| BR skizzerz |
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
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
Kraken (Villain)
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)
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)
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)
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)
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)
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.
Besmara's Tricorne (Loot)
Loot 1
Type: Item
Traits: Accessory Magic Swashbuckling Besmara
Reveal this card to add 1 to your Constitution, Fortitude, Wisdom, or Survival check, or 1d8 to that check while on a ship.
Recharge this card to add 1d8 to a Constitution, Fortitude, Wisdom, or Survival check attempted by a character on a ship at your location.
Brine's Sting (Loot)
Loot 2
Type: Weapon
Traits: Sword Melee Slashing Finesse Swashbuckling Magic
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If the bane is a monster that has the Aquatic trait, you may reroll 1 die; you must take the second result. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Buccaneer's Breastplate (Loot)
Loot 2
Type: Armor
Traits: Heavy Armor Magic Aquatic
Reveal this card to reduce Combat damage dealt to you by 3, or Structural damage dealt to your ship by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Farglass (Loot)
Loot 2
Type: Item
Traits: Object Magic
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of any location deck and put them back in any order.
Reveal a card that has the Pirate trait to recharge this card instead of discarding it.
Impossible Bottle (Loot)
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)
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)
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)
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)
Loot 2
Type: Ally
Traits: Human Shipbuilder
Bury this card to repair your ship.
Discard this card to add 1d10 to a Craft check.
Discard this card to explore your location.
Svingli's Eye (Loot)
Loot 2
Type: Item
Traits: Tool Magic
Recharge this card to examine the top card of the location deck.
Discard this card to add 1d4+2 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8+2 instead. After you play this card, succeed at a Survival 9 check to recharge it instead of discarding it.
Totem Necklace (Loot)
Loot 2
Type: Item
Traits: Accessory
Discard this card to add 1 die to a check to defeat a monster that has the Aquatic trait attempted by a character at your location, or 2 dice if the monster has the Merfolk trait.
Bury this card to draw 1 random item from the box and add it to your hand.
Vindictive Harpoon (Loot)
Loot 1
Type: Weapon
Traits: Spear Ranged Piercing 2-Handed Swashbuckling Magic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 2d6. Add another 1d8 if the bane has the Aquatic trait. If you fail the check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.
Breath of Dagon (Summon)
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)
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)
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)
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)
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)
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)
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card.
For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
Riptide Grindylow (Summon)
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Sea Devil (Summon)
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Vrykolakas (Summon)
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.
When encountering a random ship, roll 1d16 and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.
Ship 1: Goblin Weidling - Class 0
Ship P
Class 0
To Defeat: Dexterity Stealth 5 OR Wisdom Survival 4
To Repair: Strength 4
When Encountering This Ship: Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding This Ship (Normal): Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.
When Commanding This Ship (Wrecked): When you encounter a card, all other characters at this location move to a random closed location.
If they brings a tasty goat,
Peoples welcome on our boat!
You can gain the rank of private
After teaching us to drive it.
Ship 2: Merchantman - Class 0
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
To Repair: Craft 6
When Encountering This Ship: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding This Ship (Normal): When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
When Commanding This Ship (Wrecked): If you fail to defeat a bane that has the Pirate trait, bury a card.
A plucky merchant crew considers a ship valuable when its hold is laden with precious goods. So do the pirates in Port Peril. That's one of the few ideas that unites the denizens of the Shackles.
Ship 3: Shackles Pirate Ship - Class 0
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.
Over at Rickety's Squibs, the scoundrels in the Shackles celebrate the commissioning of a new ship with resounding joy. The ship's previous owners don't share their enthusiasm.
Ship 4: Man's Promise - Class 1
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 6
When Encountering This Ship: If the check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to explore your location.
When Commanding This Ship (Wrecked): Other characters may not move or be moved from your location.
The Man's Promise is a proud three-master of Rahadoumi vintage. Like many a merchant ship before her, she's proven that any vessel in pirate waters will eventually become a pirate vessel.
Ship 5: Truewind - Class 1
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
To Repair: Craft 7
When Encountering This Ship: You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to recharge a random card from your discard pile.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.
When pirates attack your ship, this fine Absalom barque is a vessel you'll want to see. Bedecked with ballistae, it intercedes when helpless sailors are about to have their vessels plundered.
Ship 6: Devil's Pallor - Class 2
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
To Repair: Craft 6
When Encountering This Ship: If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
A Shackles drekar of ill repute, the Devil's Pallor aims its ballistae at the innocent. The hobgoblin captain Gortus Svard commands it toward depravity, mischief, and destruction.
Ship 7: Thresher - Class 2
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, bury a random card from your discard pile.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
When Commanding This Ship (Wrecked): At the start of the turn, summon and encounter the henchman Hammerhead Shark.
A junk of the Dragon Empires, Inkskin's ship is home to human and sea devil draiders alike. If you see the Thresher, look behind you—longboats full of buccaneers are already boarding your vessel.
Ship 8: Dowager Queen - Class 3
Ship 3
Class 3
To Defeat: Wisdom Survival 8 OR Charisma Diplomacy 10
To Repair: Craft 6
When Encountering This Ship: You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally is increased by 2.
This caravel left Cheliax branded with the marque of royalty. She's seen rougher days since then, but "Queenie," as Captain Irius Trock has dubbed her, is still the proudest merchant ship in the Shackles.
Ship 9: Kraken - Class 3
Ship 3
Class 3
To Defeat: Strength Melee 10 OR Wisdom Survival 8
To Repair: Craft 6
When Encountering This Ship: On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.
The Master of the Gales commands this xebec. Its imposing name belies his knowledge of the sea. It was he who coined the aphorism, "All unknown islands are Hirgenzosk until proven otherwise."
Ship 10: Sanbalot - Class 3
Ship 3
Class 3
To Defeat: Dexterity Stealth 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
When Commanding This Ship (Normal): This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.
When Commanding This Ship (Wrecked): At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.
The Sanbalot is a Rahadoumi schooner helmed by Captain Aisha Hamiyaz and her Pure Legion marines. With a trained manticore flying air support, the Sanbalot gets a wide berth.
Ship 11: Sea Chanty - Class 3
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 5
When Encountering This Ship: You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire a boon is increased by 1.
This Sargavan galleon out of Eleder is often stocked with trade goods and luxuries. It's suffered many a clash with freebooting vessels and survived to brave the shipping lanes anew.
Ship 12: Blood Moon - Class 4
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
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
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
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
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
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)
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
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
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
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)
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.
(BR Only)
Monster 1
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 2
Monster 3
Traits: Aberration Manticore
To Defeat: Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Monster 3
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.
Monster 4
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
Monster 5
Traits: Undead Zombie
To Defeat: Combat 20 OR Divine 16
The Voidstick Zombie is immune to the Mental and Poison traits.
For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card.
If undefeated, each character at your location discards 1d4 cards from her deck.
Barrier 1
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.
Barrier 2
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 3
Barrier 5
Traits: Task Fire
To Defeat: Dexterity Disable Wisdom Perception 12
If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Barrier 4
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.
Barrier 5
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.
Weapon 1
Weapon 1
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 2
Weapon 2
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Weapon 3
Weapon 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.
Weapon 4
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.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate
Weapon 5
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.
Spell 1
Spell 1
Traits: Magic Arcane
To Acquire: Intelligence Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
Spell 2
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
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 4
Spell 5
Traits: Magic Divine
To Acquire: Wisdom Divine 12
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Spell 5
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.
Armor 1
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
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 3
Armor 3
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
Armor 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.
Item 1
Item B
Traits: Object Magic
To Acquire: Dexterity 7
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
Item 2
Item B
Traits: Object Magic
To Acquire: Strength 7
Recharge this card to roll your Strength die instead of the normal die on a non-combat check.
Item 3
Item 5
Traits: Accessory Magic Swashbuckling
To Acquire: Charisma Diplomacy 13
Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.
Item 4
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
Item B
Traits: Object Magic
To Acquire: Charisma 7
Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.
Ally 1
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.
Ally 2
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.
Ally 3
Ally 4
Traits: Lycanthrope Captain Pirate
To Acquire: Wisdom Survival 8 THEN Charisma Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 4
Ally 4
Traits: Half-Elf Druid Captain Pirate
To Acquire: Wisdom Perception 8 THEN Charisma Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 5
Ally 1
Traits: Animal Aquatic
To Acquire: Wisdom Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Blessing 1
Blessing B
Traits: Divine 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 2
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 5
Blessing 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: 1 Radovan/wkover
Top of Blessing Discard Pile:
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 Remaining: 29
Blessings Deck Card 1 - Turn 2 Celeste/elcoderdude
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 2 - Turn 3 Ranzak/Zalarian
Blessing C
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 3 - Turn 4 Grazzle/Matsu Kurisu
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 4 - Turn 5 Radovan/wkover
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 5 - Turn 6 Celeste/elcoderdude
Blessing C
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 6 - Turn 7 Ranzak/Zalarian
Blessing B
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 7 - Turn 8 Grazzle/Matsu Kurisu
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 8 - Turn 9 Radovan/wkover
Blessing B
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 9 - Turn 10 Celeste/elcoderdude
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 10 - Turn 11 Ranzak/Zalarian
Blessing B
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 11 - Turn 12 Grazzle/Matsu Kurisu
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 12 - Turn 13 Radovan/wkover
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 13 - Turn 14 Celeste/elcoderdude
Blessing 2
Traits: Divine Hshurha
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 14 - Turn 15 Ranzak/Zalarian
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.
Blessings Deck Card 15 - Turn 16 Grazzle/Matsu Kurisu
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 17 Radovan/wkover
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 17 - Turn 18 Celeste/elcoderdude
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 18 - Turn 19 Ranzak/Zalarian
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 19 - Turn 20 Grazzle/Matsu Kurisu
Blessing 4
Traits: Divine Asmodeus
To Acquire: Charisma Diplomacy 7 OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 20 - Turn 21 Radovan/wkover
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 21 - Turn 22 Celeste/elcoderdude
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 22 - Turn 23 Ranzak/Zalarian
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 23 - Turn 24 Grazzle/Matsu Kurisu
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 24 - Turn 25 Radovan/wkover
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 25 - Turn 26 Celeste/elcoderdude
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 26 - Turn 27 Ranzak/Zalarian
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 27 - Turn 28 Grazzle/Matsu Kurisu
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 28 - Turn 29 Radovan/wkover
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 29 - Turn 30 Celeste/elcoderdude
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.
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
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.
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.
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
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.
Item 1
Traits: Tool
To Acquire: Wisdom Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Monster 3
Traits: Aberration
To Defeat: Combat 16 OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers.
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: Ranzak/Zalarian
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.
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.
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.
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.
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: Celeste/elcoderdude, Grazzle/Matsu Kurisu, Radovan/wkover
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.
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.
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.
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.
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.
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
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.
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.
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.
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
Item P
Traits: Tool Alchemical
To Acquire: Dexterity Disable Craft 6
Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
Location: 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.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist
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.
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.
Location: 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.
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.
Location: 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.
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.
Spell 2
Traits: Magic Arcane Divine Fire Attack
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Location: 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.
Ally B
Traits: Gnome Pirate
To Acquire: Charisma Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location: 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.
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.
Location: 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.
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.
Location: 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.
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.
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
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.
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.
Barrier C
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
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.
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.
Monster C
Traits: Human Warrior Veteran
To Defeat: Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Monster 4
Traits: Construct Golem
To Defeat: Combat 19
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.
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.
Monster 4
Traits: Plant Treant
To Defeat: Combat 17
Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.
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.
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
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.
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.
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.
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.
Monster 4
Traits: Dwarf Fighter Pirate
To Defeat: Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
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.
Weapon 1
Traits: Knife Ranged Piercing Magic
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
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.
Monster B
Traits: Siren Aquatic Veteran
To Defeat: Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
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.
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
Monster 3
Traits: Hag
To Defeat: Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Monster 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.
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.
Weapon 5
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Monster 4
Traits: Dwarf Fighter Pirate
To Defeat: Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
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 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.
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.
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.
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.
| Ranzak 12789 |
Ranzak - 0-5C: Release the Obligatory Kraken
Loot
01-F: replace Staff of Minor Healing -> Tricorne
04 Adventure: replace Gem of Physical Prowess -> Letter of Marque
Starting Location Dagon's Jaws B
Ship Choice Mistmourn
Starting Hand - Favored Card None
Hand: BoAbadar, w3Stormrune Knife, Boots of Alacrity, BoHorus, Steel Ibis Lamellar, Wayfinder, Mighty Steed, Corrosion
Displayed:
Deck: 12 Discard: 0 Buried: 0
"Notes: Spells are banished when used by Ranzak.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
BoAbadar, Corrosion, BoHorus
Be sure to confirm before using card BoHorus and beyond
Recharged:
Discard Pile:
Buried Pile:
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 4/6/8 Al 1/2/2 Bl 4/5/5 = 20
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.
[x] Discard a card from the blessings deck to explore your location.
| wkover - Radovan |
Starting plunder?: 1d6 ⇒ 1 = weapon
I'll be using lots of Grazzle examines to help him find his Restorative Touch, which will open up the Wishing Well as an explore option. Grazzle recharges Armor, Blessing to examine Shrine (top card = Blood Hag, Monster 3) and Sharkskin Reef (top card = Phantom Fog, Barrier 5)
Move to Shrine and encounter hag. Hag invokes fire, so get a Norge display (random monster #1, Jellyfish Swarm).
Combat 15 w/ rapier: 1d8 + 3d4 + 1d6 + 8 ⇒ (3) + (2, 2, 1) + (5) + 8 = 21
Hag defeated. AYA fire damage is reduced to zero, but triggers my base power for a Quang display (random monster #2, Manticore). Discard Jhafe to explore again, encounter Insanity Daemon.
Combat 20 w/ rapier: 1d8 + 3d4 + 1d6 + 8 ⇒ (4) + (2, 1, 4) + (1) + 8 = 20
Note that is actually 21, since all 4s on d4 are a 5. Anyway, Daemon defeated, now for AYA Wisdom check.
Wisdom 10 w/ Jhafae bonus, lvl 3 Quang display: 1d6 + 1d6 + 1d6 + 3 ⇒ (4) + (4) + (6) + 3 = 17
Check passed, don't need to reset hand in a bad way. Now recharging Compass to return to Sacred Spring and reveal top card: Vomit Twin spell. I'll try to acquire it just to display. Discard BoZK to explore, encounter spell.
Fort 6 to acquire Vomit Twin: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11
VT acquired, displayed beside Quang.
Hand: B of Abadar, Sorrowsoul, Red Leathers, B of Maat, Keen Rapier +3, Shadowless Sword,
Displayed: Norge and Quang forms; Norge display: [1 lvl2]; Quang display: [1 lvlB]; Viridio display: [] {only 2 forms active},
Deck: 13 Discard: 2 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.
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:
- Top card of Sharkskin Reef is revealed: Phantom Fog, Barrier 5
- Got some displays (random monsters #1-2)
- Dealt with card #1 @ spring, cards #1-2 at Shrine of Norgorber
| Celeste - Robert |
Celeste at Sacred Spring. Blessing is Gozreh.
SOT: Recharge Alearon to examine Shark Island.
Shark Island card 1: Armor 1, Benevolent Buckler
Seeing that Ranzak has an available Abadar, I'll try to take out the barrier at Sharkskin Reef. Trying to clear the way for our ubermartial to take that location (hint, hint).
Celeste moves to Sharkskin Reef. Not taking anyone with me (obviously).
Explore.
Phantom Fog, Barrier 5.
Using Ranzak's Blessing of Abadar. (please and thank you)
Survival 15: 3d8 + 6 ⇒ (8, 7, 1) + 6 = 22
Banish Phantom Fog.
Possibly foolhardily, I think I've got the hand to explore with:
Discard Blessing of Spellbound.
Explore.
Animated Shield, Armor 4.
Not sure if we want this, but I'm sure not sticking around at the Reef, so might as well discard my ally Rodrick to add d8.
Con 7: 1d6 + 1d8 ⇒ (4) + (5) = 9
Animated Shield acquired
EOT: Recharge Animated Shield to examine top card of Sacred Spring.
Sacred Spring original card 2: Armor 2, Shark Skin
Armors everywhere, apparently.
Hand: Blessing of Pharasma, Cloudburst, Blessing of the Seventh Veil, Fire Snake, Twisted Space, Numerology and Runes, Augury, Ice Storm
Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Blessings available. Veil is +1 die, +2 for non-Combat Int/Char. Twisted Space (spell): Lets any character anywhere evade a monster, with option to have another local character encounter it
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)
Turn summary:
Party resources used: Ranzak's Blessing of Abadar
Celeste is at Sharkskin Reef (leaving ASAP)
Shark Island top card is Armor 1
Sacred Spring top card is Armor 2
Banished card 1 at Sharkskin Reef, acquired card 2
| Ranzak 12789 |
Out of Turn Updates: Discarding BoAbadar for Celeste
Turn Order: Celeste, Ranzak, Grazzle, Radovan
Turn: 3 - Blessing of Gorum
SOT: None
Give Card: None
Move: Dagon's Jaws B-> Sharkskin Reef
"Hello Celeste, seen any sharks?"
Explore: Sharkskin Reef Card 3: Treasure Hunt.Ghosting Celeste's check so if she makes it.
Celeste Knowledge Skill Check DC 7+5=12: 1d8 + 4 ⇒ (3) + 4 = 7 No Success but hangouts indicated banished
Barrier C
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.
Revealing Mighty Steed and discarding Corrosion to examine the top card of location: Sharkskin Reef Card 4: Storm . Attempting Fort check to recharge card instead.
Fortitude Check DC 9: 1d12 + 1 ⇒ (8) + 1 = 9 Corrosion is recharged
"Pooky doesn't like this bad weather..Ouch! Keep your jaws to yourself!"
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.
Will discard Mighty Steed to move (bringing Celeste) and explore the top card of new location - Shrine to Norgorber Card 3: Blessing of the Gods - auto acquired
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.
Boon Acquired - Raid Check DC 3: 1d6 ⇒ 1 No raids for now
Discard wayfinder to examine the top card of your location deck(Shrine to Norgorber Card 4: Flaming Falcata +3 ), choosing not to shuffle the location deck and choosing not to explore my location
Weapon 5
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Will discard BoHorus to move (bringing Celeste) and exploring card of chosen destination: Shark Island Card 1: Benevolent Buckler.
Fortitude Check DC 5: 1d12 + 1 + 1d4 + 3 ⇒ (2) + 1 + (2) + 3 = 8 Auto Success
Armor 1
Traits: Shield Magic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Boon Acquired - Raid Check DC 3: 1d6 ⇒ 6 Raid away!
Explore: Shark Island Card 2: Giant Jellyfish. Adding d8 since piercing/slashing and will recharge knife revealing 2 armors for +3d4
w3Stormrune Knife Combat Check DC 18/22: 1d4 + 1d10 + 5 + 1d8 + 3d4 ⇒ (1) + (3) + 5 + (3) + (1, 2, 3) = 18 Monster defeated but not banished so location shuffled
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.
EOT: Putting Boots of Alacrity to move to Dagon's Jaws A (bringing Celeste) End Turn and Reset hand discarding buckler
Ranzak looks up at the Naga "Hey Celeste, you are looking a little green around the gills..did we go around the islands too fast?"
Status Link
Most Recent BR Refresh
[u]Current Blessing = Current Turn Blessing[/u]
Notes for Grazzle: Need to recharge 2 divine cards from Radovan's turn
Random Card(s) Used: M1-2
Additional Info 1: Candle is in hand so keep eye on Blessing Discard for acquire
Ranzak, Celeste - Dagon's Jaws A 1-6 remain
Dagon's Jaws B 1-4 remain
Grazzle, Radovan - Sacred Spring 2-10 remain // 2=Sharkskin Armor(Ar2)
Wishing Well 1-10 remain
Sharkskin Reef 4-10 remain // 4=Storm(Ba2)
Shark Island (random 2-10) remain // 2=Giant Jellyfish(M3)
Shrine to Norgorber 4-10 remain // 4=Flaming Falcata +3(W5)
Hand: Boots of Alacrity, Steel Ibis Lamellar, Dryad Sandals, Besmara's Tricorne, w1Animalbane Crossbow +2, Sacred Candle, Buckler Gun, Forensic Physician
Displayed:
Deck: 9 Discard: 5 Buried: 0
"Notes: Spells are banished when used by Ranzak.
Candle is in hand so keep eye on Blessing discard
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
Recharged: Corrosion, w3Stormrune Knife
Discard Pile:
Buried Pile:
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 4/6/8 Al 1/2/2 Bl 4/5/5 = 20
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.
[x] Discard a card from the blessings deck to explore your location.
Grazzle - Matsu Kurisu
|
Radovan, Celeste, Raznak, Grazzle
Recharge for Radovan Examines (Blessing of Qi Zhong, Armor of the Sands)
Grazzle - 3 / Blessing of Achaekeks
Start of Turn
Grazzle heal (Volcanic Storm, Blessing of Abraxas, Blessing of Thoth, Holy Javelin) = Heal 4*2 + 1 = 9
Radovan 2, Celeste 2, Raznak 5
Recharge due to discard Divine card: 1d4 ⇒ 3 - Blessing of Thoth
At: Sacred Spring
Give: No
Move: No
Free Explore = 2: Shark Skin Armor, Armor 2, Fortitude 7
Fortitude 7 : 1d4 ⇒ 3 - Failed to Acquire. Banished. Radovan gets a Display
Discard Wayfarer explore +2d6 = 3: 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.
Nope, too early to fight. But the Wayfarer +2d6 on checks would have useful :-(
Celeste casts Twisted Space. Grazzle Evades the Villain
End of Turn
Draw Channel the Gift, Restorative Touch, Blessing of Pharasma
Summary
Location = Sacred Spring - Needs to be shuffled - Villain is here
Acquired =
Banished = 2: Shark Skin Armor
Examined =
From Box =
Displayed =
Used = Celeste casts Twisted Space.
Radovan gets a Display
Grazzle Heal: Radovan 2, Celeste 2, Raznak 5
Hand: Shroud Cloak, Find Traps, Holy Light, Binder's Tome, Channel the Gift, Restorative Touch, Blessing of Pharasma
Displayed: , , , , , ,
Deck: 8 Discard: 4 Buried: 0
"Notes: Cards available for examine (Restorative Touch )
BoPharasma = +2D if spell played or +1D any check. Find Traps +2D vs barrier. Available
"
Kit: , ,
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.
| Ranzak 12789 |
Correcting hand since BotG still in hand, processing heal, and fixing location of Jellyfish since random open location
Random Roll: 1d7 ⇒ 6 Jellyfish ambles off but stays at Shark Island
Status Link
Most Recent BR Refresh
[u]Current Blessing = Current Turn Blessing[/u]
Notes for Celeste: Twist of Space used, Heal from Grazzle
Notes for Radovan: Heal from Grazzle, Display for failed boon
Random Card(s) Used: M1-2
Additional Info 1: Candle is in hand so keep eye on Blessing Discard for acquire
Additional Info 2: Grazzle has find traps for barriers
Ranzak, Celeste - Dagon's Jaws A 1-6 remain
Dagon's Jaws B 1-4 remain
Grazzle, Radovan - Sacred Spring (random 3-10) remain // 3=Kraken(V5)
Wishing Well 1-10 remain
Sharkskin Reef 4-10 remain // 4=Storm(Ba2)
Shark Island (random 2-10) remain // 2=Giant Jellyfish(M3)
Shrine to Norgorber 4-10 remain // 4=Flaming Falcata +3(W5)
Hand: Boots of Alacrity, Steel Ibis Lamellar, Dryad Sandals, Besmara's Tricorne, w1Animalbane Crossbow +2, Sacred Candle, Buckler Gun, BotG
Displayed:
Deck: 14 Discard: 0 Buried: 0
"Notes: Spells are banished when used by Ranzak.
Candle is in hand so keep eye on Blessing discard
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
Sacred Candle, BotG
Be sure to confirm before using card BotG and beyond
Recharged:
Discard Pile:
Buried Pile:
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 4/6/8 Al 1/2/2 Bl 4/5/5 = 20
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.
[x] Discard a card from the blessings deck to explore your location.
| wkover - Radovan |
Out of turn - Grazzle heal (thanks) + Quang display (random monster #3 - Rock Crab 1).
Flip BoG. Move to Shrine and explore, encounter revealed Weapon 5. Grazzle blessing used to acquire.
Str 12 w/ lvl 1 Quang display, Grazzle blessing: 1d8 + 4 + 1d6 + 1 + 1d8 ⇒ (7) + 4 + (3) + 1 + (4) = 19
Acquired Flaming Falcata, displayed by Quang. Discard Sorrowsoul to explore again, encounter Pirate Guard.
Combat 19 w/ rapier: 1d8 + 3d4 + 1d6 + 8 ⇒ (8) + (4, 2, 1) + (4) + 8 = 27
Guard defeated. Discard Abadar to explore again. Encounter BoG, discard to explore again. Encounter B of Milani.
Divine 5 w/ lvl B Quang display: 1d4 + 1d6 ⇒ (2) + (3) = 5
Milani acquired. I'll stop for now.
Hand: B of Milani, Harrow Deck, Red Leathers, B of Maat, Keen Rapier +3, Shadowless Sword,
Displayed: Norge and Quang forms; Norge display: [1 lvl2]; Quang display: [1 lvl5]; Viridio display: [] {only 2 forms active},
Deck: 14 Discard: 3 Buried: 0
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. For rapier, 4's on d4 count as 5.
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 #4-7 @ Shrine. Got Quang display (random monster #3), used Grazzle blessing for Weapon 5.
Grazzle - Matsu Kurisu
|
Grazzle out of turn
Discard Blessing of Pharasma for Radovan
Auto Recharge Restorative Touch Heal 1d4+1: 1d4 + 1 ⇒ (3) + 1 = 4
NOT healed card 1: 1d5 ⇒ 5 - Blessing of Pharasma
Volcanic Storm
Blessing of Abraxas
Holy Javelin
Wayfarer
Blessing of Pharasma
Hand: Shroud Cloak, Find Traps, Holy Light, Binder's Tome, Channel the Gift, ,
Displayed: , , , , , ,
Deck: 13 Discard: 1 Buried: 0
"Notes: Cards available for examine ( )
Find Traps +2D vs barrier. Available
"
Kit: , ,
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.
| wkover - Radovan |
Out of turn - use Harrow Deck to examine + reorder top 3 cards of Sharkskin Reef: Storm (already known), Darkforest Anemone, Marine. All bad stuff.
Reorder top 3 cards of Sharkskin Reef as Marine, Darkforest Anemone, Storm.
Per 12 to recharge Harrow Deck: 1d4 + 1d8 ⇒ (1) + (1) = 2 - nope
Hand: B of Milani, Red Leathers, B of Maat, Keen Rapier +3, Shadowless Sword,
Displayed: Norge and Quang forms; Norge display: [1 lvl2]; Quang display: [1 lvl5]; Viridio display: [] {only 2 forms active},
Deck: 14 Discard: 3 Buried: 1
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. For rapier, 4's on d4 count as 5.
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
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing
Notes for Celeste: Twist of Space used, Heal from Grazzle
Random Card(s) Used: M1-3
Additional Info 1: Candle is in hand so keep eye on Blessing Discard for acquire
Additional Info 2: Grazzle has find traps for barriers
Ranzak, Celeste - Dagon's Jaws A 1-6 remain
Dagon's Jaws B 1-4 remain
Grazzle - Sacred Spring (random 3-10) remain // 3=Kraken(V5)
Wishing Well 1-10 remain
Sharkskin Reef 4-10 remain // Top 3 cards are Marine, Anemone, Storm (cards 6,5,4)
Shark Island (random 2-10) remain // 2=Giant Jellyfish(M3)
Radovan - Shrine to Norgorber 8-10 remain
| BR skizzerz |
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
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
Kraken (Villain)
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)
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)
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)
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)
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)
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.
Besmara's Tricorne (Loot)
Loot 1
Type: Item
Traits: Accessory Magic Swashbuckling Besmara
Reveal this card to add 1 to your Constitution, Fortitude, Wisdom, or Survival check, or 1d8 to that check while on a ship.
Recharge this card to add 1d8 to a Constitution, Fortitude, Wisdom, or Survival check attempted by a character on a ship at your location.
Brine's Sting (Loot)
Loot 2
Type: Weapon
Traits: Sword Melee Slashing Finesse Swashbuckling Magic
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If the bane is a monster that has the Aquatic trait, you may reroll 1 die; you must take the second result. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Buccaneer's Breastplate (Loot)
Loot 2
Type: Armor
Traits: Heavy Armor Magic Aquatic
Reveal this card to reduce Combat damage dealt to you by 3, or Structural damage dealt to your ship by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Farglass (Loot)
Loot 2
Type: Item
Traits: Object Magic
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of any location deck and put them back in any order.
Reveal a card that has the Pirate trait to recharge this card instead of discarding it.
Impossible Bottle (Loot)
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)
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)
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)
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)
Loot 2
Type: Ally
Traits: Human Shipbuilder
Bury this card to repair your ship.
Discard this card to add 1d10 to a Craft check.
Discard this card to explore your location.
Svingli's Eye (Loot)
Loot 2
Type: Item
Traits: Tool Magic
Recharge this card to examine the top card of the location deck.
Discard this card to add 1d4+2 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8+2 instead. After you play this card, succeed at a Survival 9 check to recharge it instead of discarding it.
Totem Necklace (Loot)
Loot 2
Type: Item
Traits: Accessory
Discard this card to add 1 die to a check to defeat a monster that has the Aquatic trait attempted by a character at your location, or 2 dice if the monster has the Merfolk trait.
Bury this card to draw 1 random item from the box and add it to your hand.
Vindictive Harpoon (Loot)
Loot 1
Type: Weapon
Traits: Spear Ranged Piercing 2-Handed Swashbuckling Magic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 2d6. Add another 1d8 if the bane has the Aquatic trait. If you fail the check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.
Breath of Dagon (Summon)
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)
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)
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)
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)
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)
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)
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card.
For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
Riptide Grindylow (Summon)
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Sea Devil (Summon)
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Vrykolakas (Summon)
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.
When encountering a random ship, roll 1d16 and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.
Ship 1: Goblin Weidling - Class 0
Ship P
Class 0
To Defeat: Dexterity Stealth 5 OR Wisdom Survival 4
To Repair: Strength 4
When Encountering This Ship: Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding This Ship (Normal): Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.
When Commanding This Ship (Wrecked): When you encounter a card, all other characters at this location move to a random closed location.
If they brings a tasty goat,
Peoples welcome on our boat!
You can gain the rank of private
After teaching us to drive it.
Ship 2: Merchantman - Class 0
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
To Repair: Craft 6
When Encountering This Ship: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding This Ship (Normal): When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
When Commanding This Ship (Wrecked): If you fail to defeat a bane that has the Pirate trait, bury a card.
A plucky merchant crew considers a ship valuable when its hold is laden with precious goods. So do the pirates in Port Peril. That's one of the few ideas that unites the denizens of the Shackles.
Ship 3: Shackles Pirate Ship - Class 0
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.
Over at Rickety's Squibs, the scoundrels in the Shackles celebrate the commissioning of a new ship with resounding joy. The ship's previous owners don't share their enthusiasm.
Ship 4: Man's Promise - Class 1
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 6
When Encountering This Ship: If the check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to explore your location.
When Commanding This Ship (Wrecked): Other characters may not move or be moved from your location.
The Man's Promise is a proud three-master of Rahadoumi vintage. Like many a merchant ship before her, she's proven that any vessel in pirate waters will eventually become a pirate vessel.
Ship 5: Truewind - Class 1
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
To Repair: Craft 7
When Encountering This Ship: You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to recharge a random card from your discard pile.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.
When pirates attack your ship, this fine Absalom barque is a vessel you'll want to see. Bedecked with ballistae, it intercedes when helpless sailors are about to have their vessels plundered.
Ship 6: Devil's Pallor - Class 2
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
To Repair: Craft 6
When Encountering This Ship: If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
A Shackles drekar of ill repute, the Devil's Pallor aims its ballistae at the innocent. The hobgoblin captain Gortus Svard commands it toward depravity, mischief, and destruction.
Ship 7: Thresher - Class 2
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, bury a random card from your discard pile.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
When Commanding This Ship (Wrecked): At the start of the turn, summon and encounter the henchman Hammerhead Shark.
A junk of the Dragon Empires, Inkskin's ship is home to human and sea devil draiders alike. If you see the Thresher, look behind you—longboats full of buccaneers are already boarding your vessel.
Ship 8: Dowager Queen - Class 3
Ship 3
Class 3
To Defeat: Wisdom Survival 8 OR Charisma Diplomacy 10
To Repair: Craft 6
When Encountering This Ship: You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally is increased by 2.
This caravel left Cheliax branded with the marque of royalty. She's seen rougher days since then, but "Queenie," as Captain Irius Trock has dubbed her, is still the proudest merchant ship in the Shackles.
Ship 9: Kraken - Class 3
Ship 3
Class 3
To Defeat: Strength Melee 10 OR Wisdom Survival 8
To Repair: Craft 6
When Encountering This Ship: On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.
The Master of the Gales commands this xebec. Its imposing name belies his knowledge of the sea. It was he who coined the aphorism, "All unknown islands are Hirgenzosk until proven otherwise."
Ship 10: Sanbalot - Class 3
Ship 3
Class 3
To Defeat: Dexterity Stealth 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
When Commanding This Ship (Normal): This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.
When Commanding This Ship (Wrecked): At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.
The Sanbalot is a Rahadoumi schooner helmed by Captain Aisha Hamiyaz and her Pure Legion marines. With a trained manticore flying air support, the Sanbalot gets a wide berth.
Ship 11: Sea Chanty - Class 3
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 5
When Encountering This Ship: You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire a boon is increased by 1.
This Sargavan galleon out of Eleder is often stocked with trade goods and luxuries. It's suffered many a clash with freebooting vessels and survived to brave the shipping lanes anew.
Ship 12: Blood Moon - Class 4
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
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
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
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
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
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)
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
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
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
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)
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.
Animated Shield (Armor 4)
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.
Benevolent Buckler (Armor 1)
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.
Blessing of Milani (Blessing B)
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 of the Gods (Blessing B) x2
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.
Flaming Falcata +3 (Weapon 5)
Weapon 5
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Vomit Twin (Spell B)
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.
1. Weapon
(BR Only)
rV4QO7WtRsPvqhFsjJHfij7OxJzNzE8lJeKFJR2wZXpPK9QZxLZ0Q9NUQzMKzp7uhw==
Monster 1
Monster B
Traits: Human Pirate Veteran
To Defeat: Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Monster 2
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 3
Monster 5
Traits: Elf Cultist
To Defeat: Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Monster 4
Monster 3
Traits: Hag
To Defeat: Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Monster 5
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.
Barrier 1
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 2
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 3
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 4
Barrier 4
Traits: Skirmish Undead
To Defeat: Wisdom Perception 14 OR Divine 10
If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.
Barrier 5
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.
Weapon 1
Weapon 1
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 2
Weapon 3
Traits: Polearm Melee Piercing Magic
To Acquire: Strength Melee 10
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 1d8.
Weapon 3
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.
Weapon 4
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
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.
Spell 1
Spell 5
Traits: Magic Divine
To Acquire: Wisdom Divine 12
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.
Spell 2
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 3
Spell 2
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 4
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.
Spell 5
Spell 3
Traits: Magic Arcane Divine Attack Fire
To Acquire: Intelligence Arcane Wisdom Divine 11
Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Armor 1
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 2
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
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 4
Armor 5
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 5
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.
Item 1
Item B
Traits: Object Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Item 2
Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
Item 3
Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
Item 4
Item 5
Traits: Accessory Magic Healing
To Acquire: Constitution Fortitude Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
Item 5
Item 2
Traits: Object Swashbuckling
To Acquire: Wisdom Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
Ally 1
Ally 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 2
Ally 1
Traits: Human Rogue Pirate
To Acquire: Charisma Diplomacy 6
Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 3
Ally P
Traits: Goblin Alchemist
To Acquire: Charisma Diplomacy 7 OR Ranged Craft 5
Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows.
Sometimes where the boom boom blows
is not my fault- that's how it goes." -Mogmurch's song
Ally 4
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.
Ally 5
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.
Blessing 1
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 2
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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 4
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
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.
Turn: 6 Celeste/elcoderdude
Top of Blessing Discard Pile:
Blessing C
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 24
Blessings Deck Card 6 - Turn 7 Ranzak/Zalarian
Blessing B
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 7 - Turn 8 Grazzle/Matsu Kurisu
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 8 - Turn 9 Radovan/wkover
Blessing B
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 9 - Turn 10 Celeste/elcoderdude
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 10 - Turn 11 Ranzak/Zalarian
Blessing B
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 11 - Turn 12 Grazzle/Matsu Kurisu
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 12 - Turn 13 Radovan/wkover
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 13 - Turn 14 Celeste/elcoderdude
Blessing 2
Traits: Divine Hshurha
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 14 - Turn 15 Ranzak/Zalarian
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.
Blessings Deck Card 15 - Turn 16 Grazzle/Matsu Kurisu
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 17 Radovan/wkover
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 17 - Turn 18 Celeste/elcoderdude
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 18 - Turn 19 Ranzak/Zalarian
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 19 - Turn 20 Grazzle/Matsu Kurisu
Blessing 4
Traits: Divine Asmodeus
To Acquire: Charisma Diplomacy 7 OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 20 - Turn 21 Radovan/wkover
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 21 - Turn 22 Celeste/elcoderdude
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 22 - Turn 23 Ranzak/Zalarian
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 23 - Turn 24 Grazzle/Matsu Kurisu
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 24 - Turn 25 Radovan/wkover
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 25 - Turn 26 Celeste/elcoderdude
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 26 - Turn 27 Ranzak/Zalarian
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 27 - Turn 28 Grazzle/Matsu Kurisu
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 28 - Turn 29 Radovan/wkover
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 29 - Turn 30 Celeste/elcoderdude
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.
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: Celeste/elcoderdude, Ranzak/Zalarian
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.
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.
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
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.
Item 1
Traits: Tool
To Acquire: Wisdom Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Monster 3
Traits: Aberration
To Defeat: Combat 16 OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers.
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
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.
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.
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.
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.
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: 2 Ar: 1 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: Grazzle/Matsu Kurisu
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.
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.
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.
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.
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.
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Spell 5
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.
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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
Item P
Traits: Tool Alchemical
To Acquire: Dexterity Disable Craft 6
Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
Location: 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.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist
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.
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.
Location: 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.
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.
Location: 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.
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.
Spell 2
Traits: Magic Arcane Divine Fire Attack
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Location: 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.
Ally B
Traits: Gnome Pirate
To Acquire: Charisma Diplomacy 6
Discard this card to put the bottom card of your deck on top of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location: 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.
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.
Location: 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.
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.
Location: 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.
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.
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: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Monster C
Traits: Human Warrior Veteran
To Defeat: Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Monster 3
Traits: Animal Aquatic
To Defeat: Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
Barrier 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.
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Henchman 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.
Monster 4
Traits: Construct Golem
To Defeat: Combat 19
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.
Monster 4
Traits: Plant Treant
To Defeat: Combat 17
Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.
Barrier C
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.
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: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Monster B
Traits: Siren Aquatic Veteran
To Defeat: Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Weapon 1
Traits: Knife Ranged Piercing Magic
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
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.
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
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.
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.
Monster 4
Traits: Dwarf Fighter Pirate
To Defeat: Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
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.
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.
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: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Radovan/wkover
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.
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.
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.
| Celeste - Robert |
<PRIOR TO TURN>
Grazzle healed Celeste two (thx!).
Celeste played Twisted Space for Grazzle & shuffled it into her deck.
Celeste at Dagon's Jaws A with her pint-sized running buddy. Blessing is Pharasma.
SOT: Not scouting because I need my hand.
Give card: Give Blessing of Pharasma to Ranzak, because he asked. Pity to miss out on the recharge, but with our uberhealer around, it doesn't really matter.
Move to Dagon's Jaws B to put some space between me and the urchin.
Just exploring into it, because then I can see the rest of the deck with Augury.
Explore.
Cyclops. Sweet fellow. Not missing my Pharasma ATM at all.
MM-inspired forced examine of my deck puts Aqueous Orb on the bottom of my deck.
Playing Ice Storm.
Combat 22: 1d10 + 3d8 + 5 ⇒ (9) + (2, 5, 7) + 5 = 28
Huh. Totally thought I'd need the Maat on that.
Cyclops defeated.
Shuffle Ice Storm into my deck.
Seems an even chance to hit monsters or barriers here, especially since the henchmen are both. Going with: Augury for barrier.
Dagon's Jaws B card 2: Weapon 4, Rapier +2 (Str/Mel 10)
Dagon's Jaws B card 3: Breath of Dagon, Henchman Barrier
Dagon's Jaws B card 4: Barrier 2, Pirate Entertainments
I hope no one is desperate for that Weapon 4, because I'm putting the cards in this order:
Card 1: Henchman (original card 3)
Card 2: Barrier 2 (origina card 4)
Card 3: (shuffled) Weapon 4 (original card 2)
Shuffle Augury into my deck.
EOT: A baddie is left at the Shrine, so I'll recharge Cloudburst to examine the Shrine of Norgorber.
Shrine of Norgorber card 1: Curse of the Flesheaters, henchman
Hand: Volcanic Storm, Twisted Space, Blessing of the Seventh Veil, Fire Snake, Spite Cloud, Numerology and Runes, Animated Shield, Sand Elemental
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: I'm saving my blessing - use only in dire need. Twisted Space (spell): Lets any character anywhere evade a monster, with option to have another local character encounter it
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)
Turn summary:
Party resources used: None
Gave Blessing of Pharasma to Ranzak
Celeste is at Dagon's Jaws B
Banished top card of Dagon's Jaws B (Cyclops)
Re-ordered Dagon's Jaws B as henchman, Pirate's Ent. barrier, weapon
Shrine to Norgorber top card is henchman
Note to captains: I refer you to the Skull & Shackles rules on ship movement (page 17), particularly "..other characters may choose to move with you." Stating for the record: Celeste is staying put.
| Ranzak 12789 |
Out of Turn Updates: None
Turn Order: Radovan, Celeste, Ranzak, Grazzle
Turn: 7 - Blessings of Sivaneh
SOT: None
Give Card: Give Celeste Buckler gun
"Can you shine this up to look into the future?"
Move: Dagon's Jaws B -> Shrine of Norgorber
Explore: Shrine to Norgorber Card 1:
Curse of the Flesheaters
Disable Check DC 16: 1d10 + 4 ⇒ (9) + 4 = 13 No Success so curse is displayed next to Ranzak
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.
Will use power to discard blessing (Blessings Deck Card 7 - Turn 8 Grazzle/Matsu Kurisu Blessing of Gorum ) to explore.
Explore: Shrine to Norgorber Card 2: Jagged Shoals. Will use Grazzle's Find Traps Spell
Survival Check DC 11: 1d4 + 5 + 2d4 ⇒ (1) + 5 + (2, 1) = 9 rerolling a die
Survival Check DC 11 PAIZO reroll: 8 + 1d4 ⇒ 8 + (1) = 9 Still no Success so using Radovan's Blessing of Maat to turn into a success
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.
Will use power to discard blessing (Blessings Deck Card 8 - Turn 9 Radovan/wkover Blessing of Sivanah ) to explore.
Explore: Shrine to Norgorber Card 3: Icy Boarding Pike +1.
Strength Check DC 10: 1d4 + 1d4 + 3 ⇒ (3) + (3) + 3 = 9 No Success. Radovan gets a display
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.
Will then banish 2 blessings to close Shrine
Shrine to Norgorber is closed
Random Roll: 1d6 ⇒ 3 Items are at shrine
Will put Boots of Alacrity on top of my deck to move to Dagon's Jaws B (Taking Radovan with me)
EOT: End Turn and Reset hand
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing+2 (2 blessings used for extra explores)
Notes for Celeste: Buckler gun given to naga for examining
Notes for Grazzle: Find Traps used
Notes for Ranzak: Curse is displayed next to him
Notes for Radovan: Blessing of Maat used, Gets a failed boon display
Random Card(s) Used: M1 (Shrine needs 3 items but not assigned atm)
Additional Info 1: Candle is in hand so keep eye on Blessing Discard for acquire
Additional Info 2: Grazzle has find traps for barriers
Dagon's Jaws A 1-6 remain
Celeste, Radovan, Ranzak - Dagon's Jaws B 3,4,2 remain // 2=W4, 3=Barrier H5, 4=Pirate Entertainments(Ba2)
Grazzle - Sacred Spring 1-8 remain // ?=Kraken(V5)
Wishing Well 1-10 remain
Sharkskin Reef 1-8 remain // 1=Marine, 2=Anemone, 3=storm
Shark Island 1-9 remain // ?=Giant Jellyfish(M3)
Shrine to Norgorber CLOSED 1-3 remain // 3 Random Items at location
Hand: i1ABBoots of Alacrity, Steel Ibis Lamellar, i2ABDryad Sandals, Besmara's Tricorne, w1Animalbane Crossbow +2, i5Sacred Candle, al1ABMighty Steed, w4Javelin of Lightning
Displayed:
Deck: 12 Discard: 0 Buried: 0
"Notes: Spells are banished when used by Ranzak.
Candle is in hand so keep eye on Blessing discard
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
i5Sacred Candle, Tricorne, w1Animalbane Crossbow +2
Be sure to confirm before using card w1Animalbane Crossbow +2 and beyond
Recharged:
Discard Pile:
Buried Pile:
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 4/6/8 Al 1/2/2 Bl 4/5/5 = 20
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.
[x] Discard a card from the blessings deck to explore your location.
| wkover - Radovan |
OOT update. Discarding Maat for Ranzak, get Quang display (random monster #1: Shackles Pirate B).
Hand: B of Milani, Red Leathers, Keen Rapier +3, Shadowless Sword,
Displayed: Norge and Quang forms; Norge display: [1 lvl2]; Quang display: [1 lvlB, 1 lvl5]; Viridio display: [] {only 2 forms active},
Deck: 14 Discard: 4 Buried: 1
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. For rapier, 4's on d4 count as 5.
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
Grazzle - Matsu Kurisu
|
Radovan, Celeste, Raznak, Grazzle
Recharge for Find Traps on Raznak turns)
Grazzle - 10 / Blessing of Achaekeks
Start of Turn
Grazzle heal (Blessing of Thoth) = Heal 1*2 + 1 = 3
Radovan 3, Celeste 0, Raznak 0
Recharge due to discard Divine card: 1d2 ⇒ 2 - Blessing of Thoth
At: Sacred Spring
Give: No
Move: Wishing Well
Discard Channel the Gift to get Restorative Touch
Free Explore = 1: Goblin Lockpick, Item P
I choose not to attempt to acquire Goblin Lockpick, Banished
End of Turn
Discard Shroud Cloak to get Channel the Gift
Draw
Summary
Location = Wishing Well
Acquired =
Banished = 1: Goblin Lockpick
Examined =
From Box =
Displayed =
Used =
Radovan gets a Display
Grazzle Heal: Radovan 3, Celeste 0, Raznak 0
Hand: Channel the Gift, Restorative Touch, Holy Light, Binder's Tome, Aqueous Orb, Cleric of Nethys, Blessing of Qi Zhong
Displayed: , , , , , ,
Deck: 11 Discard: 2 Buried: 0
"Notes: Cards available for examine (Holy Light, Blessing of Qi Zhong)
Blessing of Qi Zhong +1D any check. Available
"
Kit: , ,
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.
| wkover - Radovan |
Healed 3 random cards on Grazzle turn: Sorrowsoul, B of Maat, B of Abadar. Thanks! Moved w/ Grazzle, got a Quang display from acquisition failure: random monster #2 (cyclops 4).
Flip B of Sivanah (blessing 11, since we're two ahead). Grazzle recharges two cards to examine top cards of Shark Island (card #1: Siren Caller) and Wishing Well (card #2: Witch Doctor henchman).
Stay @ Wishing Well + encounter Witch Doctor.
Combat 18 w/ rapier + Grazzle's tome: 1d8 + 3d4 + 1d6 + 8 + 1d4 ⇒ (6) + (3, 1, 1) + (1) + 8 + (1) = 21
Henchman defeated. Henchman allows close...
Int 8 w/ lvl5 Quang display: 1d4 + 1d6 + 5 ⇒ (3) + (3) + 5 = 11
Wishing well is closed.
Hand: B of Milani, Sorrowsoul, Red Leathers, B of Zon-Kuthon, Keen Rapier +3, Shadowless Sword,
Displayed: Norge and Quang forms; Norge display: [1 lvl2]; Quang display: [1 lvlB, 1 lvl4]; Viridio display: [] {only 2 forms active},
Deck: 15 Discard: 1 Buried: 1
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. For rapier, 4's on d4 count as 5.
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
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing+2 (2 blessings used for extra explores)
Notes for Celeste: Buckler gun given to naga for examining
Notes for Grazzle: Recharged 2 cards for examines, Radovan will accompany when moving
Notes for Ranzak: Curse is displayed next to him
Random Card(s) Used: M1 (Shrine needs 3 items but not assigned atm)
Additional Info 1: Candle is in hand so keep eye on Blessing Discard for acquire
Additional Info 2:
Dagon's Jaws A 1-6 remain
Celeste, Ranzak - Dagon's Jaws B 3,4,2 remain // 2=W4, 3=Barrier H5, 4=Pirate Entertainments(Ba2)
Sacred Spring 1-8 remain // ?=Kraken(V5)
Grazzle, Radovan - Wishing Well CLOSED
Sharkskin Reef 1-8 remain // 1=Marine, 2=Anemone, 3=storm
Shark Island 1-9 remain // ?=Giant Jellyfish(M3) // Top card is Siren Caller
Shrine to Norgorber CLOSED 1-3 remain // 3 Random Items at location
| Celeste - Robert |
<PRIOR TO TURN>Correction to above: Ranzak did not give Celeste the buckler gun. Ranzak was at Dagon Jaws A, Celeste is at Dagon Jaws B. Also: Ranzak pulled Radovan to Dagon Jaws B, so Radovan didn't get a display from Grazzle's failed acquire.
Celeste at Dagon Jaws B. Blessing is Erastil (blessing 12).
SOT: Recharge Animated Shield to scout Dagon Jaws A.
Dagon Jaws A card 1: Ally 1, Rosie Cusswell
Staying at Dagon Jaws B.
Explore.
Breathe of Dragon henchman (Celeste put this card on top in her prior turn).
Play Fire Snake, add my Blessing of the Seventh Veil. This had better work.
Fort 16: 3d10 + 5 ⇒ (2, 4, 9) + 5 = 20
Breathe of Dragon defeated.
No point in continuing. (Should not have stayed here, but did not think it through.)
EOT: Recharge my book to examine Sacred Spring.
Sacred Spring card 1: Armor 5 (Con/Fort 11)
Hand: Volcanic Storm, Twisted Space, Rodrick, Blessing of the Elements, Spite Cloud, Aqueous Orb, Augury, Sand Elemental
Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes: Twisted Space: You evade *monster*, another local character may encounter. Sand Elemental: Recharges to reduce Cold or Fire damage anywhere to 0. Blessing available.
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)
Turn Summary:
Party resources used: None
Banished henchman on top of Dagon Jaws B (remains: Barrier, Weapon)
Dagon Jaws A top card is Ally (Rosie Cusswell)
Sacred Springs top card is Armor 5
Celeste is at Dagon Jaws B
Celeste will refuse all card gifts (except Blessings). She will, however, happily leave Dagon Jaws B, having forgotten that she didn't want to be around for the Pirate Entertainment.
| wkover - Radovan |
OOT - Yep, looking more carefully I couldn't have moved w/ Grazzle. I was at Jaws B. So I didn't get monster #2 display (cyclops). Rest of turn is fine, though. I moved to WW, defeated henchman, etc.
Hand: B of Milani, Sorrowsoul, Red Leathers, B of Zon-Kuthon, Keen Rapier +3, Shadowless Sword,
Displayed: Norge and Quang forms; Norge display: [1 lvl2]; Quang display: [1 lvlB]; Viridio display: [] {only 2 forms active},
Deck: 15 Discard: 1 Buried: 1
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. For rapier, 4's on d4 count as 5.
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
| Ranzak 12789 |
Out of Turn Updates: Discarding Buckler since it was refused and/or not written up to properly hand over.
Turn Order: Radovan, Celeste, Ranzak, Grazzle
Turn: 11 - Blessings Deck Card 12 - Turn 13 Radovan/wkover Blessing of Abadar
SOT: Bury Top Card of deck (Benevolent Buckler)
Give Card: None
Move: Dagon's Jaw -> Sacred Spring
Explore: Sacred Spring Card 1: Breastplate of the Deep this time revealing tricorne
Fortitude Check DC 11: 1d12 + 1 + 1d4 + 3 + 1d8 ⇒ (6) + 1 + (3) + 3 + (5) = 18 Success
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.
Boon Acquired - Raid Check DC 3: 1d6 ⇒ 5 Raid away!
Explore: Sacred Spring Card 2: Dire Shark revealing crossbow and adding d8 since animal.
w1Animalbane Crossbow +2 Combat Check DC 22: 1d10 + 1d10 + 5 + 1d8 ⇒ (5) + (10) + 5 + (4) = 24 Monster defeated and ship soaks up structural damage
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.
Will discard Mighty Steed to move and explore the top card of new location - Dagon's Jaws A Card 1: Rosie Cusswell
Charisma Check DC 6: 1d6 + 1d4 + 3 ⇒ (5) + (2) + 3 = 10 Success
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.
Boon Acquired - Raid Check DC 3: 1d6 ⇒ 5 Raid away!
Explore: Dagon's Jaws A Card 2: Symbol of Insanity. Will recharge Sandals to evade and put barrier on bottom
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.
Will discard Rosie for swashbuckling explore
Ranzak swings from the rigging while yelling while Rosie earns her moniker by cursing non-stop
Explore: Dagon's Jaws A Card 3: Mercenary
"I am the Lightning Thief!"
Will banish javelin to add 4d6+1 and electricity trait
Javelin of Lightning Combat Check DC 10=5=15: 2d6 + 1d10 + 4 + 4d6 + 1 ⇒ (4, 5) + (8) + 4 + (4, 1, 1, 4) + 1 = 32 Monster defeated
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
Will put Boots of Alacrity on top of my deck to move to Wishing Well
"I do believe that Naga hissed at me and showed me her fangs and refused my shield. How rude...Oh wait...goblins don't usually give things to others so perhaps I confused her...Thanks for the heals and Maat assistance earlier...If I would have realized I had this nifty hat on my head I likely wouldn't have needed it" Such a goof forgetting I had tricorne in hand for extra d8 instead of wasting reroll and blessing
EOT: End Turn and Reset hand discard breastplate of the deep
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing+2 (2 blessings used for extra explores)
Notes for Grazzle: Recharged 2 cards for examines, Radovan will accompany when moving
Notes for Ranzak: Curse is displayed next to him
Random Card(s) Used: M1-2 (Shrine needs 3 items but not assigned atm)
Additional Info 1: Candle is in hand so keep eye on Blessing Discard for acquire
Dagon's Jaws A 3-6,2 remain // 2=Symbol of Insanity(Ba4)
Celeste - Dagon's Jaws B 4,2 remain // 2=W4, 4=Pirate Entertainments(Ba2)
Sacred Spring 3-8 remain // ?=Kraken(V5)
Grazzle, Radovan, Ranzak - Wishing Well CLOSED
Sharkskin Reef 1-8 remain // 1=Marine, 2=Anemone, 3=storm
Shark Island 1-9 remain // ?=Giant Jellyfish(M3) // 1=Siren Caller
Shrine to Norgorber CLOSED 1-3 remain // 3 Random Items at location
Hand: i1ABBoots of Alacrity, Steel Ibis Lamellar, Besmara's Tricorne, w1Animalbane Crossbow +2, i5Sacred Candle, BoHshurha, w3Stormrune Knife, BoWadjet
Displayed:
Deck: 9 Discard: 4 Buried: 1
"Notes: Spells are banished when used by Ranzak.
Candle is in hand so keep eye on Blessing discard
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
i5Sacred Candle, BoHshurha, w3Stormrune Knife
Recharged: i2ABDryad Sandals
Discard Pile:
Buried Pile:
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 4/6/8 Al 1/2/2 Bl 4/5/5 = 20
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.
[x] Discard a card from the blessings deck to explore your location.
Grazzle - Matsu Kurisu
|
Radovan, Celeste, Raznak, Grazzle
Recharge examines (Holy Light, Blessing of Qi Zhong) for Radovan
Grazzle - 15 / Blessing of Gozreh
Start of Turn
Grazzle heal (Blessing of Abadar) = Heal 1*2 + 1 = 3
Radovan 1, Celeste 1, Raznak 1
Recharge due to discard Divine card: 1d3 ⇒ 2 - Shroud Cloak
At: Wishing Well
Give: No
Recharge Restoring Touch on Raznak. Remove 2 curses on him and Heal: 1d4 + 1 ⇒ (4) + 1 = 5
Move: Shark Island, bringing Radovan + Raznak
Free explore = 1: Siren Caller, Monster B, Veteran, Wisdom 13 (8+5)
Wisdom 1d10+2, Raznak BoHshurha on ship +2d10
Wisdom 13: 1d10 + 2 + 2d10 ⇒ (5) + 2 + (1, 2) = 10-
argghhh!!! curse of the digital dice again. Cleric of Nethys gets me 2....
Using Paizo Mat reroll
Wisdom 13: 1d10 + 9 ⇒ (3) + 9 = 12 - OMG!!
Recharge Cleric of Nethys +2 = 14 = SUCCESS!!!!!
Finally got the sucker!!!
End of Turn
Draw Blessing of Abraxas, Volcanic Storm, Armor of the Sands, Repelling Pike +1
Summary
Location = Shark Island
Acquired =
Banished = 1: Siren Caller
Examined =
From Box =
Displayed =
Used = Raznak BoHshurha, Paizo Reroll
Grazzle Heal: Radovan 1, Celeste 1, Raznak 6 + 2 Curses
Hand: Channel the Gift, Binder's Tome, Aqueous Orb, Blessing of Abraxas, Volcanic Storm, Armor of the Sands, Repelling Pike +1
Displayed: , , , , , ,
Deck: 10 Discard: 2 Buried: 0
"Notes: Cards available for examine (Armor of the Sands, Volcanic Storm)
Blessing of Abraxas: +2d on arcane/divine, +1d any check. Available
"
Kit: , ,
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.
Paizo Reroll USED
| wkover - Radovan |
Fighting Hammerhead @ start of turn.
Combat 14(9+5) w/ rapier: 1d8 + 3d4 + 1d6 + 8 ⇒ (7) + (4, 1, 4) + (5) + 8 = 29
The 4s are 5s, so that's a 31. Wow, a person weapon record.
Turn continues after update...
| BR skizzerz |
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
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
Kraken (Villain)
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)
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)
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)
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)
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)
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.
Besmara's Tricorne (Loot)
Loot 1
Type: Item
Traits: Accessory Magic Swashbuckling Besmara
Reveal this card to add 1 to your Constitution, Fortitude, Wisdom, or Survival check, or 1d8 to that check while on a ship.
Recharge this card to add 1d8 to a Constitution, Fortitude, Wisdom, or Survival check attempted by a character on a ship at your location.
Brine's Sting (Loot)
Loot 2
Type: Weapon
Traits: Sword Melee Slashing Finesse Swashbuckling Magic
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If the bane is a monster that has the Aquatic trait, you may reroll 1 die; you must take the second result. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Buccaneer's Breastplate (Loot)
Loot 2
Type: Armor
Traits: Heavy Armor Magic Aquatic
Reveal this card to reduce Combat damage dealt to you by 3, or Structural damage dealt to your ship by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Farglass (Loot)
Loot 2
Type: Item
Traits: Object Magic
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of any location deck and put them back in any order.
Reveal a card that has the Pirate trait to recharge this card instead of discarding it.
Impossible Bottle (Loot)
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)
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)
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)
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)
Loot 2
Type: Ally
Traits: Human Shipbuilder
Bury this card to repair your ship.
Discard this card to add 1d10 to a Craft check.
Discard this card to explore your location.
Svingli's Eye (Loot)
Loot 2
Type: Item
Traits: Tool Magic
Recharge this card to examine the top card of the location deck.
Discard this card to add 1d4+2 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8+2 instead. After you play this card, succeed at a Survival 9 check to recharge it instead of discarding it.
Totem Necklace (Loot)
Loot 2
Type: Item
Traits: Accessory
Discard this card to add 1 die to a check to defeat a monster that has the Aquatic trait attempted by a character at your location, or 2 dice if the monster has the Merfolk trait.
Bury this card to draw 1 random item from the box and add it to your hand.
Vindictive Harpoon (Loot)
Loot 1
Type: Weapon
Traits: Spear Ranged Piercing 2-Handed Swashbuckling Magic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 2d6. Add another 1d8 if the bane has the Aquatic trait. If you fail the check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.
Breath of Dagon (Summon)
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)
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)
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)
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)
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)
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)
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card.
For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
Riptide Grindylow (Summon)
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Sea Devil (Summon)
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Vrykolakas (Summon)
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.
When encountering a random ship, roll 1d16 and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.
Ship 1: Goblin Weidling - Class 0
Ship P
Class 0
To Defeat: Dexterity Stealth 5 OR Wisdom Survival 4
To Repair: Strength 4
When Encountering This Ship: Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding This Ship (Normal): Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.
When Commanding This Ship (Wrecked): When you encounter a card, all other characters at this location move to a random closed location.
If they brings a tasty goat,
Peoples welcome on our boat!
You can gain the rank of private
After teaching us to drive it.
Ship 2: Merchantman - Class 0
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
To Repair: Craft 6
When Encountering This Ship: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding This Ship (Normal): When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
When Commanding This Ship (Wrecked): If you fail to defeat a bane that has the Pirate trait, bury a card.
A plucky merchant crew considers a ship valuable when its hold is laden with precious goods. So do the pirates in Port Peril. That's one of the few ideas that unites the denizens of the Shackles.
Ship 3: Shackles Pirate Ship - Class 0
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.
Over at Rickety's Squibs, the scoundrels in the Shackles celebrate the commissioning of a new ship with resounding joy. The ship's previous owners don't share their enthusiasm.
Ship 4: Man's Promise - Class 1
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 6
When Encountering This Ship: If the check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to explore your location.
When Commanding This Ship (Wrecked): Other characters may not move or be moved from your location.
The Man's Promise is a proud three-master of Rahadoumi vintage. Like many a merchant ship before her, she's proven that any vessel in pirate waters will eventually become a pirate vessel.
Ship 5: Truewind - Class 1
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
To Repair: Craft 7
When Encountering This Ship: You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to recharge a random card from your discard pile.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.
When pirates attack your ship, this fine Absalom barque is a vessel you'll want to see. Bedecked with ballistae, it intercedes when helpless sailors are about to have their vessels plundered.
Ship 6: Devil's Pallor - Class 2
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
To Repair: Craft 6
When Encountering This Ship: If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
A Shackles drekar of ill repute, the Devil's Pallor aims its ballistae at the innocent. The hobgoblin captain Gortus Svard commands it toward depravity, mischief, and destruction.
Ship 7: Thresher - Class 2
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, bury a random card from your discard pile.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
When Commanding This Ship (Wrecked): At the start of the turn, summon and encounter the henchman Hammerhead Shark.
A junk of the Dragon Empires, Inkskin's ship is home to human and sea devil draiders alike. If you see the Thresher, look behind you—longboats full of buccaneers are already boarding your vessel.
Ship 8: Dowager Queen - Class 3
Ship 3
Class 3
To Defeat: Wisdom Survival 8 OR Charisma Diplomacy 10
To Repair: Craft 6
When Encountering This Ship: You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally is increased by 2.
This caravel left Cheliax branded with the marque of royalty. She's seen rougher days since then, but "Queenie," as Captain Irius Trock has dubbed her, is still the proudest merchant ship in the Shackles.
Ship 9: Kraken - Class 3
Ship 3
Class 3
To Defeat: Strength Melee 10 OR Wisdom Survival 8
To Repair: Craft 6
When Encountering This Ship: On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.
The Master of the Gales commands this xebec. Its imposing name belies his knowledge of the sea. It was he who coined the aphorism, "All unknown islands are Hirgenzosk until proven otherwise."
Ship 10: Sanbalot - Class 3
Ship 3
Class 3
To Defeat: Dexterity Stealth 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
When Commanding This Ship (Normal): This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.
When Commanding This Ship (Wrecked): At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.
The Sanbalot is a Rahadoumi schooner helmed by Captain Aisha Hamiyaz and her Pure Legion marines. With a trained manticore flying air support, the Sanbalot gets a wide berth.
Ship 11: Sea Chanty - Class 3
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 5
When Encountering This Ship: You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire a boon is increased by 1.
This Sargavan galleon out of Eleder is often stocked with trade goods and luxuries. It's suffered many a clash with freebooting vessels and survived to brave the shipping lanes anew.
Ship 12: Blood Moon - Class 4
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
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
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
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
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
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)
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
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
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
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)
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.
Animated Shield (Armor 4)
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.
Benevolent Buckler (Armor 1)
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.
Blessing of Milani (Blessing B)
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 of the Gods (Blessing B)
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.
Breastplate of the Deep (Armor 5)
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.
Flaming Falcata +3 (Weapon 5)
Weapon 5
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Rosie Cusswell (Ally 1)
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.
Vomit Twin (Spell B)
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.
1. Weapon
(BR Only)
rV4QO7WtRsPvqhFsjJHfij7OxJzNzE8lJeKFJR2wZXpPK9QZxLZ0Q9NUQzMKzp7uhw==
Monster 1
Monster 2
Traits: Elf Pirate Veteran
To Defeat: Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.
Monster 2
Monster 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
Monster 3
Traits: Hag
To Defeat: Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Monster 4
Monster B
Traits: Human Pirate Veteran
To Defeat: Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Monster 5
Monster 3
Traits: Aberration Manticore
To Defeat: Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Barrier 1
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 2
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.
Barrier 3
Barrier 2
Traits: Obstacle Pirate Veteran
To Defeat: Strength Ranged Constitution Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Barrier 4
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.
Barrier 5
Barrier 1
Traits: Trap Aquatic
To Defeat: Dexterity Disable 7
If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.
Weapon 1
Weapon 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 2
Weapon 5
Traits: Bow Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
Weapon 3
Weapon 1
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 4
Weapon 2
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Weapon 5
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.
Spell 1
Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 2
Spell 4
Traits: Magic Divine
To Acquire: Wisdom Divine 11
Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.
Spell 3
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.
Spell 4
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 5
Spell C
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.
Armor 1
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 2
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 3
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 4
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
Armor 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.
Item 1
Item B
Traits: Object Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Item 2
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 3
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
Item B
Traits: Object Magic
To Acquire: Intelligence 7
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.
Item 5
Item B
Traits: Book
To Acquire: Wisdom Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
Ally 1
Ally 2
Traits: Human Fighter Captain Pirate
To Acquire: Strength Melee 6 OR Charisma Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 2
Ally C
Traits: Human Cleric Pirate
To Acquire: Divine Charisma Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 3
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.
Ally 4
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 5
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.
Blessing 1
Blessing 2
Traits: Divine Hshurha
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
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.
Blessing 3
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 4
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 5
Blessing 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: 13 Radovan/wkover
Top of Blessing Discard Pile:
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.
Blessings Remaining: 15
Blessings Deck Card 1 - Turn 14 Celeste/elcoderdude
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 2 - Turn 15 Ranzak/Zalarian
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 3 - Turn 16 Grazzle/Matsu Kurisu
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 4 - Turn 17 Radovan/wkover
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 5 - Turn 18 Celeste/elcoderdude
Blessing 4
Traits: Divine Asmodeus
To Acquire: Charisma Diplomacy 7 OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 6 - Turn 19 Ranzak/Zalarian
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 7 - Turn 20 Grazzle/Matsu Kurisu
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 21 Radovan/wkover
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 9 - Turn 22 Celeste/elcoderdude
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 10 - Turn 23 Ranzak/Zalarian
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 11 - Turn 24 Grazzle/Matsu Kurisu
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 12 - Turn 25 Radovan/wkover
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 13 - Turn 26 Celeste/elcoderdude
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 14 - Turn 27 Ranzak/Zalarian
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 15 - Turn 28 Grazzle/Matsu Kurisu
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.
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: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
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.
Item 1
Traits: Tool
To Acquire: Wisdom Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Monster 3
Traits: Aberration
To Defeat: Combat 16 OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers.
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.
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: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Celeste/elcoderdude
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.
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.
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: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
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.
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.
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.
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Spell 5
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.
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Wishing Well
Closed
At This Location (Closed): If you end your turn at this location, banish all Haunts next to your character card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
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: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Monster C
Traits: Human Warrior Veteran
To Defeat: Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Monster 3
Traits: Animal Aquatic
To Defeat: Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.
Barrier 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.
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Henchman 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.
Monster 4
Traits: Construct Golem
To Defeat: Combat 19
You may not play spells that have the Attack trait.
If undefeated, display this card next to your deck. At the start of each of your turns, succeed at a Constitution or Fortitude 12 check to banish this card. At the end of each of your turns, bury the top card of your deck.
Monster 4
Traits: Plant Treant
To Defeat: Combat 17
Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.
Barrier C
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.
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: 4 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Grazzle/Matsu Kurisu, Radovan/wkover, Ranzak/Zalarian
Weapon 1
Traits: Knife Ranged Piercing Magic
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
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.
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
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.
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.
Monster 4
Traits: Dwarf Fighter Pirate
To Defeat: Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
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.
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.
Shrine to Norgorber
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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 2
Traits: Object Swashbuckling
To Acquire: Wisdom Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
Item 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.
| wkover - Radovan |
Turn continuing from before update. OOT - Healed my one card in discard from Grazzle - thanks. Flip B of Gozreh. Grazzle recharges Armor to examine top card of Shark Island: Animalbane Dagger +1 (Weapon 1).
Assuming everyone doesn't want to be involved in Piratey Entertainments, so moving to Jaws B by myself and exploring. Celeste also encounters, but I believe Celeste has agreed to concede and takes the 2 combat damage. I get Quang display from Celeste taking damage: random monster #1 (Port Peril Corsair 2).
Fort 12 (7+5) w/ my BoZK (adds 2 dice): 1d8 + 4 + 2d8 ⇒ (8) + 4 + (3, 8) = 23
Barrier defeated, get random plunder. Plunder to hand?: 1d6 ⇒ 6. My choice, so I'll go for Ally: M. Pegsworthy (Ally 2). Discard MP to explore again, encounter weapon 4.
Str 10 to acquire Rapier +2 w/ lvl B Quang display: 1d8 + 4 + 1d6 ⇒ (2) + 4 + (5) = 11
Rapier acquired, displayed beside Quang. Stack is now empty, so could encounter Vrykolakas to close.
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.
Pausing turn. @Robert - If I defeat Vrykolakas, you'll take another 1d4 poison damage (I'll block one) on top of the 2 combat damage that you've already taken from the Entertainments. Did you want me to close, or do you want me to delay?
| wkover - Radovan |
Ok, thanks for quick response. Fighting Vry for close.
Combat 20 w/ discarded (not revealed) Shadowless sword, summon bonus: 2d8 + 1d6 + 1d4 + 7 + 1d8 + 1d6 + 5 ⇒ (8, 6) + (4) + (4) + 7 + (4) + (5) + 5 = 43
Vry defeated. Celeste and I each take 1d4 poison damage. (I'll reduce by 1.) My poison damage?: 1d4 - 1 ⇒ (3) - 1 = 2 I'll use my Concordance Faction reward to block the Poison damage. Dagon Jaws B is closed.
Now for closing effect: Have to draw and recharge a card. I draw Wayfinder, which I immediately recharge.
Hand: B of Milani, Sorrowsoul, Red Leathers, Elyana, Keen Rapier +3, B of Starsong,
Displayed: Norge and Quang forms; Norge display: [1 lvl2]; Quang display: [1 lvl2, 1 lvl4]; Viridio display: [] {only 2 forms active},
Deck: 14 Discard: 3 Buried: 1
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. For rapier, 4's on d4 count as 5.
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][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
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing+2 (2 blessings used for extra explores)
Notes for Celeste: Need to take 2 combat damage, then 1d4-1 poison damage.
Notes for Grazzle: Recharged Armor to examine Shark Island.
Random Card(s) Used: M1, A1
Additional Info 1: Candle is in hand so keep eye on Blessing Discard for acquire
Dagon's Jaws A 1-4 remain // 4 = Insanity barrier
Celeste, Radovan - Dagon's Jaws B CLOSED
Sacred Spring 1-6 remain // ?=Kraken(V5)
Wishing Well CLOSED
Sharkskin Reef 1-8 remain // 1=Marine, 2=Anemone, 3=storm
Grazzle, Ranzak - Shark Island 1-8 remain // ?=Giant Jellyfish(M3) // 1=Animalbane Dagger
Shrine to Norgorber CLOSED 1-3 remain // 3 Random Items at location
@Robert - If it helps, as soon as you/we move to Sacred Spring, Grazzle can recharge a card to examine the top card of Spring. (Location has to be occupied for Grazzle to examine.)
| Ranzak 12789 |
Processing heal removing displayed curse and healing. Recharged BoHshursha on Grazzle's turn
Posting correction. Ranzak did not go to shark island with Grazzle and Radovan and stayed at Wishing Well. The plan is for Ranzak to move there on his turn and boots out with Grazzle.
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing
Notes for Celeste: Need to take 2 combat damage, then 1d4-1 poison damage.
Notes for Grazzle: Recharged Armor to examine Shark Island.
Random Card(s) Used: M1, Al1
Additional Info 1: Candle is in hand so keep eye on Blessing Discard for acquire
Dagon's Jaws A 1-4 remain // 4 = Insanity barrier
Celeste, Radovan - Dagon's Jaws B CLOSED
Sacred Spring 1-6 remain // ?=Kraken(V5)
Ranzak - Wishing Well CLOSED
Sharkskin Reef 1-8 remain // 1=Marine, 2=Anemone, 3=storm
Grazzle - Shark Island 1-8 remain // ?=Giant Jellyfish(M3) // 1=Animalbane Dagger
Shrine to Norgorber CLOSED 1-3 remain // 3 Random Items at location
Hand: i1ABBoots of Alacrity, Steel Ibis Lamellar, Besmara's Tricorne, w1Animalbane Crossbow +2, i5Sacred Candle, w3Stormrune Knife, BoWadjet
Displayed:
Deck: 14 Discard: 0 Buried: 1
"Notes: Spells are banished when used by Ranzak.
Candle is in hand so keep eye on Blessing discard
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
i5Sacred Candle, , w3Stormrune Knife
Recharged: BoHshurha
Discard Pile:
Buried Pile:
| Celeste - Robert |
<ON RADOVAN'S TURN>
Pirate Entertainment. Con/Fort 12 is autofail for Celeste.
Discard: Sand Elemental, Aqueous Orb
Vrykolakas bystander damage:
Poison: 1d4 ⇒ 2
Not bad at all. Radovan reduces by 1. Discard Volcanic Storm.
Celeste at closed Dagon Jaws A.
SOT: Recharge Blessing of the Elements to examine Sacred Spring.
Sacred Spring card 1: Blessing 1, Besmara
Move to Sacred Spring. Bring Radovan.
Explore.
Blessing of Besmara. Discard ally Rodrick for d8.
Dex 5: 2d8 ⇒ (4, 4) = 8
Acquired Blessing of Besmara
Grazzle recharges a card to examine Sacred Spring. (Good tip, wkover. I would have overlooked this.)
Sacred Spring card 2: Kraken, villain
Pausing turn to ask if villain should go to the bottom so we can go after the 2 spells and 2 blessing left in this deck
| Celeste - Robert |
Turn cont'd. Two votes on Hangout for moving villain down.
Play Augury for Monster.
SS orig card 2: Monster, Kraken
SS orig card 3: Blessing B, Gods (*sigh*)
SS orig card 4: Spell 1, Obscure (*sigh again*)
Put Kraken on bottom and Shuffle Sacred Spring cards 3-6
Recharge Augury.
Discard Blessing of Besmara to explore.
Card: 1d4 + 2 ⇒ (1) + 2 = 3
Ye Gods. Acquire original card 3, Blessing of the Gods
Discard Blessing of the Gods to explore.
Card: 1d3 + 3 ⇒ (2) + 3 = 5
Cool. Let's see....
Wall of Blades.
Good news: Spell 5
Bad news: Wisdom/Divine 11
Rats.
Chris and Scott agree with spending some resources to make up for my poor planning: Grazzle discards Abraxas for d6, Radovan discards Milani for 2d6
Wis 11: 4d6 ⇒ (6, 2, 2, 5) = 15
Acquired original card 5, Wall of Blades
EOT: Recharge Spite Cloud to scout Shark Island:
Shark Island card 1: Weapon 1, Animal Bane Dagger +1
Hand: Blessing of the Spellbound, Twisted Space, Cloudburst, Wayfinder, Wall of Blades, Numerology and Runes, Blessing of the Seventh Veil, Alaeron
Displayed:
Deck: 9 Discard: 6 Buried: 0
Notes: Blessings usable after heal. Veil: +d,non-Combat Int/Char +2d. Spellbound: +d, recharge on Arc/Div. Alaeron: gives d6+Fire or Poison to local combat. Twisted Space: You evade *monster*, another local character may encounter.
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)
Turn summary:
Party resources used: Grazzle recharge for examine; Grazzle Abraxas; Radovan Milani
Celeste and Radovan are at Sacred Spring
Sacred Spring cards acquired: 1,3,5
Sacred Spring card 2 (Kraken) is on bottom
Sacred Spring cards 4 & 6 are shuffled on top of Kraken
Shark Island top card is Weapon 1
| Ranzak 12789 |
Out of Turn Updates: None
Turn Order: Radovan, Celeste, Ranzak, Grazzle
Turn: 13 - Blessings Deck Card 2 - Turn 15 Ranzak/Zalarian Blessing of the Gods
SOT: None
Give Card: None
Move: Wishing Well -> Shark Island
Explore: Shark Island Card 1: Animalbane Dagger +1. Reveal Blessing of Wadjet
Dexterity Check DC 7: 1d10 + 3 + 1d4 + 3 + 1d4 ⇒ (7) + 3 + (4) + 3 + (4) = 21 Auto Success
Weapon 1
Traits: Knife Ranged Piercing Magic
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
Boon Acquired - Raid Check DC 3: 1d6 ⇒ 2 No Raid today!
Grazzle recharges volcanic storm to examine card: Shark Island Card 2: Witch Doctor
Will Discard Boots of Alacrity to explore Shark Island Card 2: Witch Doctor
Will reveal and recharge Stormrune Knife and reveal armors and weapons to add 4d4 (stormrune, steel ibis, crossbow, animal dagger)
w3Stormrune Knife Combat Check DC 18: 1d4 + 1d10 + 5 + 4d4 ⇒ (3) + (10) + 5 + (1, 4, 4, 3) = 30 Monster defeated. Will attempt close by defeating shark
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.
Will use animal bane crossbow and discard animalbane dagger and recharge armor to put a bloody shark down
w1Animalbane Crossbow +2 Combat Check DC 9+5=14: 1d10 + 1d10 + 5 + 1d8 + 1d8 + 1d6 ⇒ (7) + (5) + 5 + (7) + (4) + (4) = 32 Monster defeated
"I would have voted for that jawline!"
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.
EOT: End Turn and Reset hand
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing
Notes for Grazzle: Recharged Armor and Volcanic Storm to examine Shark Island.
Random Card(s) Used: M1, Al1
Additional Info 1: Candle is in hand so keep eye on Blessing Discard for acquire
Dagon's Jaws A 1-4 remain // 4 = Insanity barrier
Dagon's Jaws B CLOSED
Celeste, Radovan - Sacred Spring (Random 4,6),2 remain // 2=Kraken(V5), 4=Obscure(Sp1) 6=? Blessing
Wishing Well CLOSED
Sharkskin Reef 1-8 remain // 1=Marine, 2=Anemone, 3=storm
Grazzle, Ranzak - Shark Island CLOSED
Shrine to Norgorber CLOSED 1-3 remain // 3 Random Items at location
Hand: Besmara's Tricorne, w1Animalbane Crossbow +2, i5Sacred Candle, BoWadjet, al1ABMighty Steed, i2ABDryad Sandals, BoHorus, BoLamashtu
Displayed:
Deck: 12 Discard: 2 Buried: 1
"Notes: Spells are banished when used by Ranzak.
Candle is in hand so keep eye on Blessing discard
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
i5Sacred Candle, BoLamashtu, BoHorus
Recharged: BoHshurha, w3Stormrune Knife, Steel Ibis Lamellar
Discard Pile:
Buried Pile:
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 4/6/8 Al 1/2/2 Bl 4/5/5 = 20
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.
[x] Discard a card from the blessings deck to explore your location.
Grazzle - Matsu Kurisu
|
Radovan, Celeste, Raznak, Grazzle
Recharge examines (Armor of the Sands, Volcanic Storm) for Radovan & Raznak
Discard Blessing of Abraxas for Celeste
Recharge Channel the Gift to retireve Restorative Touch
Grazzle - 16 / Blessing of Besmara
Start of Turn
Grazzle heal (Fire Snake, Holy Javelin, Wayfarer, Find Traps, Blessing of Thoth) = Heal 5*2 + 1 = 11
Radovan 3, Celeste 6, Raznak 2
Recharge due to discard Divine card: 1d8 ⇒ 3 - Blessing of Abraxas
At: Shark Island
Give: No
Move: Shrine to Norgorber, bringing Raznak
Auto Recharge Restorative Touch Heal 1d4+1: 1d4 + 1 ⇒ (2) + 1 = 3
healed card 1: 1d7 ⇒ 1 - Blessing of Pharasma
healed card 2: 1d6 ⇒ 5 - Find Traps
healed card 2: 1d5 ⇒ 5 - Wayfarer
Blessing of Pharasma
Blessing of Abadar
Fire Snake
Holy Javelin
Wayfarer
Find Traps
Blessing of Thoth
Free explore = 1: Spyglass, Item B, To Acquire: Wisdom 4
Wisdom 1d10+2
Wisdom 4: 1d10 + 2 ⇒ (8) + 2 = 10 - Acquired
Discard Spyglass examine & rearrange
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.
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.
End of Turn
Draw Armor of the Sands, Volcanic Storm, Blessing of Abraxas, Blessing of Pharasma
Summary
Location = Shrine to Norgorber
Acquired = 1: Spyglass
Banished =
Examined = 3: Magic Spyglass, Item 4, 2: Jolly Roger, Item 2
From Box =
Displayed =
Used =
Grazzle Heal: Radovan 3, Celeste 6, Raznak 2
Hand: Repelling Pike +1, Binder's Tome, Aqueous Orb, Armor of the Sands, Volcanic Storm, Blessing of Abraxas, Blessing of Pharasma
Displayed: , , , , , ,
Deck: 8 Discard: 5 Buried: 0
"Notes: Cards available for examine (Armor of the Sands, Aqueous Orb, Volcanic Storm)
Blessing of Abraxas: +2d on arcane/divine, +1d any check. Blessing of Pharasma: +2D if spell played or +1D. Available
"
Kit: , ,
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.
Paizo Reroll
| wkover - Radovan |
Out of turn - healed 3 from Grazzle. Thanks! Random cards healed: M. Pegsworthy, Shadowless Sword, BoZK.
Flip BoG. Two cards left atop the villain @ Sacred Spring: #4 and #6. Stay at Spring and explore. Which card encountered?: 1d2 ⇒ 1 = Obscure, Spell 1. Choose not to acquire spell (banished), get Norge display (random monster #2: Shark-Eating Crab 4).
Discard Elyana to examine any location, optionally move, optionally explore. Examine top card of Jaws A: an Ally 4 (Lady Bloodmourn).
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.
Use Elyana's explore to encounter card #6 at Spring: B. of Pharasma.
Int 5 w/ lvl 2 Quang display: 1d4 + 1d6 + 2 ⇒ (1) + (4) + 2 = 7
Pharasma acquired. Discard Sorrowsoul, then draw up. Villain is only card left @ Sacred Spring.
Hand: B of Pharasma, M. Pegsworthy, Red Leathers, Fortune Teller, Keen Rapier +3, B of Starsong,
Displayed: Norge and Quang forms; Norge display: [1 lvl2, 1 lvl4]; Quang display: [1 lvl4]; Viridio display: [] {only 2 forms active},
Deck: 16 Discard: 3 Buried: 1
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. For rapier, 4's on d4 count as 5.
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][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
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing
Notes for Celeste: Heal 6
Notes for Ranzak: Heal 2
Random Card(s) Used: M1-2, Al1
Additional Info 1: Candle is in hand so keep eye on Blessing Discard for acquire
Dagon's Jaws A 1-4 remain // 1 = lady bloodmourn (ally 4) 4 = Insanity barrier
Dagon's Jaws B CLOSED
Celeste, Radovan - Sacred Spring 2 remain // 2=Kraken(V5)
Wishing Well CLOSED
Sharkskin Reef 1-8 remain // 1=Marine, 2=Anemone, 3=storm
Shark Island CLOSED
Grazzle, Ranzak - Shrine to Norgorber CLOSED 3,2 remain // Magic Spyglass on top, then Jolly Roger
If we're going for the win, everyone can temp close at the end of Grazzle's turn - since I'll just be fighting the villain.
| Ranzak 12789 |
Process heal 2 on Grazzle's turn
On Celeste's turn (will do before her explore phase unless burning reason to do after explore) will bury Sacred Candle to draw the top blessing from the blessings discard pile (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.
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing + 1 (due to Candle)
Notes for Celeste: Heal 6
Random Card(s) Used: M1-2, Al1
Dagon's Jaws A 1-4 remain // 1 = lady bloodmourn (ally 4) 4 = Insanity barrier
Dagon's Jaws B CLOSED
Celeste, Radovan - Sacred Spring 2 remain // 2=Kraken(V5)
Wishing Well CLOSED
Sharkskin Reef 1-8 remain // 1=Marine, 2=Anemone, 3=storm
Shark Island CLOSED
Grazzle, Ranzak - Shrine to Norgorber CLOSED 3,2 remain // 2=Jolly Roger(I2),3=Magic Spyglass (I4)
Hand: Besmara's Tricorne, w1Animalbane Crossbow +2, Blessing of Asmodeus, BoWadjet, al1ABMighty Steed, i2ABDryad Sandals, BoHorus, BoLamashtu
Displayed:
Deck: 12 Discard: 2 Buried: 2
"Notes: Spells are banished when used by Ranzak.
Candle is in hand so keep eye on Blessing discard
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
BoLamashtu, BoHorus
Be sure to confirm before using card BoHorus and beyondRanzak wrote:Hand: Besmara's Tricorne, w1Animalbane Crossbow +2, Blessing of Asmodeus, BoWadjet, al1ABMighty Steed, i2ABDryad Sandals, BoHorus, BoLamashtu
Displayed:
Deck: 14 Discard: 0 Buried: 2
"Notes: Spells are banished when used by Ranzak.
Candle is in hand so keep eye on Blessing discard
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
BoLamashtu, BoHorus
Be sure to confirm before using card BoHorus and beyondDeck, Discard, Buried:Known Top: Middle {Order is not Known}: BoHshurha BoAbadar Steel Ibis Lamellar Buckler Gun i1ABBoots of Alacrity i3ABWayfinder al2ABForensic Physician Corrosion w2Force Shortbow +1 w3Stormrune Knife Letter of Marque Breastplate of the Deep Rosie Cusswell Animalbane Dagger +1
Recharged:
Discard Pile:
Buried Pile:Benevolent Buckler, i5Sacred Candle
| Celeste - Robert |
<PRIOR TO TURN> Full heal from Grazzle. Thanks as always!
Celeste at Sacred Spring. Blessing is Gods (Ranzak swiped the other.)
SOT: Recharge Wall of Blades to examine Dagon Jaws A. It's an ally 4.
Move to Dagon Jaws A.
Explore. Ally 4. Just rolling it as folks say we don't need it:
Knowledge 8: 1d8 + 5 ⇒ (8) + 5 = 13
Charisma 11: 1d10 + 3 ⇒ (8) + 3 = 11
Huh.
Lady Cerise Bloodmourn acquired.
Discard Wayfinder to examine location, may explore.
Dagon Jaws A original card 2:Item 1, Astrolab.
Not exploring.
EOT: Recharge Twisted Space to examine Norgorber's Shrine (better late than never?) It's an item.
Hand: Blessing of the Spellbound, Volcanic Storm, Cloudburst, Binder's Tome, Blessing of Pharasma 1, Numerology and Runes, Blessing of the Seventh Veil, Alaeron
Displayed:
Deck: 14 Discard: 1 Buried: 0
Notes: Spellbound, Veil available. Each is 1d on a combat check (Veil is 2d on non-combat Char/Int.)
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)
Turn Summary:
Celeste is at Dagon Jaws A
Acquired card 1 at Dagon Jaws A (ally 4)
| Celeste - Robert |
Temp-close:
Play Volcanic Storm. Play Pharasma. Play ally Alaeron for d6+Fire. Reveal Binder's Tome.
Combat 20: 3d10 + 3d6 + 1d6 + 1d4 + 5 ⇒ (3, 5, 10) + (1, 5, 5) + (3) + (1) + 5 = 38
Lava-baked.
Dagon Jaws A is temp-closed
Defeated, does Poison damage:
Sore loser: 1d4 ⇒ 4
So...if I had not thrown the totally unneeded Tome into the combat, that'd be 1.
Discard everything but Blessing of Spellbound. One one-die blessing still available for the villain fight.
| Ranzak 12789 |
Out of Turn Updates: None
Turn Order: Radovan, Celeste, Ranzak, Grazzle
Turn: Blessings Deck Card 7 - Turn 20 Grazzle/Matsu Kurisu Blessing of the Gods
SOT: Will invoke player mat benefit to discard Dryad sandals and draw card (BoAbadar)
Give Card: None
Move: Shrine -> Dagon's Jaws A (bringing Grazzle)
Explore: Dagon's Jaws A Card 2: Astrolabe revealing Wadjet blessing and tricorne
Survival Check DC 7: 1d4 + 5 + 1d4 + 3 + 1d8 + 1d4 ⇒ (1) + 5 + (4) + 3 + (1) + (2) = 16 Auto Success
Item 1
Traits: Tool
To Acquire: Wisdom Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Boon Acquired - Raid Check DC 3: 1d6 ⇒ 3 Raid away!
Explore: Dagon's Jaws A Card 3: Will-o'-Wisp. Will reveal Tricorne for BYA
"Hey! Something sparkly! We should follow it!"
Wisdom Check DC 10: 1d4 + 2 + 1d8 ⇒ (3) + 2 + (4) = 9 No Success
Random Roll: 1d4 ⇒ 1 card is recharged (BoLamashtu)
Will reveal crossbow and discard Astrolabe for combat check adding 1d8 since BotG is timer blessing
w1Animalbane Crossbow +2 Combat Check DC 16: 1d10 + 1d10 + 5 + 1d8 ⇒ (4) + (6) + 5 + (5) = 20 Monster defeated
Monster 3
Traits: Aberration
To Defeat: Combat 16 OR Wisdom 14
All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers.
Will then discard BoHorus to move self and Celeste to Sharkskin reef and explore.
Explore: Sharkskin Reef Card 1 (Marine) discarding BoAbadar
w1Animalbane Crossbow +2 Combat Check DC 8+5=13: 1d10 + 1d10 + 5 + 1d10 ⇒ (5) + (2) + 5 + (5) = 17 Monster defeated
Monster C
Traits: Human Warrior Veteran
To Defeat: Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
"Pooky! Quit sniffing the giant sea creature!"
Revealing Mighty Steed and discarding w1Animalbane Crossbow +2 to examine the top card of location: Sharkskin Reef Card 2 (Darkforest Anemone). Attempting Fort check to recharge card instead revealing Tricorne.
Fortitude Check DC 9: 1d12 + 1 + 1d8 ⇒ (3) + 1 + (2) = 6 No Success
Revealing Mighty Steed and discarding BoWadjet to examine the top card of location: Sharkskin Reef Card 2 (Darkforest Anemone). Attempting Fort check to recharge card instead revealing Tricorne.
Fortitude Check DC 9: 1d12 + 1 + 1d8 ⇒ (2) + 1 + (1) = 4 No Success
"Pooky! I said quit it!"
Revealing Mighty Steed and discarding Tricorne to examine the top card of location: Sharkskin Reef Card 2 (Darkforest Anemone). Attempting Fort check to recharge card instead.
Fortitude Check DC 9: 1d12 + 1 ⇒ (1) + 1 = 2 No Success
Will discard Mighty Steed to move and explore the top card of new location - Shrine to Norgorber
Explore: Shrine to Norgorber Card 3: Magic Spyglass. Will bury Blessing of Asmodeus to succeed at check to acquire Magic Spyglass.
No other cards at time so only Blessing of Asmodeus is buried and then get hand.
Breastplate of the Deep
Letter of Marque
i1ABBoots of Alacrity
BoHshurha
i3ABWayfinder
Corrosion
w3Stormrune Knife
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.
Boon Acquired - Raid Check DC 3: 1d6 ⇒ 3 Raid away!
Explore: Shrine to Norgorber Card 2: Jolly Roger
Survival Check DC 8: 1d4 + 5 + 1d4 + 3 ⇒ (3) + 5 + (2) + 3 = 13 Auto Success
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.
Will display Jolly Roger and turn in Letter of Marque choosing spells and exploring top one.
Random Roll: 1d4 + 1 ⇒ (2) + 1 = 3 Spells
Explore: Random Spell #1 - Animate Water
Wisdom Check DC 10: 1d4 + 2 + 1d4 + 3 ⇒ (1) + 2 + (4) + 3 = 10 Success
Animate Water
Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Boon Acquired - Raid Check DC 3: 1d6 ⇒ 1 No Raid right now
will discard Magic Spyglass to look at last 2 cards and order as follows:
Random Spell #3: Seamantle Spell 5
Random Spell #2: Divine Fortune Spell 4
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.
Spell 4
Traits: Magic Divine
To Acquire: Wisdom Divine 11
Display this card. While displayed, add 1d6 to all checks attempted by characters at your location. At the start of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard this card.
Will put Boots of Alacrity on top of my deck to move to Sacred Spring
EOT: End Turn and Reset hand discarding armors and corrosion
"Hey look guys, I found a horde of scrolls over at the shrine and I couldn't carry them all. Use this one on that big sea monster."
Ranzak then whispers something under his breath. "Hail Asmodeus!"
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing + 1 (due to Candle)
Notes for Celeste: Heal 6
Random Card(s) Used: M1-2, Al1, sp1-3
Grazzle - Dagon's Jaws A 4 remain // 4 = Insanity barrier
Dagon's Jaws B CLOSED
Radovan, Ranzak - Sacred Spring 2 remain // 2=Kraken(V5)
Wishing Well CLOSED
Celeste - Sharkskin Reef 2-8 remain // 2=Anemone, 3=storm
Shark Island CLOSED
Shrine to Norgorber CLOSED Random Sp#3, Random Sp#2 remain // Sea Mantle (Sp5), Divine Fortune (Sp4)
Hand: i1ABBoots of Alacrity, BoHshurha, i3ABWayfinder, w3Stormrune Knife, Animate Water, w2Force Shortbow +1, Animalbane Dagger +1, Rosie Cusswell
Displayed: Jolly Roger
Deck: 3 Discard: 12 Buried: 4
"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:
"
BoHshurha, Animate Water, w3Stormrune Knife, w2Force Shortbow +1
Recharged: BoLamashtu
Discard Pile:
Buried Pile:
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 4/6/8 Al 1/2/2 Bl 4/5/5 = 20
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.
[x] Discard a card from the blessings deck to explore your location.
Grazzle - Matsu Kurisu
|
Radovan, Celeste, Raznak, Grazzle
Grazzle - 16 / Blessing of Besmara
Start of Turn
Grazzle heal (Cleric of Nethys, Find Traps, Holy Light, Wayfarer, Blessing of Qi Zhong) = Heal 5*2 + 1 = 11
Radovan 3, Celeste 1, Raznak 7
Recharge due to discard Divine card: 1d10 ⇒ 9 - Wayfarer
At: Dagon's Jaws A
Give: No
Move: No
No explore
Recharge (Aqueous Orb) Examine Dagon's Jaws A Card 4 (Symbol of Insanity)
Recharge (Armor of the Sands) Examine Dagon's Jaws A Card 4 (Symbol of Insanity)
End of Turn
Draw Shroud Cloak, Channel the Gift
Summary
Location = Dagon's Jaws A
Acquired =
Banished =
Examined = 4: Symbol of Insanity
From Box =
Displayed =
Used =
Grazzle Heal: Radovan 3, Celeste 1, Raznak 7
Hand: Repelling Pike +1, Binder's Tome, Volcanic Storm, Blessing of Abraxas, Blessing of Pharasma, Shroud Cloak, Channel the Gift
Displayed: , , , , , ,
Deck: 5 Discard: 9 Buried: 0
"Notes: Cards available for examine (Nil)
Blessing of Abraxas: +2d on arcane/divine, +1d any check. Blessing of Pharasma: +2D if spell played or +1D. Available
"
Kit: , ,
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.
Paizo Reroll USED
Grazzle - Matsu Kurisu
|
Grazzle - Start of Radovan's turn
Recharge Channel the Gift to get Restorative Touch
Auto Recharge Restorative Touch Heal 1d4+1: 1d4 + 1 ⇒ (1) + 1 = 2
healed card 1: 1d9 ⇒ 6 - Cleric of Nethys
healed card 2: 1d8 ⇒ 2 - Fire Snake
Blessing of Abadar
Fire Snake
Holy Javelin
Blessing of Thoth
ac Spyglass
Cleric of Nethys
Find Traps
Holy Light
Blessing of Qi Zhong
Hand: Repelling Pike +1, Binder's Tome, Volcanic Storm, Blessing of Abraxas, Blessing of Pharasma, Shroud Cloak,
Displayed: , , , , , ,
Deck: 7 Discard: 7 Buried: 0
"Notes: Cards available for examine (Nil)
Blessing of Abraxas: +2d on arcane/divine, +1d any check. Blessing of Pharasma: +2D if spell played or +1D. Available
"
Kit: , ,
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.
Paizo Reroll USED
Grazzle - Matsu Kurisu
|
Dragon Jaws A Temp-close
Play Volcanic Storm. Play Pharasma. Grazzle Attack
Combat 20: 1d8 + 3 + 3 + 3d6 + 2 + 2d8 ⇒ (2) + 3 + 3 + (2, 5, 3) + 2 + (8, 2) = 30
Dagon Jaws A is temp-closed
Defeated, does Poison damage:
poison: 1d4 ⇒ 1 - Discard Repelling Pike +1
Hand: Shroud Cloak, Binder's Tome, Blessing of Abraxas, , , ,
Displayed: , , , , , ,
Deck: 8 Discard: 9 Buried: 0
"Notes: Cards available for examine (Nil)
Blessing of Abraxas: +2d on arcane/divine, +1d any check. Available
"
Kit: , ,
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.
Paizo Reroll USED
| Ranzak 12789 |
Need to be somewhere else to add d4 force or electricity...Like Radovan really needs it
At end of Grazzles turn, Will put Boots of Alacrity on top of my deck to move to Wishing Well
Throws a copper into the well. "I wish I was taller!"
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing + 1 (due to Candle)
Notes for Celeste: heal 1
Notes for Ranzak: heal 3
Random Card(s) Used: M1-2, Al1, Sp1-3
Grazzle - Dagon's Jaws A 4 remain // 4 = Insanity barrier
Dagon's Jaws B CLOSED
Radovan - Sacred Spring 2 remain // 2=Kraken(V5)
Ranzak - Wishing Well CLOSED
Celeste - Sharkskin Reef 2-8 remain // 2=Anemone, 3=storm
Shark Island CLOSED
Shrine to Norgorber CLOSED Random Sp#3, Random Sp#2 remain // Sea Mantle (Sp5), Divine Fortune (Sp4)
Hand: i1ABBoots of Alacrity, BoHshurha, i3ABWayfinder, w3Stormrune Knife, Animate Water, w2Force Shortbow +1, Animalbane Dagger +1, Rosie Cusswell
Displayed: Jolly Roger
Deck: 10 Discard: 5 Buried: 4
"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:
"
BoHshurha, Animate Water, w3Stormrune Knife, w2Force Shortbow +1
Recharged:
Discard Pile:
Buried Pile:
| wkover - Radovan |
Ok, so all temp closes are done. Grazzle defeated Vry, and Celeste banishes ally. So now for two villain checks: Fort then Combat.
BYA struc damage (-2 for ship): 2d4 - 2 ⇒ (4, 1) - 2 = 3. We'll let the ship wreck - no cards discarded.
Fort 14 w/ lvl 4 Quang display, Ranzak's Hshurha: 1d8 + 4 + 1d6 + 4 + 2d8 ⇒ (7) + 4 + (2) + 4 + (6, 1) = 24 - success
Combat 23 w/ discarded (not revealed) rapier, lvl 4 Norge display, Grazzle's Abraxas, my Pharasma: 1d8 + 4d4 + 1d6 + 8 + 1d8 + 4 + 1d8 + 1d8 ⇒ (4) + (4, 4, 4, 1) + (2) + 8 + (1) + 4 + (6) + (2) = 40 - actually a 43 w/ 4s as 5s - success!
Villain defeated. We win!
| BR skizzerz |
Development
Well, that was unexpected! Your boatswain triggered a glyph trap, and you immediately thought, “Maybe he’ll get turned to ash, or maybe I should duck.” You most certainly did not think, “We have apparently summoned a kraken, and we should get back to our ship before it’s smashed to flotsam.”
Looks like there’s a first time for everything. All hands are on board, and you managed to grab a treasure chest as you left, so you should count this one a success. Nothing went wrong, except... wait. No, really?
You sigh. Looks like you’ll have to find another cabin boy.
Reward
For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace an armor in her deck with the loot Howling Skull Armor. At the end of each scenario, return the loot to the game box.
Loot 5
Type: Armor
Traits: Light Armor Magic
Recharge this card to reduce Combat damage dealt to you by 2.
Recharge this card to choose a character at your location; that character may evade a monster whose highest difficulty to defeat is 22 or lower. You may not use this power if the monster is immune to the Mental trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Acquired Cards
Animalbane Dagger +1 (Weapon 1)
Animated Shield (Armor 4)
Animate Water (Spell 3)
Astrolabe (Item 1)
Benevolent Buckler (Armor 1)
Blessing of Asmodeus (Blessing 4)
Blessing of Besmara (Blessing 1)
Blessing of Milani (Blessing B)
Blessing of Pharasma (Blessing B)
Blessing of the Gods (Blessing B) x2
Breastplate of the Deep (Armor 5)
Flaming Falcata +3 (Weapon 5)
Jolly Roger (Item 2)
Lady Cerise Bloodmourn (Ally 4)
Magic Spyglass (Item 4)
Merrill Pegsworthy (Ally 2)
Rapier +2 (Weapon 4)
Rosie Cusswell (Ally 1)
*Seaborne Trident +1 (Weapon 3)
Spyglass (Item B)
Vomit Twin (Spell B)
Wall of Blades (Spell 5)
1x Weapon 5
1x Weapon 4
1x Weapon 3
1x Weapon 1
1x Spell 5
1x Spell 3
1x Spell B
1x Armor 5
1x Armor 4
1x Armor 1
1x Item 4
1x Item 2
1x Item 1
1x Item B
1x Ally 4
1x Ally 2
1x Ally 1
1x Blessing 4
1x Blessing 1
4x Blessing B
| BR skizzerz |
0-5D: A Crew Divided
This has not been a good month for you and your merry crew. You were in the wrong place at the wrong time and nearly got overwhelmed by a pirate armada. You tried to take in an innocent bit of theater and nearly got devoured by devils. And you were exploring a perfectly innocent thalassic demon temple when a bleedin’ kraken tried to chow down on your ship!
All you want is some peace and quiet so you can recover from your impossible adventure in a bottle. Just a few days in which you’re not being blown every which way by the forces of Dame Fortune. Surely that’s not too much to ask?
You’ve sailed west, where all the land is uninhabited and the ocean looms large. That small, rocky island off the port bow has only one building on it, and it looks like a glorified lighthouse. Finally, some blessed peace and... oh, no.
PROCEED DIRECTLY TO THE TOWER AND ENGAGE THE ENEMY. HELM, HARD TO PORT.
| BR skizzerz |
During This Scenario: When setting out locations, divide them into two groups as indicated. When you add villains and henchmen, put the Group 1 ones into the Group 1 locations and the Group 2 ones into the Group 2 locations.
Characters and cards at locations in one group treat characters and cards at locations in the other group (including those location cards) as if they do not exist, except that on your move step, you may move to a location in the other group; if you do, other characters may not choose to move with you. You cannot reduce damage to a ship commanded by a character at a location in the other group.
When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box. To win the scenario, corner and defeat both villains.
Party Ship Group 1: Choose a Class 5 or lower ship.
Party Ship Group 2: Choose a Class 5 or lower ship.
Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.
Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)
Plunder Table
d6 Card Type
1. weapon
2. spell
3. armor
4. item
5. ally
6. choose 1 of the above 5 card types
Group 1
Incutilis (Villain)
Villain 5
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Vrykolakas (Henchman)
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.
Group 2
Shrouded Queen (Villain)
Villain 5
Type: Monster
Traits: Outsider
To Defeat: Combat 18 THEN Combat 18
The Shrouded Queen is immune to the Cold, Mental, and Poison traits. If your check to defeat has the Acid, Fire, or Electricity trait, its difficulty is increased by 5.
Before you act, each character at your location must succeed at a Constitution or Fortitude 12 check or recharge 1d4 cards. Then if the Shrouded Queen is not the only card in the location deck, she is evaded; summon and encounter the henchman Abyssal Scavenger instead.
If undefeated, each character at your location is dealt 1d4 Poison damage and must bury the top card of his deck.
Blink Spider (Henchman)
Henchman 4
Type: Monster
Traits: Aberration Spider
To Defeat: Combat 17
All damage dealt by the Blink Spider is Poison damage.
Before you act, succeed at a Dexterity, Acrobatics, or Arcane 10 check or the Blink Spider deals 1d4 Poison damage to you.
If undefeated, discard the top card of your deck and shuffle the Blink Spider into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Besmara's Tricorne (Loot)
Loot 1
Type: Item
Traits: Accessory Magic Swashbuckling Besmara
Reveal this card to add 1 to your Constitution, Fortitude, Wisdom, or Survival check, or 1d8 to that check while on a ship.
Recharge this card to add 1d8 to a Constitution, Fortitude, Wisdom, or Survival check attempted by a character on a ship at your location.
Brine's Sting (Loot)
Loot 2
Type: Weapon
Traits: Sword Melee Slashing Finesse Swashbuckling Magic
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If the bane is a monster that has the Aquatic trait, you may reroll 1 die; you must take the second result. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Buccaneer's Breastplate (Loot)
Loot 2
Type: Armor
Traits: Heavy Armor Magic Aquatic
Reveal this card to reduce Combat damage dealt to you by 3, or Structural damage dealt to your ship by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Farglass (Loot)
Loot 2
Type: Item
Traits: Object Magic
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of any location deck and put them back in any order.
Reveal a card that has the Pirate trait to recharge this card instead of discarding it.
Howling Skull Armor (Loot)
Loot 5
Type: Armor
Traits: Light Armor Magic
Recharge this card to reduce Combat damage dealt to you by 2.
Recharge this card to choose a character at your location; that character may evade a monster whose highest difficulty to defeat is 22 or lower. You may not use this power if the monster is immune to the Mental trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Impossible Bottle (Loot)
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)
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)
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)
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)
Loot 2
Type: Ally
Traits: Human Shipbuilder
Bury this card to repair your ship.
Discard this card to add 1d10 to a Craft check.
Discard this card to explore your location.
Svingli's Eye (Loot)
Loot 2
Type: Item
Traits: Tool Magic
Recharge this card to examine the top card of the location deck.
Discard this card to add 1d4+2 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8+2 instead. After you play this card, succeed at a Survival 9 check to recharge it instead of discarding it.
Totem Necklace (Loot)
Loot 2
Type: Item
Traits: Accessory
Discard this card to add 1 die to a check to defeat a monster that has the Aquatic trait attempted by a character at your location, or 2 dice if the monster has the Merfolk trait.
Bury this card to draw 1 random item from the box and add it to your hand.
Vindictive Harpoon (Loot)
Loot 1
Type: Weapon
Traits: Spear Ranged Piercing 2-Handed Swashbuckling Magic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 2d6. Add another 1d8 if the bane has the Aquatic trait. If you fail the check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.
Abyssal Scavenger (Summon)
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19
The Abyssal Scavenger is immune to the Acid, Cold, Mental, and Poison traits. All damage dealt by the Abyssal Scavenger is Acid damage.
Before you act, each character at your location is dealt 1d4 Acid damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Breath of Dagon (Summon)
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)
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)
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)
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)
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)
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)
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card.
For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
Riptide Grindylow (Summon)
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Sea Devil (Summon)
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Vrykolakas (Summon)
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.
When encountering a random ship, roll 1d16 and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.
Ship 1: Goblin Weidling - Class 0
Ship P
Class 0
To Defeat: Dexterity Stealth 5 OR Wisdom Survival 4
To Repair: Strength 4
When Encountering This Ship: Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding This Ship (Normal): Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.
When Commanding This Ship (Wrecked): When you encounter a card, all other characters at this location move to a random closed location.
If they brings a tasty goat,
Peoples welcome on our boat!
You can gain the rank of private
After teaching us to drive it.
Ship 2: Merchantman - Class 0
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
To Repair: Craft 6
When Encountering This Ship: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding This Ship (Normal): When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
When Commanding This Ship (Wrecked): If you fail to defeat a bane that has the Pirate trait, bury a card.
A plucky merchant crew considers a ship valuable when its hold is laden with precious goods. So do the pirates in Port Peril. That's one of the few ideas that unites the denizens of the Shackles.
Ship 3: Shackles Pirate Ship - Class 0
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.
Over at Rickety's Squibs, the scoundrels in the Shackles celebrate the commissioning of a new ship with resounding joy. The ship's previous owners don't share their enthusiasm.
Ship 4: Man's Promise - Class 1
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 6
When Encountering This Ship: If the check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to explore your location.
When Commanding This Ship (Wrecked): Other characters may not move or be moved from your location.
The Man's Promise is a proud three-master of Rahadoumi vintage. Like many a merchant ship before her, she's proven that any vessel in pirate waters will eventually become a pirate vessel.
Ship 5: Truewind - Class 1
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
To Repair: Craft 7
When Encountering This Ship: You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to recharge a random card from your discard pile.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.
When pirates attack your ship, this fine Absalom barque is a vessel you'll want to see. Bedecked with ballistae, it intercedes when helpless sailors are about to have their vessels plundered.
Ship 6: Devil's Pallor - Class 2
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
To Repair: Craft 6
When Encountering This Ship: If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
A Shackles drekar of ill repute, the Devil's Pallor aims its ballistae at the innocent. The hobgoblin captain Gortus Svard commands it toward depravity, mischief, and destruction.
Ship 7: Thresher - Class 2
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, bury a random card from your discard pile.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
When Commanding This Ship (Wrecked): At the start of the turn, summon and encounter the henchman Hammerhead Shark.
A junk of the Dragon Empires, Inkskin's ship is home to human and sea devil draiders alike. If you see the Thresher, look behind you—longboats full of buccaneers are already boarding your vessel.
Ship 8: Dowager Queen - Class 3
Ship 3
Class 3
To Defeat: Wisdom Survival 8 OR Charisma Diplomacy 10
To Repair: Craft 6
When Encountering This Ship: You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally is increased by 2.
This caravel left Cheliax branded with the marque of royalty. She's seen rougher days since then, but "Queenie," as Captain Irius Trock has dubbed her, is still the proudest merchant ship in the Shackles.
Ship 9: Kraken - Class 3
Ship 3
Class 3
To Defeat: Strength Melee 10 OR Wisdom Survival 8
To Repair: Craft 6
When Encountering This Ship: On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.
The Master of the Gales commands this xebec. Its imposing name belies his knowledge of the sea. It was he who coined the aphorism, "All unknown islands are Hirgenzosk until proven otherwise."
Ship 10: Sanbalot - Class 3
Ship 3
Class 3
To Defeat: Dexterity Stealth 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
When Commanding This Ship (Normal): This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.
When Commanding This Ship (Wrecked): At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.
The Sanbalot is a Rahadoumi schooner helmed by Captain Aisha Hamiyaz and her Pure Legion marines. With a trained manticore flying air support, the Sanbalot gets a wide berth.
Ship 11: Sea Chanty - Class 3
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 5
When Encountering This Ship: You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire a boon is increased by 1.
This Sargavan galleon out of Eleder is often stocked with trade goods and luxuries. It's suffered many a clash with freebooting vessels and survived to brave the shipping lanes anew.
Ship 12: Blood Moon - Class 4
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
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
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
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
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
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)
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
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
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
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)
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
Group 1: Fishing Village
At This Location (Open): If you acquire a card during your exploration, you may discard it to immediately explore again.
When Closing: Succeed at a Charisma or Diplomacy 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Group 1: Scar Bay
At This Location (Open): All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Group 1: 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.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
Group 2: Tower
At This Location (Open): At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Group 2: Coastline
At This Location (Open): If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Group 2: Great Stone Bridge
At This Location (Open): You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Grazzle - Matsu Kurisu
|
Grazzle - 0-5D: A Crew Divided
Loot
= None
Ship vote
=Group 1 - Mistmourn
=Group 2 - Wavecrest - Reduce Structural damage to this ship by 1 for each character on the ship.!
Starting Location
= Group 1: Fishing Village
Starting Hand
Hand: Blessing of Abadar, Fire Snake, Binder's Tome, Restorative Touch, Channel the Gift, Staff of Dark Flame, Blessing of Thoth
Displayed: , , , , , ,
Deck: 12 Discard: 0 Buried: 0
"Notes: Cards available for examine (Blessing of Thoth, Restoring Touch, Blessing of Abadar)
Staff of Dark Flame (Restoring Touch, Fire Snake): Discard a Spell to reduce any combat DC by 1d6+1.
Blessing of Thoth: +2d on Wisdom NC or Cold, +1d any check. Blessing of Abadar: +2d vs Barrier, or +1d on any. Available
"
Kit: , ,
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.
Paizo Reroll AVAILABLE
Paizo Mat Discard AVAILABLE
Note: Grazzle has Staff of Dark Flame, that can discard a spell to reduce ANY combat DC by 1d6+1.
Staff traits are Staff~Melee~Bludgeoning~2-Handed~Magic~Elite so no issues with elemental immunity
| wkover - Radovan |
On hangouts, the suggestion was for Grazzle/Ranzak to take group 1 and Celeste/Radovan to take group 2. Works for me. Suggest Kraken as ship for group 2. Radovan will start wherever Celeste starts. Taking Impossible Bottle, Sting as loot.
Hand: Charm Person, Shadowless Sword 2, Elyana, Crystal Ball, Red Leathers, B of Maat,
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.
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][X] You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use reward up to 2 more times if fulfill these requirements:
[not earned] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[earned] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more.
Absalom Reward: Sea Legs
[] When you would fail a combat check against a bane that has the Aquatic trait, reroll the dice and add 1d6; take the new result.
Die Bumps: 4
@Celeste - I can give you my Crystal Ball if you want two in your deck. Could be fun.
| Ranzak 12789 |
Ranzak - 0-5D: A Crew Divided
Loot
01-F: replace Staff of Minor Healing -> Tricorne
04 Adventure: replace Wayfinder -> Letter of Marque
05-C:replace buckler Gun -> Howling Skull Armor
Starting Location Fishing Village
Ship Choice Mistmourn Group 1, Kraken Group 2
Starting Hand - Favored Card None
Hand: w1Animalbane Crossbow +2, Besmara's Tricorne, BoAbadar, Steel Ibis Lamellar, BotBoss, Howling Skull Armor, i5Sacred Candle, i2ABDryad Sandals
Displayed:
Deck: 12 Discard: 0 Buried: 0
"Notes: Spells are banished when used by Ranzak.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
i5Sacred Candle, BoAbadar, BotBoss
Recharged:
Discard Pile:
Buried Pile:
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 [x] +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 4/6/8 Al 1/2/2 Bl 4/5/5 = 20
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.
[x] Discard a card from the blessings deck to explore your location.