 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 17 - Turn 17 Celeste/elcoderdude

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.

Blessings Deck Card 18 - Turn 18 Ranzak/Zalarian

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 19 - Turn 19 Grazzle/Matsu Kurisu

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.

Blessings Deck Card 20 - Turn 20 Radovan/wkover

Spoiler:
Blessing of Abadar
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 21 - Turn 21 Celeste/elcoderdude

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.

Blessings Deck Card 22 - Turn 22 Ranzak/Zalarian

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.

Blessings Deck Card 23 - Turn 23 Grazzle/Matsu Kurisu

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 24 - Turn 24 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 25 - Turn 25 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 26 - Turn 26 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 27 - Turn 27 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 28 - Turn 28 Radovan/wkover

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.

Blessings Deck Card 29 - Turn 29 Celeste/elcoderdude

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 30 - Turn 30 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.

Theater of Corruption
At This Location (Open): After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Theater of Corruption Card 1 (Corlan):
Corlan
Ally 3
Traits: Tengu Smuggler
To Acquire: Charisma Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Location: After you play an ally, banish it.
Theater of Corruption Card 2:
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.
Location: After you play an ally, banish it.
Theater of Corruption Card 3:
Galvo
Monster 5
Traits: Aberration Aquatic Swarm
To Defeat: Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Location: After you play an ally, banish it.
Theater of Corruption Card 4:
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.
Location: After you play an ally, banish it.
Theater of Corruption Card 5:
Keen Falcata +1
Weapon 2
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Location: After you play an ally, banish it.
Theater of Corruption Card 6:
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.
Location: After you play an ally, banish it.
Theater of Corruption Card 7:
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.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Location: After you play an ally, banish it.
Theater of Corruption Card 8:
Isawyn the Diva
Villain 5
Type: Monster
Traits: Human Bard
To Defeat: Combat 21 OR Arcane 15
Before you act, succeed at a Wisdom 11 check or you may not play cards that have the Attack trait or weapons.
Location: After you play an ally, banish it.
"Welcome to the Theater of Corruption. The show is just about to start… with your deaths!" -- Isawyn
Theater of Corruption Card 9:
Social Niceties
Barrier 5
Traits: Task
To Defeat: Charisma Diplomacy 14
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Location: After you play an ally, banish it.
Theater of Corruption Card 10:
Sea Troll
Monster 5
Traits: Troll Aquatic
To Defeat: Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
Location: After you play an ally, banish it.

Safe House
Closed
At This Location (Closed): Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Celeste/elcoderdude

House of Stolen Kisses
At This Location (Open): When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/Matsu Kurisu, Radovan/wkover

House of Stolen Kisses Card 1:
Freezing Sphere
Spell 3
Traits: Magic Arcane Cold Attack
To Acquire: Intelligence Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
House of Stolen Kisses Card 2:
Electricity Arc Trap
Barrier 4
Traits: Trap Magic Electricity
To Defeat: Dexterity Disable 12 OR Intelligence Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
House of Stolen Kisses Card 3:
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.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Location: When you acquire an ally, discard a card.
House of Stolen Kisses Card 4:
Sentinel Devil
Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.
House of Stolen Kisses Card 5:
Goblin Keelhaulin'
Barrier P
Traits: Skirmish Goblin Pirate Veteran
To Defeat: Constitution Fortitude 5 OR Wisdom Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.
House of Stolen Kisses Card 6 (Kapre):
Kapre
Monster 5
Traits: Plant
To Defeat: Combat 20
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.

Torture Pit
At This Location (Open): When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
At This Location (Closed): If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Torture Pit Card 1 (Sentinel Devil):
Sentinel Devil
Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Torture Pit Card 2 (Seaborne Trident +1):
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.
Torture Pit Card 3 (Giant Rock Crab):
Giant Rock Crab
Monster 1
Traits: Animal Aquatic
To Defeat: Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.
Torture Pit Card 4:
Goblin Buckler Gun
Armor P
Traits: Shield Firearm
To Acquire: Dexterity Ranged 9 THEN Constitution Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Torture Pit Card 5:
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.
Torture Pit Card 6:
Old Salt
Ally C
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.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Torture Pit Card 7:
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.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Torture Pit Card 8:
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.

Festhall
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Tengu Rookery
At This Location (Open): At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
At This Location (Closed): At the end of your turn, you may examine the top card of another location deck.
M: 1 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ranzak/Zalarian

Tengu Rookery Card 1:
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.
Tengu Rookery Card 2:
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.
Tengu Rookery Card 3:
Sentinel Devil
Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.
Tengu Rookery Card 4:
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.
Tengu Rookery Card 5:
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.
Tengu Rookery Card 6:
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.
Tengu Rookery Card 7:
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.
Tengu Rookery Card 8:
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.


Female Lunar Naga Tier 1 Sorcerer

<PRIOR TO TURN>
Discard Blessing of the Spellbound for Grazzle. Grazzle then heals me 2. Thanks :)

Celeste at closed Safe House. Blessing is Norgorber.
SOT: Recharge Alaeron to examine Tengu Rookery.
Tengu Rookery card 1: Monster C, Shackles Pirate.
Really. Not the same one as before (I had to check - that one was a B.)

Move to Torture Pit.
Explore.
Sentinel Devil.
Against nearly anyone else I could have used Alaeron and my bite for d6+d8.
Freeze this dude. Play Ice Storm (Arcane/Cold/Attack). Recharge my Blessing of the Elements.
Combat 20: 2d10 + 3d8 + 5 ⇒ (4, 9) + (8, 6, 1) + 5 = 33
Sentinel Devil defeated.
Shuffle Ice Storm into my deck.

We are awash in Abadars, so for the close, playing Fire Snake and discarding my own Abadar.
Dex 11: 2d10 + 5 ⇒ (1, 8) + 5 = 14
Torture Pit is closed.
Permanently closed effect: Bury Rodrick.
Shuffle Fire Snake into my deck.

EOT: Recharge my last card in hand, Aqueous Orb, to examine House of Stolen Kisses:
House of Stolen Kisses card 1: Spell 3, Freezing Sphere (Arcane)

Celeste wrote:

Hand: Blessing of the Spellbound, Cloudburst, Gem of Mental Acuity , Blessing of the Elements, Alaeron, Fire Snake, Volcanic Storm, Binder's Tome

Displayed:
Deck: 9 Discard: 2 Buried: 1
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 [x ] +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: Aqueous Orb
Discard Pile:
Blessing of Pharasma 1, Blessing of Abadar
Buried Pile:
Rodrick

Turn summary:
Party resources used: None
Celeste is at Torture Pit
Defeated Sentinel Devil
Torture Pit is closed
Top card of Tengu Rookery is Shackles Pirate (another one)
Top card of House of Stolen Kisses is Spell 3 (Arcane)


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

Out of Turn Updates: Grazzle healed 2 cards. At end of Celeste's turn, will put boots of alacrity on top of deck to move to House of Stolen Kisses

Turn Order: Celeste, Ranzak, Grazzle, Radovan
Turn: 10 - Blessings of the gods
SOT: None
Give Card: Swipe spell to Grazzle
Move: House of Stolen Kisses-> Theater of Corruption
Explore: Theater of Corruption Card 1 (Corlan)

Charisma Check DC 9: 1d6 + 1d4 + 3 ⇒ (4) + (1) + 3 = 8
Charisma Check DC 9 PAIZO REROLL: 7 + 1d4 ⇒ 7 + (3) = 10 Success. Corlan is displayed

Corlan:

Ally 3
Traits: Tengu Smuggler
To Acquire: Charisma Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Location: After you play an ally, banish it.

Boon Acquired - Raid Check DC 3: 1d6 ⇒ 2 No Raids today

EOT: End Turn and Reset hand discarding shortbow

[u]Summary[/u]
Acquired: None
Banished: ToC#1: Corlan
Examined: None
Random Card(s) Used: None
Displayed: Corlan
Other Player(s) Resources Used: None
Actions needed by other Player(s): Grazzle to add Swipe to hand

Ranzak wrote:

Hand: BoAbadar, Steel Ibis Lamellar, Gem of Physical Prowess, Boots of Alacrity, w1Animalbane Crossbow +2, Magic Spyglass, w4Hand Cannon, w3Stormrune Knife

Displayed:
Deck: 8 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:
"
BoAbadar, w3Stormrune Knife, w4Hand Cannon

Sideboard cards: Swipe;

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: 1 BoGobs BoWadjet BoHorus Buckler Gun Wayfinder Old Salt Mighty Steed Letter of Marque
Recharged:
Discard Pile:w2Force Shortbow +1
Buried Pile:BoLamashtu

Most Recent BR Refresh
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 [x] +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

Celeste, Raznak, Grazzle, Radovan

Recieved Swipe from Raznak

Grazzle - 11 / Blessing of Abadar

Start of Turn
Grazzle heal (Cure, Blessing of Abraxas) = Heal 2*2 + 1 = 5
Celeste 2, Raznak 1, Radovan 2

At: House of Stolen Kisses
Give: No
Move: No

Free Explore = 1: Freezing Sphere, Spell 3, Intelligence 11
Intelligence 11: 1d8 ⇒ 1 = Banished

Grazzle.Examine (Holy Light) = House of Stolen Kisses Card 2: Electricity Arc Trap

Electricity Arc Trap:

Barrier 4, Traits: Trap Magic Electricity
To Defeat: Dexterity Disable 12 OR Intelligence Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.

Nope not for Grazzle. Radovan. This one is for you :-)

End of Turn
Exchange Shroud Cloak for Cure from discard pile
Draw Blessing of Thoth

Summary
Location = House of Stolen Kisses
Acquired =
Banished = 1: Freezing Sphere
Examined = 2: Electricity Arc Trap
From Box =
Displayed =

Used = Discard Celeste's Blessing of the Seventh Veil

Grazzle Heal: Celeste 2, Raznak 1, Radovan 2

Grazzle wrote:

Hand: Blessing of Abadar, Cure, Aqueous Orb, Cleric of Nethys, z Swipe, Fire Snake, Blessing of Thoth

Displayed: Shroud Cloak, Blessing of Abraxas, , , , ,
Deck: 9 Discard: 3 Buried: 1
"Notes: Cards available to recharge for Examines (Bo Thoth, z Swipe, Bo Abadar, Fire Snake )
Swipe = -3DC on any combat check
Thoth +2Dvs Cold/ NC Wisdom or +1D&Cold to any; Abadar +2D vs Barrier, +1D to any. Blessings available"
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 +3
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 - Full heal from Grazzle - thanks! Also got a Viridio display from Grazzle's failure to acquire: random monster #1 (Gargoyle Sniper 4).

Current turn: Flip B of Kelizandri. Give Impossible Bottle to Grazzle. Also, Grazzle recharges Thoth to examine top card (card #2) of Theater of Corruption: Dimension Leap (Arcane spell 3).

Stay at HoSK, encounter revealed Arc Trap. Using Grazzle's Abadar.

Disable 12 w/ Grazzle's abadar, lvl 2 Quang display: 1d8 + 2 + 2d8 + 1d6 + 2 ⇒ (1) + 2 + (5, 5) + (4) + 2 = 19

Arc Trap barrier defeated and banished. Discard my Abadar to explore again, encounter a Barefoot Toppin ally. Choose not to acquire (Toppin banished), get a Quang display: Random monster #2 (Shark-Eating Crab 4).

Radovan wrote:

Hand: B of Maat, B of Starsong, Brine's Sting, Royster McCleagh, B of Midnight Lord, Sorrowsoul,

Displayed: Viridio and Quang forms; Norge display: []; Quang display: [1 lvl 4, 1 lvl 5]; Viridio display: [1 lvl B, 1 lvl 4] {only 2 forms active},
Deck: 12 Discard: 1 Buried: 1
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. BoML adds two 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 [X]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [X] 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:
- revealed top card of Theater: card #2, Arcane spell 3 (Grazzle recharged Thoth to examine)
- banished cards 2 and 3 at HoSK
- gave Impossible Bottle to Grazzle
- got 2 Quang displays: random monsters #1 (Sniper 4) and #2 (Crab 4)
- support used: Grazzle's Abadar

Note: It would be nice if top card of HoSK (card #4) were eventually revealed by Celeste or Grazzle, just to be sure it isn't the villain.

Liberty's Edge

Grazzle - out of turn update

Received Impossible Bottle from Radovan
Recharged Blessing of Thoth
Discarded Blessing of Abadar

Grazzle wrote:

Hand: , Cure, Aqueous Orb, Cleric of Nethys, z Swipe, Fire Snake, z Impossible Bottle

Displayed: Shroud Cloak, Blessing of Abraxas, , , , ,
Deck: 10 Discard: 4 Buried: 1
Notes: Cards available to recharge for Examines (Cure, z Swipe, Fire Snake )
Swipe = -3DC on any combat check
Thoth +2Dvs Cold/ NC Wisdom or +1D&Cold to any; Blessings available
Impossible Bottle can block 2 Structural damage
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 +3
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.


Female Lunar Naga Tier 1 Sorcerer

<PRIOR TO TURN> Grazzle heals Celeste for two. Thanks as always.

Celeste at closed Torture Pit. Blessing is Besmara.
SOT: Play Fire Snake and toss my Blessing of Elements, trying to escape one more dose of torture.
Fort 10: 2d10 + 5 ⇒ (1, 3) + 5 = 9
Really? It's going to be like that, eh?
Willing to bury another, given our the presence of our uber-healer: bury Spite Cloud (dang).
Shuffle Fire Snake into deck.

SOT(also): Recharge Alaeron to examine House of Stolen Kisses.
House of Stolen Kisses current top card (orig #4): Sentinel Devil, Henchman.

Leaving that one to you boys. Heading for TR. Betcha the villainess turns up there eventually.

Move to Tengu Rookery.
Explore.
Hey, Shackles Pirate.
Volcanic Storm to the face.
Combat 14: 1d10 + 3d6 + 5 ⇒ (7) + (5, 5, 4) + 5 = 26
NOW the big die comes through.
Shackles Pirate defeated.
Shuffle Volcanic Storm into my deck.

Location gives me a freebie examine, but we're all examined out. (Didn't look before I leapt, clearly.)

Celeste wrote:

Hand: Twisted Space, Cloudburst, Gem of Mental Acuity , Mirian Rass, Wayfinder, Blessing of Pharasma 1, Blessing of Pharasma, Binder's Tome

Displayed:
Deck: 8 Discard: 1 Buried: 3
Notes: Blessings available. Twisted Space (spell): Lets any character anywhere evade a monster, with option to have another local character encounter it

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 [x ] +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 the Elements
Buried Pile:
Rodrick, Blessing of the Spellbound, Spite Cloud

Turn summary:
Top card at House of Stolen Kisses is henchman (Sentinel Devil) (card 4)
Celeste is at Tengu Rookery
Banished original card 2 at Tengu Rookery (Shackles Pirate)


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

Out of Turn Updates: Ranzak is healed 1 from Grazzle

Turn Order: Celeste, Ranzak, Grazzle, Radovan
Turn: 14 - Blessings of Besmara
SOT: None
Give Card: None

Will have Grazzle recharge a card to examine top of Rookery - Tengu Rookery Card 2: Flaming Longbow +2

Move: Theater of Corruption -> Tengu Rookery

Explore: Tengu Rookery Card 2: Flaming Longbow +2

Dexterity Check DC 13: 1d10 + 3 + 1d4 + 3 ⇒ (4) + 3 + (2) + 3 = 12 Initially No Success, Will discard Radovan's Blessing of Maat to add 3 to check to succeed.

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.

Boon Acquired - Raid Check DC 3: 1d6 ⇒ 4 Raid away!

Explore: Tengu Rookery Card 3: Sentinel Devil. Will recharge Stormrune knife revealing 3 other weapons for +4d4

w3Stormrune Knife Combat Check DC 20: 1d4 + 1d10 + 5 + 4d4 ⇒ (1) + (8) + 5 + (1, 1, 4, 2) = 22 Monster defeated

Sentinel Devil:

Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.

Will Banish Gem of Physical Prowess to close Tengu Rookery
Will then look at top card of my deck - Letter of Marque and give to Celeste

Ranzak hands Celeste a document with an official looking seal. "Ranzak has written thingy that makes pirates uncomfortable..they sweat and fork over treasure..see if this will help find scrolls"

Tengu Rookery is now closed

EOT: Will put boots on top of deck to move back to theater of corruption, End Turn and Reset hand discarding flaming longbow +2

[u]Summary[/u]
Acquired: TR#2:Flaming Longbow +2
Banished: rest of Rookery
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: Grazzle - 1 card for Examine; Radovan's Blessing of Maat
Actions needed by other Player(s): Celeste is given Letter of Marque

Ranzak wrote:

Hand: Steel Ibis Lamellar, Boots of Alacrity, w1Animalbane Crossbow +2, Magic Spyglass, w4Hand Cannon, Old Salt, BoHorus, Buckler Gun

Displayed:
Deck: 6 Discard: 2 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:
"
w4Hand Cannon

Sideboard cards: Swipe, Gem of Physical Prowess;

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: 1 BoGobs BoWadjet Wayfinder Mighty Steed w2Force Shortbow +1
Recharged: w3Stormrune Knife
Discard Pile:BoAbadar, Flaming Longbow +2
Buried Pile:BoLamashtu

Most Recent BR Refresh
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 [x] +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.


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 - B of Maat discarded for Ranzak's acquisition of Weapon 5.

Radovan wrote:

Hand: B of Starsong, Brine's Sting, Royster McCleagh, B of Midnight Lord, Sorrowsoul,

Displayed: Viridio and Quang forms; Norge display: []; Quang display: [1 lvl 4, 1 lvl 5]; Viridio display: [1 lvl B, 1 lvl 4] {only 2 forms active},
Deck: 12 Discard: 2 Buried: 1
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. BoML adds two 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 [X]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [X] 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

Celeste, Raznak, Grazzle, Radovan

Recharge Swipe for Raznak examine

Grazzle - 15 / Blessing of the Gods

Start of Turn
Grazzle heal (Holy Javelin, Volcanic Storm) = Heal 2*2 + 1 = 5
Celeste 1, Raznak 2, Radovan 2

At: House of Stolen Kisses
Give: No
Move: No

Auto Recharge Cure Cure 1d4+1: 1d4 + 1 ⇒ (3) + 1 = 4
healed card 1: 1d8 ⇒ 5 - Shroud Cloak
healed card 2: 1d7 ⇒ 5 - Blessing of Abraxas
healed card 3: 1d6 ⇒ 3 - Binder's Tome
healed card 4: 1d5 ⇒ 2 - ac Albatross

discard pile:

Blessing of Pharasma
ac Albatross
Binder's Tome
Blessing of Abadar
Shroud Cloak
Blessing of Abraxas
Holy Javelin
Volcanic Storm

Free Explore = 1: Sentinel Devil, Henchman 5, Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, you may immediately attempt to close the location this henchman came from.

Display Aqueous Orb 1d8+2+3+1d6, Grazzle Attack +2, Recharge Aqueous Orb +2d6, Celeste's Blessing of Pharasma 1 +2d8
Combat 20: 1d8 + 2 + 3 + 1d6 + 2 + 2d6 + 2d8 ⇒ (2) + 2 + 3 + (3) + 2 + (5, 1) + (1, 5) = 24 = Defeated

Attempt to close House of Stolen Kisses (Dexterity 7)
Recharge Fire Snake 1d8+2+3
Dexterity 7: 1d8 + 2 + 3 ⇒ (6) + 2 + 3 = 11 - Closed

Closed Location power card to hand 1-4: 1d4 ⇒ 1 - Blessing of Pharasma

discard pile:

Blessing of Pharasma
Blessing of Abadar
Holy Javelin
Volcanic Storm

End of Turn
Draw Wayfarer, Blessing of Abraxas, z Swipe, Binder's Tome

Summary
Location = House of Stolen Kisses - CLOSED
Acquired =
Banished = 1: Sentinel Devil
Examined =
From Box =
Displayed =

Used = Discard Celeste's Blessing of Pharasma 1

Grazzle Heal: Celeste 1, Raznak 2, Radovan 2

Grazzle wrote:

Hand: z Impossible Bottle, Cleric of Nethys, Blessing of Pharasma, Wayfarer, Blessing of Abraxas, z Swipe, Binder's Tome

Displayed: , , , , , ,
Deck: 12 Discard: 3 Buried: 1
"Notes: Cards available to recharge for Examines (z Swipe, Bo Abraxas, BoPharasma)
Swipe = -3DC on any combat check
Abraxas +2Dvs Arcane/Divine or +1D to any; Pharasma +2Dvs spell played on check or +1D to any; Blessings available
Impossible Bottle can block 2 Structural damage"
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 +3
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)

Got some Grazzle heals - thanks! Flip B of Besmara. Move to Theater of Corruption and explore. Encounter already revealed Dimension Leap, which I choose not to acquire (spell banished). Resultant Quang display: Insanity Daemon 5 (random monster #3).

Banish (per location effect) Royster to explore again, encounter Galvo. Strangely, the target # of the BYA check isn't listed, so I had to look it up: 13. Using Grazzle's Abraxas.

BYA Acro 13 w/ Abraxas, lvl 5 Quang display: 1d8 + 2 + 1d8 + 1d6 + 5 ⇒ (6) + 2 + (3) + (4) + 5 = 20

Combat 18 (looking for 22) w/ Brine's Sting, lvlB Viridio disply: 1d8 + 3d4 + 1d6 + 8 + 2d6 ⇒ (3) + (3, 1, 3) + (5) + 8 + (2, 1) = 26

Galvo defeated. Banish Sorrowsoul to explore, encounter Bottled Lightning. Using my Starsong, Grazzle's Pharasma.

Int 11 w/ lvl 4 Quang display, B of Starsong, B of Pharasma: 1d4 + 1d6 + 4 + 2d4 ⇒ (1) + (2) + 4 + (3, 2) = 12

Bottle acquired, displayed by Quang.

Radovan wrote:

Hand: Disrupting Rapier +1, B of Abadar, Brine's Sting, Shadowless Sword, B of Midnight Lord, Compass,

Displayed: Viridio and Quang forms; Norge display: []; Quang display: [2 lvl 5]; Viridio display: [1 lvl 4] {only 2 forms active},
Deck: 10 Discard: 1 Buried: 1
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. BoML adds two 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 [X]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5 [X] 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:
- Acquired or banished cards #2-4 @ Theater
- Got Quang display: random monster #3 (daemon)
- Used both of Grazzle's blessings: Abraxas, Pharasma
- Edit: Just caught the fact that Ranzak was at my location, so he had to do the BYA Acro/Dex 13 check for Galvo or take 1d6 elec damage. Resources available for the check: my BoML, Celeste's other Pharasma, Ranzak's blessing + Old Salt.


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

Out of Turn Update: Need to make Dex check from Galvo or take 1d6 damage

Dexterity Check DC 13: 1d10 + 3 ⇒ (6) + 3 = 9 No Success
Random Roll: 1d6 ⇒ 4 Electrical damage
Will reveal Armor to reduce electrical by 3 and discard Buckler Gun

Ranzak wrote:

Hand: Steel Ibis Lamellar, Boots of Alacrity, w1Animalbane Crossbow +2, Magic Spyglass, w4Hand Cannon, Old Salt, BoHorus

Displayed:
Deck: 6 Discard: 3 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:
"
w4Hand Cannon

Sideboard cards: Swipe, Gem of Physical Prowess;

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: 1 BoGobs BoWadjet Wayfinder Mighty Steed w2Force Shortbow +1
Recharged: w3Stormrune Knife
Discard Pile:BoAbadar, Flaming Longbow +2, Buckler Gun
Buried Pile:BoLamashtu


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

Status Link
Most Recent BR Refresh
[u]Current Blessing = Current Turn Blessing[/u]
"
"

Ranzak, Radovan - Theater of Corruption 5-10 remain // M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Safe House CLOSED
Grazzle - House of Stolen Kisses CLOSED
Torture Pit CLOSED
Festhall CLOSED
Celeste - Tengu Rookery CLOSED


During This Scenario: When you acquire an ally from a location deck, put it under this card.

Party Ship: Mistmourn. Your ship is anchored at the Theater of Corruption.

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:

Isawyn the Diva (Villain)
Spoiler:
Isawyn the Diva
Villain 5
Type: Monster
Traits: Human Bard
To Defeat: Combat 21 OR Arcane 15
Before you act, succeed at a Wisdom 11 check or you may not play cards that have the Attack trait or weapons.
"Welcome to the Theater of Corruption. The show is just about to start… with your deaths!" -- Isawyn

Gorebeard Trench (Henchman)

Spoiler:
Gorebeard Trench
Henchman 5
Type: Monster
Traits: Human Barbarian
To Defeat: Combat 22
If this is not the first exploration of your turn, Gorebeard Trench may not be evaded.
If you play a weapon, the difficulty of the check to defeat is increased by 5.
If defeated, you may immediately attempt to close the location this henchman came from.

Lady Nightshade (Henchman)

Spoiler:
Lady Nightshade
Henchman 5
Type: Monster
Traits: Outsider Illusionist
To Defeat: Combat 19
Before you act, you and a random other character at your location, if any, summon and encounter a random monster.
If you played a spell on the check, after you attempt the roll; roll 1d6. On a 1 or 2, start the check over. Cards played for the previous check do not affect the new check.
If defeated, you may immediately attempt to close the location this henchman came from.

Sentinel Devil (Henchman)

Spoiler:
Sentinel Devil
Henchman 5
Type: Monster
Traits: Outsider Devil
To Defeat: Combat 20
The Sentinel Devil is immune to the Fire and Poison traits.
If the check to defeat does not have the Attack or Ranged trait, discard a card before you attempt the roll.
If defeated, 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.

Buccaneer (Summon)

Spoiler:
Buccaneer
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.

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 (Stage Prop for Hire)

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:

Albatross (Ally 5)
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.

Bottled Lightning (Item 5)

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.

Charm Animal (Spell B)

Spoiler:
Charm Animal
Spell C
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
Bury this card to draw 1 random Animal ally from the box and add it to your hand.
If you do not have either the Arcane or Divine skill, banish this card after playing it.

Flaming Longbow +2 (Weapon 5)

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.

Fortified Breastplate (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.

Magic Spyglass (Item 4)

Spoiler:
Magic Spyglass
Item 4
Traits: Object Magic
To Acquire: Intelligence Arcane Wisdom Divine 8
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

Protect (Spell 2)

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.

Royster McCleagh (Ally 2)

Spoiler:
Royster McCleagh
Ally 2
Traits: Human Fighter Pirate
To Acquire: Charisma Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Shark Skin Armor (Armor 2)

Spoiler:
Shark Skin Armor
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Allies Under Scenario:

Corlan (Ally 3)
Heartbreak Hinsin (Ally B)
Pteranodon (Ally 4) x2
Sandara Quinn (Ally 1)
Sefina (Ally 4)

Plunder:

1. Item

(BR Only)

Spoiler:

0VXNXsfqk9aLGtKWBrJzXD7OxIDG1FVqOOrARiasf2pDMdVNhug6S6x4ViYIgPz0

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:
Dire Shark
Monster 4
Traits: Animal Aquatic
To Defeat: Combat 22
The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.

Monster 3

Spoiler:
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.

Monster 4

Spoiler:
Werecrocodile
Monster 3
Traits: Lycanthrope Aquatic
To Defeat: Combat 18
Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.

Monster 5

Spoiler:
Giant Sea Anemone
Monster 5
Traits: Animal Aquatic
To Defeat: Combat 20
The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

Random Barriers:

Barrier 1
Spoiler:
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.

Barrier 2

Spoiler:
Phantom Fog
Barrier 5
Traits: Obstacle Weather
To Defeat: Wisdom Survival 15
If undefeated, move to a random open location and shuffle this card into that 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:
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.

Barrier 5

Spoiler:
Electricity Arc Trap
Barrier 4
Traits: Trap Magic Electricity
To Defeat: Dexterity Disable 12 OR Intelligence Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.

Random Weapons:

Weapon 1
Spoiler:
Icy Boarding Pike +1
Weapon B
Traits: Polearm Melee Piercing 2-Handed Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Weapon 2

Spoiler:
Sword Cane Pistol +2
Weapon 4
Traits: Firearm Ranged Piercing Reliable Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.

Weapon 3

Spoiler:
Dagger Pistol +1
Weapon 2
Traits: Knife Firearm Ranged Piercing Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

Weapon 4

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 5

Spoiler:
Keen Rapier +3
Weapon 5
Traits: Sword Melee Piercing Finesse Swashbuckling Magic
To Acquire: Strength Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.

Random Spells:

Spell 1
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.

Spell 2

Spoiler:
Freezing Sphere
Spell 3
Traits: Magic Arcane Cold Attack
To Acquire: Intelligence Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

Spell 3

Spoiler:
Vomit Twin
Spell P
Traits: Magic Arcane
To Acquire: Constitution Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.

Spell 4

Spoiler:
Rage
Spell 1
Traits: Magic Arcane
To Acquire: Intelligence Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

Spell 5

Spoiler:
Righteousness
Spell 5
Traits: Magic Divine
To Acquire: Wisdom Divine 11
Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Random Armor:

Armor 1
Spoiler:
Reflecting Buckler
Armor 5
Traits: Shield Magic
To Acquire: Constitution Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Armor 2

Spoiler:
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:
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 4

Spoiler:
Goblin Buckler Gun
Armor P
Traits: Shield Firearm
To Acquire: Dexterity Ranged 9 THEN Constitution Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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:
Alchemical Glue
Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

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:
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.

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:
Alchemical Glue
Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Random Allies:

Ally 1
Spoiler:
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 2

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 3

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 4

Spoiler:
Lady Cerise Bloodmourn
Ally 4
Traits: Human Aristocrat Captain Pirate
To Acquire: Intelligence Knowledge 8 THEN Charisma Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ally 5

Spoiler:
Barracuda Aiger
Ally 5
Traits: Half-Elf Rogue Captain Pirate
To Acquire: Dexterity Ranged 9 THEN Charisma Diplomacy 12
If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.

Random Blessings:

Blessing 1
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 2

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 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 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 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: 17 Celeste/elcoderdude
Top of Blessing Discard Pile:

Blessing of Gozreh:
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.

Blessings Remaining: 13

Blessings Deck Cards/Turn Order:

Blessings Deck Card 18 - Turn 18 Ranzak/Zalarian

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 19 - Turn 19 Grazzle/Matsu Kurisu

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.

Blessings Deck Card 20 - Turn 20 Radovan/wkover

Spoiler:
Blessing of Abadar
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 21 - Turn 21 Celeste/elcoderdude

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.

Blessings Deck Card 22 - Turn 22 Ranzak/Zalarian

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.

Blessings Deck Card 23 - Turn 23 Grazzle/Matsu Kurisu

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 24 - Turn 24 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 25 - Turn 25 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 26 - Turn 26 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 27 - Turn 27 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 28 - Turn 28 Radovan/wkover

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.

Blessings Deck Card 29 - Turn 29 Celeste/elcoderdude

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 30 - Turn 30 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.

Theater of Corruption
At This Location (Open): After you play an ally, banish it.
When Closing: Choose a random other location and succeed at its When Closing requirement.
When Permanently Closed: Bury 1d4 cards; then draw 1d4 cards.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Radovan/wkover, Ranzak/Zalarian

Theater of Corruption Card 1:
Keen Falcata +1
Weapon 2
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Location: After you play an ally, banish it.
Theater of Corruption Card 2:
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.
Location: After you play an ally, banish it.
Theater of Corruption Card 3:
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.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Location: After you play an ally, banish it.
Theater of Corruption Card 4:
Isawyn the Diva
Villain 5
Type: Monster
Traits: Human Bard
To Defeat: Combat 21 OR Arcane 15
Before you act, succeed at a Wisdom 11 check or you may not play cards that have the Attack trait or weapons.
Location: After you play an ally, banish it.
"Welcome to the Theater of Corruption. The show is just about to start… with your deaths!" -- Isawyn
Theater of Corruption Card 5:
Social Niceties
Barrier 5
Traits: Task
To Defeat: Charisma Diplomacy 14
If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Location: After you play an ally, banish it.
Theater of Corruption Card 6:
Sea Troll
Monster 5
Traits: Troll Aquatic
To Defeat: Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
Location: After you play an ally, banish it.

Safe House
Closed
At This Location (Closed): Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

House of Stolen Kisses
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: Grazzle/Matsu Kurisu

Torture Pit
Closed
At This Location (Closed): If you start or end your turn at this location, succeed at a Constitution or Fortutide 10 check or bury the top card of your deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Festhall
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Tengu Rookery
Closed
At This Location (Closed): At the end of your turn, you may examine the top card of another location deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Celeste/elcoderdude


Female Lunar Naga Tier 1 Sorcerer

<PRIOR TO TURN> Ranzak gives me Letter of Marque (thanks again). Grazzle heals me 1, then uses one of my Pharasmas. (Fair trade.)

Celeste at closed Tengu Rookery. Blessing is Gozreh.
SOT: Recharge Gem of Mental Acuity to examine Theatre of Corruption:
Theatre of Corruption card 1: Weapon 2, Keel Falcata +1.

Not moving.
Bury Letter of Marque, ask for Spells.
Spell Bounty: 1d4 + 1 ⇒ (3) + 1 = 4
Hmm now.
Random Spells #1 to #4 are now at Tengu Rookery, in that order.

Explore (granted by the Letter, costing me my free explore).
Random Spell #1: Spell B, Instant Armor
Woo-hoo. Banish Instant Armor
Discard Marian Rass to explore.
Random Spell #2: Spell 3, Freezing Sphere
Better. But still. Just going for it:
Arcane 11: 1d10 + 5 ⇒ (7) + 5 = 12
Acquired Freezing Sphere. Did not deserve that, really.
Discard Wayfinder. Examine deck.
Random Spell #3: Spell P, Vomit Twin.
*sigh*. Goblins. Explore, roll it:
Con 6: 1d6 ⇒ 5
Banish Vomit Twin
Discard Pharasma to explore, cuz y'all are bound to win soon:
Random Spell #4: Spell 1, Rage
Oh, well. That's auto (Arc 6)
Acquire Rage

EOT: Recharge Rage to examine Theatre again

Celeste wrote:

Hand: Twisted Space, Cloudburst, Freezing Sphere, Fire Snake, Blessing of Abadar, Volcanic Storm, Blessing of the Seventh Veil, Binder's Tome

Displayed:
Deck: 7 Discard: 4 Buried: 4
Notes: Blessings available. 7th Veil is 1 die, or 2 for non-C Char/Int. Twisted Space (spell): Lets any character anywhere evade a monster, with option to have another local character encounter it

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 [x ] +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 , Rage
Discard Pile:
Blessing of Pharasma, Mirian Rass, Wayfinder, Blessing of Pharasma 1
Buried Pile:
Rodrick, Blessing of the Spellbound, Spite Cloud, Letter of Marque

Turn summary:
Party resources used: None
Top card of Theatre of C is Weapon 2
Celeste is at closed Tengu Rookery
Used Letter of Marque at TR
Banished Random Spell #1 and #3, acquired #2 and #4


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

Out of Turn Updates: Forgot to process heal prior to BYA check on Radovan's turn; Healed the 2 there

Turn Order: Celeste, Ranzak, Grazzle, Radovan
Turn: 18 - Blessings of Norgorber
SOT: None
Give Card: None
Move: Stay at Theater of Corruption

Explore: Theater of Corruption Card 1: Keen Falcata +1

Strength Check DC 11: 1d4 + 1d4 + 3 ⇒ (3) + (2) + 3 = 8 No Success

Keen Falcata +1:

Weapon 2
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Location: After you play an ally, banish it.

Will discard Boots of Alacrity to explore again

Explore: Theater of Corruption Card 2: Telekinesis. Will use Grazzle BoAbraxus for 2 dice

Wisdom Check DC 10: 1d4 + 2 + 1d4 + 3 + 2d4 ⇒ (1) + 2 + (2) + 3 + (3, 3) = 14 Success

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.
Location: After you play an ally, banish it.

Boon Acquired - Raid Check DC 3: 1d6 ⇒ 4 Raid away!
Explore: Theater of Corruption Card 3:
Albatross

Survival Check DC 11: 1d4 + 5 + 1d4 + 3 ⇒ (2) + 5 + (1) + 3 = 11 Success

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.
Scenario: When you acquire an ally from a location deck, put it under the scenario card.
Location: After you play an ally, banish it.

Boon Acquired - Raid Check DC 3: 1d6 ⇒ 6 Raid away!
Explore: Theater of Corruption Card 4:
Isawyn the Diva

"Not another pushy bard! That Bekah is a mean one..you, well, you sound terrible"

For BYA, will rechargebanish Old Salt, and use BoHorus and Celeste Bo7thVeil
Wisdom Check DC 11: 1d4 + 2 + 5 + 1d4 + 1d4 ⇒ (4) + 2 + 5 + (2) + (1) = 14 Success
Will reveal crossbow and use Celeste's BoAbadar, Radovan's BoAbadar, Grazzle's Blessing of Pharasma, and loaned Swipe spell

w1Animalbane Crossbow +2 Combat Check DC 21-3=18: 1d10 + 1d10 + 5 + 3d10 ⇒ (6) + (4) + 5 + (4, 4, 7) = 30 Bard is defeated

VICTORY IS OURS!

Isawyn the Diva:

Villain 5
Type: Monster
Traits: Human Bard
To Defeat: Combat 21 OR Arcane 15
Before you act, succeed at a Wisdom 11 check or you may not play cards that have the Attack trait or weapons.
Location: After you play an ally, banish it.
"Welcome to the Theater of Corruption. The show is just about to start… with your deaths!" -- Isawyn

EOT: End Turn and Reset hand


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

Status Link
Status Link
Most Recent BR Refresh
[u]Current Blessing = Current Turn Blessing[/u]
"Notes for Celeste: Ranzak used BoAbadar and Bo7thVeil
Notes for Grazzle: Ranzak used BoAbraxus, BoPharasma, and swipe
Notes for Radovan: Ranzak used BoAbadar
"

Ranzak, Radovan - Theater of Corruption CLOSED
Safe House CLOSED
Grazzle - House of Stolen Kisses CLOSED
Torture Pit CLOSED
Festhall CLOSED
Celeste - Tengu Rookery CLOSED


Development

With a puff of smoke, the devils disappear. The troupe’s leader and her flunkies also disappear in the chaos. If only you could have captured one, just to take out your frustrations on. It’s been ages since you’ve seen someone walk the plank. Still, the crowd is grateful. You spy a few here and there who might make likely cabin boys. It’s so hard to find a good cabin boy these days.

Reward

The party gets all the allies under this card.
Each character chooses an ally that has an adventure deck number of 5 or lower from the box.

Acquired Cards

Albatross (Ally 5) x2
Bottled Lightning (Item 5)
Charm Animal (Spell B)
Corlan (Ally 3)
Flaming Longbow +2 (Weapon 5)
Fortified Breastplate (Armor 5)
Freezing Sphere (Spell 3)
Heartbreak Hinsin (Ally B)
Magic Spyglass (Item 4)
*Onyx of Constitution (Item B)
Protect (Spell 2)
Pteranodon (Ally 4) x2
Rage (Spell 1)
Royster McCleagh (Ally 2)
Sandara Quinn (Ally 1)
Sefina (Ally 4)
Shark Skin Armor (Armor 2)
Telekinesis (Spell 4)

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


0-5C: Release the Obligatory Kraken

So that’s what Dagon’s Jaws look like! You’ve always wondered why places get named for how they look. You’d need wings to think these islands look like Dagon’s jaws, but still... you know Dagon is some kind of aquatic demon lord, so obviously, he must have big jaws. And that’s how it looks on the map.

The islands here are lush, lusher than most you’ve seen. A carpet of green spreads from shore to shore. Must be a good water supply here. It’s curious that no one affiliated with the Council has set up camp here. Maybe it has something to do with the bugs... or the snakes... or the cannibal natives your informant warned you about.

The information and the map you have been given led you to believe there’s an old temple to the demon lord here. Where there’s a temple, there’s usually a reliquary, along with a big pile o’ treasure. A pirate can’t earn everything just by running out guns and breaking out boarding pikes.

You task your navigator with finding a place to drop anchor so you can begin your search. After a brief argument with your first mate about how to read the treasure map, you discern a crumbling cavern entrance. At one time, it probably resembled a gaping maw. This must be the spot!


During This Scenario: Treat the set 1 villain Jemma Redclaw as if she were the villain Kraken. Treat the henchman Pirate Shade Haunt as if it also has the barrier type and the Curse trait.

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:

Kraken (Villain)
Spoiler:
Kraken
Villain 5
Type: Monster
Traits: Animal Aquatic
To Defeat: Constitution Fortitude 14 THEN Combat 23
Before you act, your ship is dealt 2d4 Structural damage.
Combat damage dealt by the Kraken is dealt to each character at your location and at another random occupied location.
If undefeated, your ship is wrecked.

Breath of Dagon (Henchman)

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.

Witch Doctor (Henchman)

Spoiler:
Witch Doctor
Henchman 5
Type: Monster
Traits: Human Witch
To Defeat: Combat 18
Each time a character plays a spell, the difficulty of the check to defeat is increased by 2.
If defeated, you may banish a barrier with the Curse trait displayed in fromt of a character at your location, and you may immediately attempt to close the location this henchman came from.

Curse of the Flesheaters (Henchman)

Spoiler:
Curse of the Flesheaters
Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Wisdom Divine 16
If undefeated, display this card next to your character card. While displayed, at the start of each of your turns, bury the top card of your deck.

Witch Doctor (Henchman)

Spoiler:
Witch Doctor
Henchman 5
Type: Monster
Traits: Human Witch
To Defeat: Combat 18
Each time a character plays a spell, the difficulty of the check to defeat is increased by 2.
If defeated, you may banish a barrier with the Curse trait displayed in fromt of a character at your location, and you may immediately attempt to close the location this henchman came from.

Eye of Dagon (Henchman)

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.

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.

Buccaneer (Summon)

Spoiler:
Buccaneer
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.

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 (Winner of the "Shackles' Most Handsome Jawline" award)

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.

Vrykolakas (Summon)

Spoiler:
Vrykolakas
Henchman 5
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and 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 Grazzle/Matsu Kurisu
Blessings Remaining: 30

Dagon's Jaws A
At This Location (Open): When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
This location remains open until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
At This Location (Closed): No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
This is the 6-card stack.

Dagon's Jaws B
At This Location (Open): When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
This location remains open until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
At This Location (Closed): No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
This is the 4-card stack.

Sacred Spring
At This Location (Open): Add 1d8 and the Magic trait to any check to defeat a monster with the Undead trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you may banish a card to recharge 1d6 random cards from the blessings discard pile. At the start of your turn, you may recharge a card to recharge a card from your discard pile.
At This Location (Closed): At the start of your turn, you may recharge a card to recharge a card from your discard pile.
M: 1 Ba: 0 W: 0 Sp: 3 Ar: 2 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None

Wishing Well
At This Location (Open): You automatically succeed at your checks to acquire boons. When you acquire a boon, summon and encounter the henchman Pirate Shade Haunt, which may not be evaded.
When Closing: Succeed at an intelligence or Knowledge 8 check.
When Permanently Closed: On closing, banish all Haunts next to your character card.
At This Location (Closed): If you end your turn at this location, banish all Haunts next to your character card.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: None

Sharkskin Reef
At This Location (Open): At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Shark Island
At This Location (Open): At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Shrine to Norgorber
At This Location (Open): At the start of your turn, a random character at your location is dealt 1d4-1 Force damage. If you are the only character at this location, bury the cards you would discard as damage instead.
When Closing: Bury a Blessing of Norgorber or banish 2 other blessings.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 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)

I'll start at Grazzle's location.

Radovan wrote:

Hand: Vreva Jhafae, B of Zon-Kuthon, Red Leathers, B of Maat, Keen Rapier +3, Compass,

Displayed: Norge and Quang forms; Norge display: []; Quang display: []; Viridio display: [] {only 2 forms active},
Deck: 15 Discard: 0 Buried: 0
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. BoZK adds two dice to con/finesse. For rapier, 4's on d4 count as 5.

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 [X] 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

Celeste will start at the Sacred Spring.
I predict at least once this scenario I'll be using the Mistmourn's evasion power to avoid a henchman. Also that I'll be scouting up a storm.
Not taking loot.

Celeste wrote:

Hand: Blessing of Pharasma, Alaeron, Blessing of the Spellbound, Fire Snake, Twisted Space, Numerology and Runes, Rodrick, Ice Storm

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Blessings available. BoSpellbound is +1 die, recharge on Arc/Div check. Twisted Space (spell): Lets any character anywhere evade a *monster*, with option to have another local character encounter it

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 [x ] +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 ([x] or 2 dice)


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

Buried Pile:

Liberty's Edge

Grazzle - 0-5C: Release the Obligatory Kraken

Loot
= None

Ship vote
=Mistmourn

Starting Location
= Sacred Spring

Starting Hand

Grazzle wrote:

Hand: Shroud Cloak, Find Traps, Holy Light, Binder's Tome, Wayfarer, Blessing of Qi Zhong, Armor of the Sands

Displayed: , , , , , ,
Deck: 12 Discard: 0 Buried: 0
"Notes: Cards available for examine (Armor of the Sands, Blessing of Qi Zhong)
BoQi Zhong = +1D any check. Find Traps +2D vs barrier. Available
"
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 +3
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. ([X] 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: Treat the henchman Pirate Shade Haunt as if it also has the barrier type and the Curse trait.
{ooc]Yippee!! My Restoring Touch can get rid of two of these beside one person :-)[/ooc]


Shifting Grazzle to last in turn order per request on Hangouts. Ranzak indicated they were starting in Dagon's Jaws B on Hangouts as well.

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