| 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: Mistmourn
Party Ship Group 2: Kraken
Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.
Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)
Plunder Table
d6 Card Type
1. weapon
2. spell
3. armor
4. item
5. ally
6. choose 1 of the above 5 card types
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 (Bringing Split Parties Back Together... In His Stomach)
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 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.
Group 1
1. Ally
Group 2
1. Armor
(BR Only)
YQFzFrmFP/P2dBsFqiLWXkiSi7rYjRxHXb3OJQunf3NLN8FXz9cmAuFCVmNN4dKx12fmUGkL/F8 82U24Oz94d9QshEL1EPssvXA3CBt4kq5dh3TkvpjZQ8cnM+hbAyt0jH4A
Monster 1
Monster 2
Traits: Ooze Aquatic
To Defeat: Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
Monster 2
Monster 2
Traits: Plant
To Defeat: Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
Monster 3
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 4
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
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.
Barrier 1
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.
Barrier 2
Barrier 4
Traits: Trap Magic
To Defeat: Wisdom Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Barrier 3
Barrier 4
Traits: Trap Magic
To Defeat: Wisdom Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Barrier 4
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 5
Barrier 4
Traits: Trap Magic Electricity
To Defeat: Dexterity Disable 12 OR Intelligence Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
Weapon 1
Weapon 5
Traits: Bow Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
Weapon 2
Weapon 5
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon 3
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 4
Weapon 4
Traits: Firearm Ranged Piercing Magic
To Acquire: Dexterity Ranged Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Weapon 5
Weapon 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
To Acquire: Intelligence Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Spell 2
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 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 4
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 5
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.
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.
Armor 2
Armor 3
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
Armor 5
Traits: Heavy Armor Magic
To Acquire: Constitution Fortitude 10
Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 4
Armor 4
Traits: Shield Magic
To Acquire: Constitution Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
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.
Item 1
Item B
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
Item 2
Item B
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
Item 3
Item B
Traits: Object Magic
To Acquire: Charisma 7
Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.
Item 4
Item 5
Traits: Accessory Piercing Magic
To Acquire: Arcane Melee Divine 10
If you play a spell that has the Attack trait on a check, reveal this card to add 1d6 to the check. You may additionally discard this card to add another 1d6; after playing this card, succeed at a Melee 10 check to recharge it instead of discarding it.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon on the check.
Item 5
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.
Ally 1
Ally 1
Traits: Human Rogue Pirate
To Acquire: Strength Melee 6 OR Charisma Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 2
Ally 3
Traits: Human Sorcerer Captain Pirate
To Acquire: Intelligence Arcane 6 OR Charisma Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 3
Ally 4
Traits: Nymph Nereid
To Acquire: Wisdom Survival Charisma Diplomacy 12
Bury this card to evade your encounter.
Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.
Ally 4
Ally 5
Traits: Half-Elf Rogue Captain Pirate
To Acquire: Dexterity Ranged 9 THEN Charisma Diplomacy 12
If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.
Ally 5
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.
Blessing 1
Blessing B
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 3
Blessing 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 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.
Turn: 1 Celeste/elcoderdude
Top of Blessing Discard Pile:
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 Remaining: 29
Blessings Deck Card 2 - Turn 2 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 3 Grazzle/Matsu Kurisu
Blessing 5
Traits: Divine Norgorber
To Acquire: Bury any card OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 4 - Turn 4 Radovan/wkover
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 5 - Turn 5 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 6 - Turn 6 Ranzak/Zalarian
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 7 - Turn 7 Grazzle/Matsu Kurisu
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 8 - Turn 8 Radovan/wkover
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 9 - Turn 9 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 10 - Turn 10 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 11 Grazzle/Matsu Kurisu
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 12 - Turn 12 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 13 - Turn 13 Celeste/elcoderdude
Blessing C
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 14 - Turn 14 Ranzak/Zalarian
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 15 - Turn 15 Grazzle/Matsu Kurisu
Blessing 2
Traits: Divine Hshurha
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 16 - Turn 16 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 17 - Turn 17 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 18 - Turn 18 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 19 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 20 - Turn 20 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 21 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 22 Ranzak/Zalarian
Blessing 4
Traits: Divine Asmodeus
To Acquire: Charisma Diplomacy 7 OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 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 24 - Turn 24 Radovan/wkover
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 25 - Turn 25 Celeste/elcoderdude
Blessing 5
Traits: Divine Norgorber
To Acquire: Bury any card OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 26 - Turn 26 Ranzak/Zalarian
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 27 - Turn 27 Grazzle/Matsu Kurisu
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 28 - Turn 28 Radovan/wkover
Blessing C
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 29 - Turn 29 Celeste/elcoderdude
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 30 - Turn 30 Ranzak/Zalarian
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.
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.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/Matsu Kurisu, Ranzak/Zalarian
Monster 4
Traits: Animal Aquatic
To Defeat: Combat 18
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.
Monster 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.
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.
Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
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.
Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
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.
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.
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 4
Traits: Object Magic
To Acquire: Wisdom Survival Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
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.
Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
Weapon 2
Traits: Knife Firearm Ranged Piercing Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
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.
At This Location (Closed): No effect.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster 3
Traits: Animal Aquatic
To Defeat: Combat 18 OR Dexterity Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
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.
Barrier 5
Traits: Task
To Defeat: Constitution Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Monster 3
Traits: Aberration Manticore
To Defeat: Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
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.
Ally 3
Traits: Halfling Spy
To Acquire: Intelligence Knowledge 7 OR Charisma Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
Monster 3
Traits: Animal Aquatic
To Defeat: Combat 18 OR Dexterity Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
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.
Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
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.
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.
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 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.
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.
Scenario: When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box.
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 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.
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.
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.
Blessing C
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.
Weapon 3
Traits: Firearm Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
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 4
Traits: Firearm Ranged Piercing Reliable Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.
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.
At This Location (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
Barrier 3
Traits: Task Aquatic
To Defeat: Strength Knowledge Wisdom Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Monster 5
Traits: Animal Aquatic
To Defeat: Combat 23
If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.
Item 2
Traits: Object
To Acquire: Wisdom Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
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.
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.
Monster 4
Traits: Plant Aquatic
To Defeat: Wisdom Perception 12
The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.
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.
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.
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.
Barrier B
Traits: Skirmish Veteran
To Defeat: Strength Melee Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
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.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude, Radovan/wkover
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.
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.
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.
Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
Monster 5
Traits: Aberration Aquatic Swarm
To Defeat: Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
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.
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.
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.
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.
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.
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.
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.
At This Location (Closed): At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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.
Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
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.
Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
Ally 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
Barrier 3
Traits: Task Aquatic
To Defeat: Strength Knowledge Wisdom Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Ally 4
Traits: Human Rogue Pirate
To Acquire: Charisma Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Monster 5
Traits: Aberration Aquatic Swarm
To Defeat: Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
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.
Scenario: When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box.
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.
Monster 5
Traits: Elf Cultist
To Defeat: Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
| Celeste - Robert |
Celeste's opening hand:
Hand: Rodrick, Twisted Space, Blessing of the Seventh Veil, Cloudburst, Blessing of Abadar, Blessing of the Spellbound, Blessing of the Elements, Numerology and Runes
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:
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)
| Celeste - Robert |
Celeste and Radovan at the Coastline, on our side of the Great Divide. Blessing is Abadar.
SOT: Recharge Blessing of the Elements to scout Tower.
Tower card 1: Barrier 3, Sandbar
Seeing the Abadar recharge opportunity, I'm seizing it.
Move to Sandbar, bringing Radovan (of course).
Explore Tower.
Sandbar. (Group 1 is in a different universe, so isn't pulled over.)
Recharging Abadar.
Knowledge 11: 3d8 + 5 ⇒ (6, 8, 8) + 5 = 27
Yeah.
Sandbar defeated.
Discard Rodrick to explore. (Discarding feels *very* different without the uber-healer around.)
Explore Tower.
Monster 5, Tetrolimulus.
What the actual what. I don't remember this guy. I could evade, but I think I can take him.
Play Cloudburst on the encounter. Recharge Spellbound.
Combat 23: 2d10 + 3d6 + 5 ⇒ (2, 10) + (6, 2, 3) + 5 = 28
Combat 23: 2d10 + 3d6 + 5 ⇒ (4, 5) + (4, 2, 5) + 5 = 25
Huh. I made *two* 77% success rolls? Angels and Ministers of Grace preserve us. I was all set to use my 2-dice reroll & even pull in the Maat.
Tetrolimulus defeated
Not moving (Cloudburst).
Shuffle Cloudburst into my deck.
EOT: Tower lets me examine & re-order Blessings Deck for 2: Gorum, Norgorber(AD5).
Re-ordering blessings so Ranzak flips Blessing of Norgorber.
EOT: Recharge Blessing of the Seventh Veil to scout Great Stone Bridge.
Great Stone Bridge card 1:Monster B, Shackles Pirate
Hand: Numerology and Runes, Twisted Space, Cloudburst, Augury, Ice Storm, Blessing of the Spellbound, Blessing of Pharasma, Volcanic Storm
Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes: Radovan: I'm feeling parsimonius with blessings: both work best if I use them. But if you need one to beat a barrier or monster (ha!), use it. Twisted Space lets either of us evade a *monster*
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 and Radovan are at Tower
Banished cards 1 and 2 at Tower
Great Stone Bridge card 1 is Monster B, Shackles Pirate
Swapped Ranzak's and Grazzle's Blessing Deck blessings: Ranzak flips Norgorber (AD5)
| Ranzak 12789 |
Out of Turn Updates: None
Turn Order: Radovan, Celeste, Ranzak, Grazzle
Turn: 2 - Blessings Deck Card 3 - Turn 3 Grazzle/Matsu Kurisu Blessing of Norgorber
SOT: None
Since Celeste swapped blessings, Bury Sacred Candle to draw the top blessing from the blessings discard pile (Blessings Deck Card 3 - Turn 3 Grazzle/Matsu Kurisu Blessing of Norgorber ).
"You know, I still feel the presence of that Naga seer even when we are on different sides of the equator."
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.
Grazzle will recharge divine card to examine top card (Fishing Village Card 1: Sapphire Jellyfish )
Monster 4
Traits: Animal Aquatic
To Defeat: Combat 18
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.
"Beware of the blob! Doo Doo Doo!"
Give Card: None
Move: Fishing Village -> Scarbay
Grazzle will recharge divine card to examine top card (Scar Bay Card 1: Giant Jellyfish). Will explore and reveal crossbow and since animal and doesn't like piercing add 2d8
w1Animalbane Crossbow +2 Combat Check DC 18: 1d10 + 1d10 + 5 + 2d8 ⇒ (8) + (7) + 5 + (7, 3) = 30 Monster defeated
"More blobs over here!"
Monster 3
Traits: Animal Aquatic
To Defeat: Combat 18 OR Dexterity Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Since blessing is now Abadar, recharge mine to explore.
Explore: Scar Bay Card 2: Potion of Healing
Intelligence Check DC 5: 1d4 + 1d4 + 3 ⇒ (4) + (3) + 3 = 10 Auto Success
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.
Boon Acquired - Raid Check DC 3: 1d6 ⇒ 1 No extra raids..for now
EOT: End Turn and Reset hand
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing
Notes for Grazzle: Grazzle examined 2 cards
Notes for Radovan: 2 blessings are swapped..Radovan's blessing is Gorum
Grazzle - Fishing Village 1-10 remain // 1=Sapphire Jelly Fish
Ranzak - Scar Bay 3-10 remain
Shrine to Norgorber 1-10 remain
XXXXXXXXXXXXXX - // Line of Demarcation // - XXXXXXXXXXXXXX
Celeste, Radovan - Tower 3-10 remain
Coastline 1-10 remain
Great Stone Bridge 1-10 remain // 1=Shackles Pirate(MB)
Hand: w1Animalbane Crossbow +2, Besmara's Tricorne, Potion of Healing, Steel Ibis Lamellar, BotBoss, Howling Skull Armor, Blessing of Norgorber, i2ABDryad Sandals
Displayed:
Deck: 13 Discard: 0 Buried: 1
"Notes: Spells are banished when used by Ranzak.
BotBoss adds 2 to combat but requires a card to discard
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
BotBoss, Howling Skull Armor, Potion of Healing, Besmara's Tricorne
Recharged: BoAbadar
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.
Grazzle - Matsu Kurisu
|
Radovan, Celeste, Ranzak, Grazzle
Examine recharge (Blessing of Thoth, Restorative Touch) for Ranzak
Grazzle - 2 / Blessing of Gorum - As blessing swapped by Celeste
Start of Turn
No Grazzle heal
At: Fishing Village
Give: No
Move: Group 1: Scar Bay
Free explore = 3: Albatross Soup, Barrier 5, Fortitude 15
Before the encounter, bury the top card of your deck. (Blessing of Abraxas)
Recharge Fire Snake 1d8+3+3, Reveal Binder's Tome +1d4, Discard Blessing of Abadar +2d8
Fortitude 15: 1d8 + 3 + 3 + 1d4 + 2d8 ⇒ (6) + 3 + 3 + (3) + (4, 4) = 23 - Banished
End of Turn
Draw Blessing of Qi Zhong, Blessing of Pharasma, Shroud Cloak, Volcanic Storm
Summary
Location = Group 1: Scar Bay
Acquired =
Banished = 3: Albatross Soup
Examined =
From Box =
Displayed =
Used =
Grazzle Heal: Radovan 0, Celeste 0, Raznak 0
Hand: Staff of Dark Flame, Binder's Tome, Channel the Gift, Blessing of Qi Zhong, Blessing of Pharasma, Shroud Cloak, Volcanic Storm
Displayed: , , , , , ,
Deck: 10 Discard: 1 Buried: 1
"Notes: Cards available for examine (Blessing of Qi Zhong, Blessing of Pharasma)
Staff of Dark Flame (Volcanic Storm): Discard a Spell to reduce any combat DC by 1d6+1.
Blessing of Qi Zhong: +1d any check. Blessing of Pharasma: +2d if spell played, 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
| wkover - Radovan |
Flip B of Erastil. Give Crystal Ball to Celeste. I want to build up some displays before I start fighting things, so I'll stay put (Tower) and explore. Encounter Periscope.
Per 8 to acquire Scope w/ revealed Leathers, revealed sword: 1d8 + 2 + 2 + 1d8 ⇒ (8) + 2 + 2 + (7) = 19
Periscope acquired, displayed beside Quang.
Banish Charm Person, get random human ally: Crimson Cogward (random ally #1). Discard Elyana to examine top card of Coastline (Gargoyle Sniper 4), stay at Tower, and explore: encounter Rage spell. Choose not to acquire Rage (banished), get Quang display (random monster #1: Sea Scourge 2).
Discard Cogward to explore Tower again, encounter Falcata +1.
Str 10 to acquire weapon: 1d8 + 4 ⇒ (2) + 4 = 6 - failed, banished
Hand: Keen Rapier +3, Shadowless Sword 2, B of Abadar 2, B of Zon-Kuthon, Red Leathers, B of Maat,
Displayed: Viridio and Quang forms; Norge display: []; Quang display: [2 lvl2]; Viridio display: [] {only 2 forms active},
Deck: 13 Discard: 2 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
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing
Notes for Celeste: Received Crystal Ball from Radovan
Notes for Radovan: Drinks on the house!
Random Card(s) Used: M1, Al1
Fishing Village 1-10 remain // 1=Sapphire Jelly Fish
Ranzak, Grazzle - Scar Bay 4-10 remain
Shrine to Norgorber 1-10 remain
XXXXXXXXXXXXXX - // Line of Demarcation // - XXXXXXXXXXXXXX
Celeste, Radovan - Tower 6-10 remain
Coastline 1-10 remain // 1=Gargoyle Sniper(M4)
Great Stone Bridge 1-10 remain // 1=Shackles Pirate(MB)
| 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: Mistmourn
Party Ship Group 2: Kraken
Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.
Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)
Plunder Table
d6 Card Type
1. weapon
2. spell
3. armor
4. item
5. ally
6. choose 1 of the above 5 card types
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 (Bringing Split Parties Back Together... In His Stomach)
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 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.
Blessing of Norgorber (Blessing 5)
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.
Crimson Cogward (Ally 1)
Ally 1
Traits: Human Rogue Pirate
To Acquire: Strength Melee 6 OR Charisma Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Periscope (Item 2)
Item 2
Traits: Object
To Acquire: Wisdom Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
Potion of Healing (Item B)
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.
Group 1
1. Ally
Group 2
1. Armor
(BR Only)
YQFzFrmFP/P2dBsFqiLWXkiSi7rYjRxHXb3OJQunf3NLN8FXz9cmAuFCVmNN4dKx12fmUGkL/F8 82U24Oz94d9QshEL1EPssvXA3CBt4kq5dh3TkvpjZQ8cnM+hbAyt0jH4A
Monster 1
Monster C
Traits: Human Pirate Veteran
To Defeat: Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Monster 2
Monster C
Traits: Human Sorcerer Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.
Monster 3
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.
Monster 4
Monster C
Traits: Giant Ogre Aquatic
To Defeat: Combat 14
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.
Monster 5
Monster 5
Traits: Troll Aquatic
To Defeat: Combat 20
If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.
Barrier 1
Barrier 1
Traits: Obstacle Aquatic Veteran
To Defeat: Intelligence Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Barrier 2
Barrier 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 5
Traits: Task
To Defeat: Constitution Fortitude 15
Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Barrier 4
Barrier 2
Traits: Task Aquatic Weather
To Defeat: Wisdom Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Barrier 5
Barrier B
Traits: Cache Lock Veteran
To Defeat: Strength Melee 10 OR Dexterity Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
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: 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 3
Weapon 5
Traits: Sword Melee Slashing Finesse Swashbuckling Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 4
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 4
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee Arcane Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.
Spell 1
Spell 3
Traits: Magic Arcane
To Acquire: Intelligence Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Spell 2
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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 C
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
Bury this card to draw 1 random Animal ally from the box and add it to your hand.
If you do not have either the Arcane or Divine skill, banish this card after playing it.
Spell 5
Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
Armor 1
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 2
Armor 4
Traits: Heavy Armor Magic Aquatic
To Acquire: Constitution Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 3
Armor 1
Traits: Shield Magic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 4
Armor 4
Traits: Light Armor Magic Aquatic Swashbuckling
To Acquire: Constitution Fortitude 9
Recharge this card to reduce Combat or Electricity damage dealt to you by 2, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
Armor 4
Traits: Shield Magic
To Acquire: Constitution Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Item 1
Item 2
Traits: Object
To Acquire: Wisdom Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
Item 2
Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.
Item 3
Item B
Traits: Object Magic
To Acquire: Constitution 7
Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.
Item 4
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 5
Item 5
Traits: Liquid Attack Electricity Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
Ally 1
Ally 4
Traits: Human Aristocrat Captain Pirate
To Acquire: Intelligence Knowledge 8 THEN Charisma Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 2
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.
Ally 3
Ally B
Traits: Human Rogue Pirate
To Acquire: Charisma Diplomacy 8
Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 4
Ally 2
Traits: Human Fighter Pirate
To Acquire: Charisma Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 5
Ally 4
Traits: Animal
To Acquire: Wisdom Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
Blessing 1
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Blessing B
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Blessing 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 4
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 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: 5 Celeste/elcoderdude
Top of Blessing Discard Pile:
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 Remaining: 25
Blessings Deck Card 6 - Turn 6 Ranzak/Zalarian
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 7 - Turn 7 Grazzle/Matsu Kurisu
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 8 - Turn 8 Radovan/wkover
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 9 - Turn 9 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 10 - Turn 10 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 11 Grazzle/Matsu Kurisu
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 12 - Turn 12 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 13 - Turn 13 Celeste/elcoderdude
Blessing C
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 14 - Turn 14 Ranzak/Zalarian
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 15 - Turn 15 Grazzle/Matsu Kurisu
Blessing 2
Traits: Divine Hshurha
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 16 - Turn 16 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 17 - Turn 17 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 18 - Turn 18 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 19 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 20 - Turn 20 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 21 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 22 Ranzak/Zalarian
Blessing 4
Traits: Divine Asmodeus
To Acquire: Charisma Diplomacy 7 OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 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 24 - Turn 24 Radovan/wkover
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 25 - Turn 25 Celeste/elcoderdude
Blessing 5
Traits: Divine Norgorber
To Acquire: Bury any card OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 26 - Turn 26 Ranzak/Zalarian
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 27 - Turn 27 Grazzle/Matsu Kurisu
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 28 - Turn 28 Radovan/wkover
Blessing C
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 29 - Turn 29 Celeste/elcoderdude
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 30 - Turn 30 Ranzak/Zalarian
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.
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.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Monster 4
Traits: Animal Aquatic
To Defeat: Combat 18
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.
Monster 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.
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.
Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
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.
Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
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.
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.
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 4
Traits: Object Magic
To Acquire: Wisdom Survival Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
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.
Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
Weapon 2
Traits: Knife Firearm Ranged Piercing Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
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.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/Matsu Kurisu, Ranzak/Zalarian
Monster 3
Traits: Aberration Manticore
To Defeat: Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
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.
Ally 3
Traits: Halfling Spy
To Acquire: Intelligence Knowledge 7 OR Charisma Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
Monster 3
Traits: Animal Aquatic
To Defeat: Combat 18 OR Dexterity Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
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.
Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
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.
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.
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 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.
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.
Scenario: When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box.
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 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.
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.
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.
Blessing C
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.
Weapon 3
Traits: Firearm Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
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 4
Traits: Firearm Ranged Piercing Reliable Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.
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.
At This Location (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: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude, Radovan/wkover
Monster 4
Traits: Plant Aquatic
To Defeat: Wisdom Perception 12
The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.
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.
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.
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.
Barrier B
Traits: Skirmish Veteran
To Defeat: Strength Melee Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
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.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
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.
Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
Monster 5
Traits: Aberration Aquatic Swarm
To Defeat: Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
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.
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.
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.
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.
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.
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.
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.
At This Location (Closed): At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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.
Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
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.
Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
Ally 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
Barrier 3
Traits: Task Aquatic
To Defeat: Strength Knowledge Wisdom Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Ally 4
Traits: Human Rogue Pirate
To Acquire: Charisma Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Monster 5
Traits: Aberration Aquatic Swarm
To Defeat: Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
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.
Scenario: When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box.
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.
Monster 5
Traits: Elf Cultist
To Defeat: Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
| Celeste - Robert |
<PRIOR TO TURN>Celeste receives Crystal Ball from Radovan. Dang - Celeste didn't get him anything. Oh, well.
Celeste and Radovan at Tower. Blessing is Hshurha. (NO idea how to pronounce that.)
SOT: Not scouting, since decks are known.
That's a downside to staying put - wasting scouting, in effect - but closing out this location would be keen.
Before move step, discard Crystal Ball to examine Tower for 3, may re-order.
Tower Card 1: Monster 4, Sargassum Fiend (Wis/Perc 12; discard hand, then reset, if undefeated)
Tower Card 2: Blink Spider, Henchman
Tower Card 3: Ally 4, Avimar Sorrinash
The ally's not great, and Radovan said he wanted to cuddle up with one of these friendly spiders, so putting cards in this order:
Tower new card 1: Blink Spider
Tower new card 2: Ally 4, Avimar
Tower new card 3: Monster 4, Sargassum Fiend
Move to Coastline, bringing Radovan.
I'll try to take out this Gargoyle Sniper with a well-timed storm.
Explore (this is my free explore).
Coastline card 1: Gargoyle Sniper
When encountering him, I play Cloudburst.
Cloudburst ignores BYA. Recharge my Blessing of the Spellbound:
Combat 18: 2d10 + 3d6 + 5 ⇒ (5, 2) + (3, 2, 6) + 5 = 23
Gargoyle Sniper defeated.
End of encounter - Cloudburst lets me ride the storm to the Great Stone Bridge, bringing Radovan.
Shuffle Cloudburst into my deck.
EOT: Recharge Ice Storm to examine Coastline.
Coastline original card 2: Armor 5, Breastplate of the Deep
Hand: Numerology and Runes, Twisted Space, Fire Snake, Augury, Blessing of Pharasma 1, Aqueous Orb, Blessing of Pharasma, Blessing of Abadar
Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Blessings available if need be. Twisted Space lets anyone on my side of the divide evade a *monster*
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:
Tower top card is Blink Spider henchman
Banished top card of Coastline (Gargoyle Sniper)
Coastline top card is original card 2, Armor 5
Celeste and Radovan are at Great Stone Bridge
| Ranzak 12789 |
Out of Turn Updates: None
Turn Order: Radovan, Celeste, Ranzak, Grazzle
Turn:Blessings Deck Card 6 - Turn 6 Ranzak/Zalarian Blessing of Hshurha
SOT: None
Give Card: Potion of Healing to Grazzle
Move: Scar Bay -> Fishing Village
"Time to go hunting for more blobs!"
Explore: Fishing Village Card 1 (Sapphire Jellyfish) revealing Lamellar armor for electricity damage and crossbow for combat adding 2d8 due to animal and piercing. Also recharging Lamellar to add 1d6
Random Roll: 1d4 ⇒ 2 Electrical damage
w1Animalbane Crossbow +2 Combat Check DC 18: 1d10 + 1d10 + 5 + 2d8 + 1d6 ⇒ (3) + (8) + 5 + (4, 1) + (3) = 24 Monster defeated
Monster 4
Traits: Animal Aquatic
To Defeat: Combat 18
The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.
Will have Grazzle recharge card to examine card: Fishing Village Card 2: Darkforest Anemone
EOT: End Turn and Reset hand
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing
Notes for Grazzle: was given potion of healing and needs to recharge a card
Notes for Radovan: Drinks on the house!
Random Card(s) Used: M1, Al1
Ranzak - Fishing Village 2-10 remain // 2=Darkforest anemone
Grazzle - Scar Bay 1-7 remain
Shrine to Norgorber 1-10 remain
XXXXXXXXXXXXXX - // Line of Demarcation // - XXXXXXXXXXXXXX
Tower 2,3,1,4,5 remain // 1=Sargassum Fiend(M4),2=Blink Spider(H),3=Avimar Sorrinash(Al4)
Coastline 2-10 remain // 2=Breastplate of the Deep(Ar5)
Celeste, Radovan - Great Stone Bridge 1-10 remain // 1=Shackles Pirate(MB)
Hand: w1Animalbane Crossbow +2, Besmara's Tricorne, i4Gem of Physical Prowess, w4Javelin of Lightning, BotBoss, Howling Skull Armor, Blessing of Norgorber, i2ABDryad Sandals
Displayed:
Deck: 12 Discard: 0 Buried: 1
"Notes: Spells are banished when used by Ranzak.
BotBoss adds 2 to combat but requires a card to discard
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
BotBoss, Howling Skull Armor, Besmara's TricorneSideboard cards: Potion of Healing;
Recharged: BoAbadar, 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 [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.
Grazzle - Matsu Kurisu
|
Radovan, Celeste, Ranzak, Grazzle
Recieved rz Potion of Healing from Grazzle
Examine recharge (Blessing of Qi Zhong) for Ranzak
Grazzle - 7 / Blessing of Abadar
Start of Turn
No Grazzle heal
At: Group 1: Scar Bay
Give: No
Move: No
Free explore = Scar Bay Card 1: Manticore, Monster 3, Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Who gets shot (Grazzle, Ranzak): 1d2 ⇒ 2 for 1d4+1 Ranged Combat damage: 1d4 + 1 ⇒ (4) + 1 = 5
Urk! Ranzak gets shot for 5 Ranged Combat Damage
Recharge Volcanic Storm 1d8+3+3+3d6, Grazzle Attack +2
Combat 12: 1d8 + 3 + 3 + 3d6 + 2 ⇒ (7) + 3 + 3 + (6, 4, 6) + 2 = 31 - Banished
Discard & Not attempt Recharge Channel the Gift to fetch Aqueous Orb
End of Turn
Discard Shroud Cloak to get Channel the Gift
Draw Blessing of Wayfarer
Summary
Location = Group 1: Scar Bay
Acquired =
Banished = 1: Manticore
Examined =
From Box =
Displayed =
Used = Ranzak gets shot for 5 Ranged Combat Damage
Grazzle Heal: Radovan 0, Celeste 0, Raznak 0
Hand: Staff of Dark Flame, Binder's Tome, Channel the Gift, Aqueous Orb, Blessing of Pharasma, rz Potion of Healing, Wayfarer
Displayed: , , , , , ,
Deck: 10 Discard: 2 Buried: 1
"Notes: Cards available for examine (Blessing of Pharasma)
Staff of Dark Flame (Aqueous Orb): Discard a Spell to reduce any combat DC by 1d6+1.
Blessing of Pharasma: +2d if spell played, 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
| wkover - Radovan |
Flip B of Gorum. Move to Tower, encounter Blink Spider henchman. Spider invokes poison, so get Virdio display (random monster #1: Shackles Pirate C). Auto-fail the BYA check, take poison damage that is prevented by Virdio, get Quang display (random monster #2: Shackled Sorcerer C).
Combat 17 vs. spider henchman w/ rapier: 1d8 + 3d4 + 1d6 + 9 ⇒ (3) + (2, 2, 1) + (1) + 9 = 18 - spider defeated, now for close
Stealth 7 w/ lvl 2 Quang display: 1d8 + 2 + 1d6 + 2 ⇒ (4) + 2 + (3) + 2 = 11
Tower is closed.
Hand: Keen Rapier +3, Shadowless Sword 2, B of Abadar 2, B of Zon-Kuthon, Red Leathers, B of Maat,
Displayed: Viridio and Quang forms; Norge display: []; Quang display: [1 lvlB, 1 lvl2]; Viridio display: [1 lvlB] {only 2 forms active},
Deck: 13 Discard: 2 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
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing
Notes for Ranzak: Needs to take 5 ranged combat damage
Notes for Radovan: Drinks on the house!
Random Card(s) Used: M1-2
Ranzak - Fishing Village 2-10 remain // 2=Darkforest anemone
Grazzle - Scar Bay 2-7 remain
Shrine to Norgorber 1-10 remain
XXXXXXXXXXXXXX - // Line of Demarcation // - XXXXXXXXXXXXXX
Radovan - Tower CLOSED
Coastline 2-10 remain // 2=Breastplate of the Deep(Ar5)
Celeste - Great Stone Bridge 1-10 remain // 1=Shackles Pirate(MB)
| Ranzak 12789 |
Out of turn shot in the back by a nasty manticore. Will recharge armor for 2 and discard 3 (Javelin, BotBoss, Gem)
Hand: w1Animalbane Crossbow +2, Besmara's Tricorne, Blessing of Norgorber, i2ABDryad Sandals
Displayed:
Deck: 13 Discard: 3 Buried: 1
"Notes: Spells are banished when used by Ranzak.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
Besmara's TricorneSideboard cards: Potion of Healing;
Recharged: BoAbadar, Steel Ibis Lamellar, Howling Skull Armor
Discard Pile:
Buried Pile:
| wkover - Radovan |
Out of turn - Having Grazzle recharge his Pharasma to see top card of Scar Bay. Will help us decide how/if to rearrange the party.
Ok, that was helpful. Top card of Scar Bay is Henchman! Vrykolakas.
I could fight Vry on my next turn, if people want, since I can ignore the AYA poison damage.
| 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: Mistmourn
Party Ship Group 2: Kraken
Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.
Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)
Plunder Table
d6 Card Type
1. weapon
2. spell
3. armor
4. item
5. ally
6. choose 1 of the above 5 card types
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 (Bringing Split Parties Back Together... In His Stomach)
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 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.
Blessing of Norgorber (Blessing 5)
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.
Crimson Cogward (Ally 1)
Ally 1
Traits: Human Rogue Pirate
To Acquire: Strength Melee 6 OR Charisma Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Periscope (Item 2)
Item 2
Traits: Object
To Acquire: Wisdom Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
Potion of Healing (Item B)
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.
Group 1
1. Ally
Group 2
1. Armor
(BR Only)
YQFzFrmFP/P2dBsFqiLWXkiSi7rYjRxHXb3OJQunf3NLN8FXz9cmAuFCVmNN4dKx12fmUGkL/F8 82U24Oz94d9QshEL1EPssvXA3CBt4kq5dh3TkvpjZQ8cnM+hbAyt0jH4A
Monster 1
Monster 2
Traits: Plant
To Defeat: Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
Monster 2
Monster 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 3
Monster 5
Traits: Animal Aquatic
To Defeat: Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
Monster 4
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 5
Monster B
Traits: Dragon Aquatic
To Defeat: Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
Barrier 1
Barrier B
Traits: Skirmish Veteran
To Defeat: Strength Melee Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Barrier 2
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 3
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 4
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 5
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 1
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 2
Weapon 3
Traits: Bow Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.
Weapon 3
Weapon 5
Traits: Sword Melee Slashing Finesse Swashbuckling Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 4
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: Firearm Ranged Piercing Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Spell 1
Spell 3
Traits: Magic Arcane
To Acquire: Intelligence Arcane 10
When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Spell 2
Spell 3
Traits: Magic Arcane Cold Attack
To Acquire: Intelligence Arcane 11
Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.
Spell 3
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 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 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.
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: Shield Magic
To Acquire: Constitution Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 3
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 1
Traits: Shield Magic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 5
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.
Item 1
Item 5
Traits: Liquid Attack Electricity Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
Item 2
Item 2
Traits: Object
To Acquire: Wisdom Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
Item 3
Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.
Item 4
Item 5
Traits: Accessory Magic Aquatic
To Acquire: Constitution Fortitude 10
Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.
Item 5
Item 4
Traits: Liquid Attack Acid Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
Ally 1
Ally 5
Traits: Animal
To Acquire: Wisdom Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Ally 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 3
Traits: Human Sorcerer Captain Pirate
To Acquire: Intelligence Arcane 6 OR Charisma Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 4
Ally 4
Traits: Animal
To Acquire: Wisdom Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
Ally 5
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.
Blessing 1
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 2
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 3
Blessing 4
Traits: Divine Asmodeus
To Acquire: Charisma Diplomacy 7 OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 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: 9 Celeste/elcoderdude
Top of Blessing Discard Pile:
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 Remaining: 21
Blessings Deck Card 10 - Turn 10 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 11 Grazzle/Matsu Kurisu
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 12 - Turn 12 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 13 - Turn 13 Celeste/elcoderdude
Blessing C
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 14 - Turn 14 Ranzak/Zalarian
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 15 - Turn 15 Grazzle/Matsu Kurisu
Blessing 2
Traits: Divine Hshurha
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 16 - Turn 16 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 17 - Turn 17 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 18 - Turn 18 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 19 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 20 - Turn 20 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 21 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 22 Ranzak/Zalarian
Blessing 4
Traits: Divine Asmodeus
To Acquire: Charisma Diplomacy 7 OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 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 24 - Turn 24 Radovan/wkover
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 25 - Turn 25 Celeste/elcoderdude
Blessing 5
Traits: Divine Norgorber
To Acquire: Bury any card OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 26 - Turn 26 Ranzak/Zalarian
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 27 - Turn 27 Grazzle/Matsu Kurisu
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 28 - Turn 28 Radovan/wkover
Blessing C
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 29 - Turn 29 Celeste/elcoderdude
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 30 - Turn 30 Ranzak/Zalarian
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.
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.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Ranzak/Zalarian
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.
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.
Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
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.
Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
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.
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.
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 4
Traits: Object Magic
To Acquire: Wisdom Survival Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
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.
Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
Weapon 2
Traits: Knife Firearm Ranged Piercing Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
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.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/Matsu Kurisu
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.
Ally 3
Traits: Halfling Spy
To Acquire: Intelligence Knowledge 7 OR Charisma Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
Monster 3
Traits: Animal Aquatic
To Defeat: Combat 18 OR Dexterity Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
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.
Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
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.
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.
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 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.
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.
Scenario: When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box.
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 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.
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.
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.
Blessing C
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.
Weapon 3
Traits: Firearm Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
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 4
Traits: Firearm Ranged Piercing Reliable Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.
Group 2: Tower
Closed
At This Location (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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/wkover
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.
At This Location (Closed): No effect.
M: 1 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
Monster 5
Traits: Aberration Aquatic Swarm
To Defeat: Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
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.
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.
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.
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.
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.
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.
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.
At This Location (Closed): At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude
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.
Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
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.
Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.
Ally 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
Barrier 3
Traits: Task Aquatic
To Defeat: Strength Knowledge Wisdom Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Ally 4
Traits: Human Rogue Pirate
To Acquire: Charisma Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Monster 5
Traits: Aberration Aquatic Swarm
To Defeat: Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
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.
Scenario: When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box.
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.
Monster 5
Traits: Elf Cultist
To Defeat: Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
| Celeste - Robert |
Celeste at Great Stone Bridge. Blessing is unpronounceable (Hshurha).
SOT: Nothing to scout.
Explore.
Shackles Pirate.
Play Aqueous Orb for full effect.
Combat 14: 1d10 + 3d6 + 5 ⇒ (1) + (6, 3, 6) + 5 = 21
Shackles Pirate defeated
Recharge, but don't shuffle, Aqueous Orb.
Play Augury, for Monster.
Great Stone Bridge card 2: Weapon 5, Greyflame Mace +2
Great Stone Bridge card 3: Item 1, Potion of Heroism
Great Stone Bridge card 4: Ally P, Mogmurch
Complete whiff.
Shuffle Great Stone Bridge.
Recharge, do not shuffle, Augury (looking for Combat spells).
EOT:Recharge Numerology to examine Coastline (Armor 5)
Hand: Sand Elemental, Twisted Space, Fire Snake, Cloudburst, Blessing of Pharasma 1, Blessing of the Seventh Veil, Blessing of Pharasma, Blessing of Abadar
Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Blessings available. 7th Veil: +die, +2die on non-Combat Int/Char. Twisted Space: any character evades monster. Sand Elemental: Any character reduces Fire or Cold to 0.
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:
Whole lotta nothing.
Banished top card at Great Stone Bridge (Shackles Pirate)
Great Stone Bridge shuffled
Celeste is at Great Stone Bridge
| Ranzak 12789 |
Out of Turn Updates: None
Turn Order: Radovan, Celeste, Ranzak, Grazzle
Turn: Blessings Deck Card 10 - Turn 10 Ranzak/Zalarian Blessing of the Gods
SOT: None
Give Card: None
Move: Fishing Village-> Coastline
Explore: Coastline Card 1 (Breastplate of the Deep). Will reveal tricorne for check
Fortitude Check DC 11: 1d12 + 1 + 1d4 + 3 + 1d8 ⇒ (12) + 1 + (1) + 3 + (2) = 19 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: Coastline Card 2: Keen Rapier +3
Strength Check DC 13: 1d4 + 1d4 + 3 ⇒ (3) + (1) + 3 = 7 No Success
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.
Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
EOT: End Turn and Reset hand discarding Breastplate
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing
Notes for Radovan: Drinks on the house!
Fishing Village 1-9 remain // 1=Darkforest anemone
Grazzle - Scar Bay 1-6 remain // 1=Vrykolakas(H5)
Shrine to Norgorber 1-10 remain
XXXXXXXXXXXXXX - // Line of Demarcation // - XXXXXXXXXXXXXX
Radovan - Tower CLOSED
Ranzak - Coastline 3-10 remain
Celeste - Great Stone Bridge (random 2-10) remain // 2=Greyflame Mace +2(W5),3=Potion of Heroism(I1),4=Mogmurch(AlP)
Hand: w1Animalbane Crossbow +2, Besmara's Tricorne, Blessing of Norgorber, i2ABDryad Sandals, Letter of Marque, al2ABForensic Physician, BoHorus, w3Stormrune Knife
Displayed:
Deck: 9 Discard: 4 Buried: 1
"Notes: Spells are banished when used by Ranzak.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"Sideboard cards: Potion of Healing;
Recharged: BoAbadar, Steel Ibis Lamellar, Howling Skull Armor
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.
Grazzle - Matsu Kurisu
|
Radovan, Celeste, Ranzak, Grazzle
Examine recharge (Blessing of Pharasma) for Radovan
Grazzle - 11 / Blessing of the Gods
Start of Turn
Edit to correct Ranzak being in G2
Grazzle heal (Restorative Touch, Fire Snake ) = Heal 2*2 + 1 = 5
Radovan 0, Celeste 0, Raznak 4
Recharge due to discard Divine card: 1d4 ⇒ 1 - Blessing of Abadar
At: Group 1: Scar Bay
Give: No
Move: Group 1: Fishing Village
Free explore = Fishing Village Card 1: Darkforest Anemone, Monster 3, Combat 16
The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
Recharge Aqueous Orb 1d8+3+3+3d6, Grazzle Attack +2
Combat 16: 1d8 + 3 + 3 + 3d6 + 2 ⇒ (2) + 3 + 3 + (3, 2, 2) + 2 = 17 - Banished
Recharge Channel the Gift to fetch Volcanic Storm
Discard Wayfarer Explore +2d6 = 2: Potion of Healing, Item B, Craft 5
Craft 1d10+2+1, Wayfarer +2d6
Craft 5: 1d10 + 2 + 1 + 2d6 ⇒ (7) + 2 + 1 + (3, 1) = 14 - Acquired
Location.Discard ac Potion of Healing explore = 3: Haneilius Fitch, Ally 3, Charisma 9
Charisma 1d8+3, Reveal Binders Tome +1d4
Charisma 9: 1d8 + 3 + 1d4 ⇒ (7) + 3 + (3) = 13 Acquired
Banish rz Potion of Healing Heal 1d4: 1d4 ⇒ 1
healed card 1: 1d5 ⇒ 4 - Wayfarer
Recharge ac Haneilius Fitch explore = 4: Crawling Cyclops Hands, Barrier 4, Divine 10
Divine 1d8+3+3, Reveal Binders Tome +1d4
Divine 10: 1d8 + 3 + 3 + 1d4 ⇒ (7) + 3 + 3 + (4) = 17
Banish rz Potion of Healing Heal 1d4: 1d4 ⇒ 1
healed card 1: 1d3 ⇒ 3 - ac Potion of Healing
Shroud Cloak
Wayfarer
ac Potion of Healing
End of Turn
Draw Aqueous Orb, Blessing of Thoth, Blessing of Pharasma, Find Traps
Summary
Location = Group 1: Fishing Village
Acquired = 2: Potion of Healing, 3: Haneilius Fitch
Banished = 1: Darkforest Anemone
Examined =
From Box =
Displayed =
Used =
Grazzle Heal: Radovan 0, Celeste 0, Raznak 0
Hand: Staff of Dark Flame, Binder's Tome, Volcanic Storm, Aqueous Orb, Blessing of Thoth, Blessing of Pharasma, Find Traps
Displayed: , , , , , ,
Deck: 10 Discard: 3 Buried: 1
"Notes: Cards available for examine (Blessing of Thoth, Aqueous Orb, Blessing of Pharasma, Find Traps)
Staff of Dark Flame (Aqueous Orb, Find Traps): Discard a Spell to reduce any combat DC by 1d6+1.
Find Traps: +2d vs Barrier, Blessing of Thoth: +2d WisdomNC or Cold or +1d. Blessing of Pharasma: +2d if spell played, 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
| wkover - Radovan |
Flip BoG - Move to Group 1 Scar Bay and explore, encounter revealed henchman. Don't get +2 from Viridio, since is immune to poison.
Combat 20 w/ discarded (not revealed) sword: 2d8 + 1d6 + 1d4 + 6 + 1d6 + 5 ⇒ (2, 4) + (3) + (1) + 6 + (1) + 5 = 22
AYA poison damage is reduced by Viridio, which gives me two displays - one for poison damage (Viridio: RM1 - Nirento 2) and one for base ability (Quang: RM2 - Great White Shark 3).
Now to close. Using Grazzle's Thoth blessing.
Wis 8 w/ Grazzle's Thoth (adds 2 dice) + lvlB Quang display: 3d6 + 1d6 ⇒ (5, 5, 6) + (5) = 21
Scar Bay is closed.
Location's perm closed ability kicks in and I am dealt 2 combat damage, which I reduce by recharging B of Maat.
Hand: Keen Rapier +3, Impossible Bottle, B of Abadar 2, B of Zon-Kuthon, Red Leathers, Wayfinder,
Displayed: Viridio and Quang forms; Norge display: []; Quang display: [1 lvl2, 1 lvl3]; Viridio display: [1 lvlB, 1 lvl2] {only 2 forms active},
Deck: 12 Discard: 3 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
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing
Notes for Grazzle: B of Thoth used
Random Card(s) Used: M1-2
Grazzle - Fishing Village 5-9 remain
Radovan - Scar Bay CLOSED
Shrine to Norgorber 1-10 remain
XXXXXXXXXXXXXX - // Line of Demarcation // - XXXXXXXXXXXXXX
Tower CLOSED
Ranzak - Coastline 3-10 remain
Celeste - Great Stone Bridge (random 2-10) remain // 2=Greyflame Mace +2(W5),3=Potion of Heroism(I1),4=Mogmurch(AlP)
| Celeste - Robert |
Celeste at GSB. Ranzak is on this side of divide, others are not. Blessing is Achaekek.
SOT: Recharge Sand Elemental to examine Coastline. We are up to card 3.
Coastline original card 3: Monster 5, Galvo.
Fortuitous.
Move to Coastline.
Explore.
When encountering Galvo, I play Cloudburst.
BYA ignored by Cloudburst.
Discard Pharasma.
Combat 18/22: 3d10 + 3d6 + 5 ⇒ (5, 4, 1) + (1, 4, 5) + 5 = 25
The big dice are just not coming through, lately. Still:
Galvo defeated.
Not moving after encounter.
Shuffle Cloudburst into deck.
EOT: Recharge B of 7th Veil to examine GSB:
Great Stone Bridge new top card:1d9 + 1 ⇒ (2) + 1 = 3
Original GSB card 3: Item 1, Potion of Heroism
Hand: Ice Storm, Twisted Space, Fire Snake, Wayfinder, Volcanic Storm, Augury, Blessing of Pharasma, Blessing of Abadar
Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: Blessings available. Twisted Space: anyone evades monster.
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:
Coastline original card 3(Galvo) banished
Great Stone Bridge top card is original card 3 (Item 1, PoH)
Great Stone Bridge is shuffled (from previous Augury)
Celeste is at Coastline
| Ranzak 12789 |
Out of Turn Updates: None
Turn Order: Celeste, Ranzak, Grazzle, Radovan
Turn: Blessings Deck Card 14 - Turn 14 Ranzak/Zalarian Blessing of Achaekek
SOT: Will use PAIZO mat to discard (Stormrune Knife) and Draw(Pooky)
Give Card: None
Move: Coastline -> Shrine of Norgorber
Will have Grazzle recharge a card examine top of Shrine (Koko)
Explore: Shrine to Norgorber Card 1: Koko
"Plants are tougher than the animals here! Medic! Pooky needs a medic!"
For BYA, will discard Pooky for 1 ranged combat damage. Will reveal crossbow and Party discards Blessing (1st choice Radovan but not spelled out so if not then Grazzle's Pharasma)
w1Animalbane Crossbow +2 Combat Check DC 17: 1d10 + 1d10 + 5 + 1d10 ⇒ (7) + (3) + 5 + (7) = 22 Monster defeated
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.
The physician glares at the goblin. "I am not sure I want to heal a goblin but no way am I going to heal a Dog!"
I don't want to heal 1 but cards says I need to (Breastplate of the Deep) and then explore.
Explore: Shrine to Norgorber Card 2: Incutilis
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.
Scenario: When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box.
To be Continued...
Hand: w1Animalbane Crossbow +2, Besmara's Tricorne, Blessing of Norgorber, i2ABDryad Sandals, Letter of Marque, BoHorus
Displayed:
Deck: 9 Discard: 6 Buried: 1
"Notes: Spells are banished when used by Ranzak.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"Sideboard cards: Potion of Healing;
Recharged:
Discard Pile:
Buried Pile:
Grazzle - Matsu Kurisu
|
Grazzle - Out of turn update
Discard Blessing of Thoth for Radovan
Recharge Aqueous Orb for Ranzak
Temp Close Group 1: Fishing Village: Charisma 8 check
Charisma 1d8+3, Reveal Binders Tome +1d4
Charisma 8: 1d8 + 3 + 1d4 ⇒ (4) + 3 + (2) = 9- Temp closed
No Temp close attempt as I forgot Scar Bay had been closed!!
Hand: Staff of Dark Flame, Binder's Tome, Volcanic Storm, , , Blessing of Pharasma, Find Traps
Displayed: , , , , , ,
Deck: 11 Discard: 4 Buried: 1
"Notes: Cards available for examine (Blessing of Pharasma, Find Traps)
Staff of Dark Flame (Find Traps): Discard a Spell to reduce any combat DC by 1d6+1.
Find Traps: +2d vs Barrier, Blessing of Pharasma: +2d if spell played, 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
| wkover - Radovan |
Out of turn - Sounds like we're using both my blessings (one for Koko, one for upcoming villain fight), which of course is fine. I'll update my hand preemptively to help Grazzle with his healing decisions.
Hand: Keen Rapier +3, Impossible Bottle, Red Leathers, Wayfinder,
Displayed: Viridio and Quang forms; Norge display: []; Quang display: [1 lvl2, 1 lvl3]; Viridio display: [1 lvlB, 1 lvl2] {only 2 forms active},
Deck: 12 Discard: 5 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
| 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: Mistmourn
Party Ship Group 2: Kraken
Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.
Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)
Plunder Table
d6 Card Type
1. weapon
2. spell
3. armor
4. item
5. ally
6. choose 1 of the above 5 card types
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 (Bringing Split Parties Back Together... In His Stomach)
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 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.
Blessing of Norgorber (Blessing 5)
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.
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.
Crimson Cogward (Ally 1)
Ally 1
Traits: Human Rogue Pirate
To Acquire: Strength Melee 6 OR Charisma Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Haneilius Fitch (Ally 3)
Ally 3
Traits: Human Surgeon
To Acquire: Charisma Diplomacy 9
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.
Periscope (Item 2)
Item 2
Traits: Object
To Acquire: Wisdom Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
Potion of Healing (Item B) x2
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.
Group 1
1. Ally
Group 2
1. Armor
(BR Only)
YQFzFrmFP/P2dBsFqiLWXkiSi7rYjRxHXb3OJQunf3NLN8FXz9cmAuFCVmNN4dKx12fmUGkL/F8 82U24Oz94d9QshEL1EPssvXA3CBt4kq5dh3TkvpjZQ8cnM+hbAyt0jH4A
Monster 1
Monster B
Traits: Human Captain Pirate Veteran
To Defeat: Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Monster 2
Monster B
Traits: Dragon Aquatic
To Defeat: Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
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 5
Traits: Animal Aquatic
To Defeat: Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
Monster 5
Monster B
Traits: Hag Aquatic
To Defeat: Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Barrier 1
Barrier 1
Traits: Obstacle Aquatic Veteran
To Defeat: Intelligence Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Barrier 2
Barrier 3
Traits: Task Aquatic
To Defeat: Strength Knowledge Wisdom Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Barrier 3
Barrier C
Traits: Cache Lock Pirate
To Defeat: Dexterity Disable 11 OR Strength Melee 13
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 4
Barrier C
Traits: Task Pirate
To Defeat: None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Barrier 5
Barrier C
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Weapon 1
Weapon 5
Traits: Bow Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 and the Fire trait to any combat check at another location.
Weapon 2
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 3
Weapon 4
Traits: Firearm Ranged Piercing Magic
To Acquire: Dexterity Ranged Craft 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Weapon 4
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.
Weapon 5
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.
Spell 1
Spell 2
Traits: Magic Arcane Healing
To Acquire: Intelligence Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Spell C
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
Bury this card to draw 1 random Animal ally from the box and add it to your hand.
If you do not have either the Arcane or Divine skill, banish this card after playing it.
Spell 3
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 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 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.
Armor 1
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 2
Armor 4
Traits: Heavy Armor Magic Aquatic
To Acquire: Constitution Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 3
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 4
Armor 3
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
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 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
Item 2
Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
Item 3
Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
Item 4
Item 1
Traits: Tool
To Acquire: Wisdom Survival 7
Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Item 5
Item 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
Ally 1
Ally 2
Traits: Animal Pirate
To Acquire: Wisdom Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Ally 2
Ally 3
Traits: Half-Elf Bard Captain Pirate
To Acquire: Dexterity Stealth 7 THEN Charisma Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 3
Ally 4
Traits: Human Aristocrat Captain Pirate
To Acquire: Intelligence Knowledge 8 THEN Charisma Diplomacy 11
Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 4
Ally B
Traits: Human Veteran
To Acquire: Charisma Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Ally 5
Ally 2
Traits: Human Fighter Pirate
To Acquire: Charisma Diplomacy 7
Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessing 1
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 2
Blessing B
Traits: Divine 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 3
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 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 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.
Turn: 14 Ranzak/Zalarian
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 16
Blessings Deck Card 15 - Turn 15 Grazzle/Matsu Kurisu
Blessing 2
Traits: Divine Hshurha
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 16 - Turn 16 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 17 - Turn 17 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 18 - Turn 18 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 19 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 20 - Turn 20 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 21 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 22 Ranzak/Zalarian
Blessing 4
Traits: Divine Asmodeus
To Acquire: Charisma Diplomacy 7 OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 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 24 - Turn 24 Radovan/wkover
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 25 - Turn 25 Celeste/elcoderdude
Blessing 5
Traits: Divine Norgorber
To Acquire: Bury any card OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 26 - Turn 26 Ranzak/Zalarian
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 27 - Turn 27 Grazzle/Matsu Kurisu
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 28 - Turn 28 Radovan/wkover
Blessing C
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 29 - Turn 29 Celeste/elcoderdude
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 30 - Turn 30 Ranzak/Zalarian
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.
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.
At This Location (Closed): No effect.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/Matsu Kurisu
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.
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 4
Traits: Object Magic
To Acquire: Wisdom Survival Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
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.
Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
Weapon 2
Traits: Knife Firearm Ranged Piercing Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
Group 1: Scar Bay
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/wkover
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.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: Ranzak/Zalarian
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.
Scenario: When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box.
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 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.
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.
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.
Blessing C
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.
Weapon 3
Traits: Firearm Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
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 4
Traits: Firearm Ranged Piercing Reliable Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.
Group 2: Tower
Closed
At This Location (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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
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.
At This Location (Closed): No effect.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude
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.
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.
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.
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.
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.
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.
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.
At This Location (Closed): At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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.
Barrier 3
Traits: Task Aquatic
To Defeat: Strength Knowledge Wisdom Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
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.
Monster 5
Traits: Aberration Aquatic Swarm
To Defeat: Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
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
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.
Monster 5
Traits: Elf Cultist
To Defeat: Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
Ally 4
Traits: Human Rogue Pirate
To Acquire: Charisma Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
Scenario: When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box.
| BR skizzerz |
Note: It is still Ranzak's turn, in the middle of the encounter with Sea Serpent/Incutilis. Posted an update since a fair number of things happened since the last one, and I'm not sure when I'll have time to do one again after this point.
Ranzak is fighting Incutilis
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.
Scenario: When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box.
which summoned Sea Serpent at +10 DC
Monster 5
Traits: Animal Aquatic
To Defeat: Combat 21
The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 Structural damage to your ship.
Fishing Village is not temporarily closed.
| wkover - Radovan |
@Ranzak - Grazzle and I can handle two of the AYA struc damage from the Sea Serpent (discarding Binder's Tome and Red Leathers, respectively). Since ship blocks 2 damage, hopefully that's enough.
| Ranzak 12789 |
Continuing my turn. Grazzle discards find traps for staff.
Random Roll: 1d6 + 1 ⇒ (6) + 1 = 7 points DC is reduced
Will then reveal crossbow adding 1d8 since animal. Radovan will discard 2nd blessing during turn and I will discard BoHorus.
w1Animalbane Crossbow +2 Combat Check DC 21+10-7=24: 1d10 + 1d10 + 5 + 2d10 ⇒ (8) + (1) + 5 + (2, 10) = 26 Monster defeated
Random Roll: 1d4 + 1 ⇒ (1) + 1 = 2 Structural damage AYA;Mistmourn ship reduces to 0
Shrine is closed
Incutilis is shuffled into Fishing Village and items added
Random Roll: 1d6 ⇒ 6 items at Shrine
Will use power to discard blessing from timer to explore again(Blessings Deck Card 15 - Turn 15 Grazzle/Matsu Kurisu Blessing of Hshurha)
Explore: Item 1 Potion of Flying
Intelligence Check DC 10: 1d4 + 1d4 + 3 ⇒ (4) + (4) + 3 = 11 Success
Item 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
Boon Acquired - Raid Check DC 3: 1d6 ⇒ 6 Raid away!
Explore: Item 2 Helpful Haversack
Dexterity Check DC 6: 1d10 + 3 + 1d4 + 3 ⇒ (7) + 3 + (3) + 3 = 16 Auto Success
Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
Boon Acquired - Raid Check DC 3: 1d6 ⇒ 2 No raid
Will use power to discard blessing from timer to explore again(Blessings Deck Card 16 - Turn 16 Radovan/wkover Blessing of Pharasma)
Explore: Item 3 Helpful Haversack
Dexterity Check DC 6: 1d10 + 3 + 1d4 + 3 ⇒ (9) + 3 + (4) + 3 = 19 Auto Success
Boon Acquired - Raid Check DC 3: 1d6 ⇒ 4 Raid Away!
Explore: Item 4 Astrolabe revealing tricorne
Survival Check DC 7: 1d4 + 6 + 1d4 + 3 + 1d8 ⇒ (2) + 6 + (2) + 3 + (2) = 15 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 ⇒ 4 Raid away!
Explore: Item 5 Potion of Flying using Astrolabe
Intelligence Check DC 10: 1d4 + 1d4 + 3 + 1d4 ⇒ (1) + (2) + 3 + (3) = 9 So close
Intelligence Check DC 10 PAIZO reroll: 1d4 + 8 ⇒ (3) + 8 = 11 Success
Survival Check to recharge Astrolabe DC 7: 1d4 + 6 ⇒ (3) + 6 = 9
Auto Recharge Astrolabe
Boon Acquired - Raid Check DC 3: 1d6 ⇒ 4 Raid away!
To be continued..Have 2 potions of fly and letter of marque etc along with 1 random item still at Shrine
Hand: w1Animalbane Crossbow +2, Besmara's Tricorne, Blessing of Norgorber, i2ABDryad Sandals, Letter of Marque, Potion of Flying, Helpful Haversack, Helpful Haversack 2, Potion of Flying 2
Displayed:
Deck: 10 Discard: 7 Buried: 1
"Notes: Spells are banished when used by Ranzak.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"Sideboard cards: Potion of Healing;
Recharged: Astrolabe
Discard Pile:
Buried Pile:
| 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: Mistmourn
Party Ship Group 2: Kraken
Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.
Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)
Plunder Table
d6 Card Type
1. weapon
2. spell
3. armor
4. item
5. ally
6. choose 1 of the above 5 card types
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 (Bringing Split Parties Back Together... In His Stomach)
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 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.
Astrolabe (Item 1)
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.
Blessing of Norgorber (Blessing 5)
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.
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.
Crimson Cogward (Ally 1)
Ally 1
Traits: Human Rogue Pirate
To Acquire: Strength Melee 6 OR Charisma Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Haneilius Fitch (Ally 3)
Ally 3
Traits: Human Surgeon
To Acquire: Charisma Diplomacy 9
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.
Helpful Haversack (Item 1) x2
Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
Periscope (Item 2)
Item 2
Traits: Object
To Acquire: Wisdom Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
Potion of Flying (Item 3) x2
Item 3
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 10
Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.
Potion of Healing (Item B) x2
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.
Group 1
1. Ally
Group 2
1. Armor
(BR Only)
YQFzFrmFP/P2dBsFqiLWXkiSi7rYjRxHXb3OJQunf3NLN8FXz9cmAuFCVmNN4dKx12fmUGkL/F8 82U24Oz94d9QshEL1EPssvXA3CBt4kq5dh3TkvpjZQ8cnM+hbAyt0jH4A
Monster 1
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 2
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 8
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.
Monster 3
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 4
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 5
Monster B
Traits: Human Captain Pirate Veteran
To Defeat: Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Barrier 1
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.
Barrier 2
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 3
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 4
Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Barrier 5
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.
Weapon 1
Weapon 2
Traits: Sword Melee Slashing Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.
Weapon 2
Weapon 5
Traits: Sword Melee Slashing Finesse Swashbuckling Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 3
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 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 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.
Spell 1
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 3
When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 5 check to recharge this card instead of discarding it.
Spell 2
Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 11
Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Spell 3
Spell 4
Traits: Magic Arcane Divine Fire
To Acquire: Intelligence Arcane Wisdom Divine 12
Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Spell 4
Spell 2
Traits: Magic Arcane Healing
To Acquire: Intelligence Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Spell 5
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.
Armor 1
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 2
Armor 5
Traits: Shield Magic
To Acquire: Constitution Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 3
Armor 1
Traits: Shield Magic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 4
Armor 4
Traits: Heavy Armor Magic Aquatic
To Acquire: Constitution Fortitude 9
Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 5
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.
Item 1
Item 5
Traits: Liquid Attack Electricity Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
Item 2
Item 4
Traits: Accessory Magic Healing
To Acquire: Constitution Fortitude 10
If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile.
Item 3
Item B
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
Item 4
Item B
Traits: Book
To Acquire: Wisdom Survival 7
At the end of a turn, recharge this card to move. Movement restrictions still apply.
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 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 2
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 3
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 4
Ally 4
Traits: Animal
To Acquire: Wisdom Survival 11
On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.
Ally 5
Ally 5
Traits: Half-Elf Rogue Captain Pirate
To Acquire: Dexterity Ranged 9 THEN Charisma Diplomacy 12
If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.
Blessing 1
Blessing 4
Traits: Divine Asmodeus
To Acquire: Charisma Diplomacy 7 OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
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 Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
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.
Turn: 14 Ranzak/Zalarian
Top of Blessing Discard Pile:
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 Remaining: 14
Blessings Deck Card 0 - Turn 15 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 1 - Turn 16 Radovan/wkover
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 2 - Turn 17 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 3 - Turn 18 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 4 - Turn 19 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 5 - Turn 20 Radovan/wkover
Blessing 4
Traits: Divine Asmodeus
To Acquire: Charisma Diplomacy 7 OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 6 - Turn 21 Celeste/elcoderdude
Blessing 4
Traits: Divine Asmodeus
To Acquire: Charisma Diplomacy 7 OR Divine 5
Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 7 - Turn 22 Ranzak/Zalarian
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 8 - Turn 23 Grazzle/Matsu Kurisu
Blessing 5
Traits: Divine Norgorber
To Acquire: Bury any card OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 9 - Turn 24 Radovan/wkover
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 10 - Turn 25 Celeste/elcoderdude
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 11 - Turn 26 Ranzak/Zalarian
Blessing C
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 12 - Turn 27 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 13 - Turn 28 Radovan/wkover
Blessing 3
Traits: Divine Kelizandri
To Acquire: Constitution Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
At This Location (Closed): No effect.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Grazzle/Matsu Kurisu
Weapon 2
Traits: Knife Firearm Ranged Piercing Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
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.
Scenario: When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box.
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.
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.
Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
Item 4
Traits: Object Magic
To Acquire: Wisdom Survival Divine 13
Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.
Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
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.
Group 1: Scar Bay
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/wkover
Group 1: Shrine to Norgorber
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ranzak/Zalarian
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.
Group 2: Tower
Closed
At This Location (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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
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.
At This Location (Closed): No effect.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude
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.
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.
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.
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.
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.
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.
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.
At This Location (Closed): At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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.
Barrier 3
Traits: Task Aquatic
To Defeat: Strength Knowledge Wisdom Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
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.
Monster 5
Traits: Aberration Aquatic Swarm
To Defeat: Combat 18
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.
Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
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
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.
Monster 5
Traits: Elf Cultist
To Defeat: Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
Ally 4
Traits: Human Rogue Pirate
To Acquire: Charisma Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
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.
Scenario: When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box.
| Ranzak 12789 |
Continuing turn
Explore: Shrine to Norgorber Card 1: Jolly Roger revealing tricorne
Survival Check DC 8: 1d4 + 6 + 1d4 + 3 + 1d8 ⇒ (4) + 6 + (1) + 3 + (7) = 21 Auto Success
Jolly Roger
Item 2
Traits: Object Swashbuckling
To Acquire: Wisdom Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.
Will then bury Letter of Marque choosing items and explore
Random Roll: 1d4 + 1 ⇒ (4) + 1 = 5 Items
Explore: Item 1 Bottled Lightning. Will discard Blessing of Norgorber for 2 dice
Intelligence Check DC 11: 1d4 + 1d4 + 3 + 2d4 ⇒ (4) + (4) + 3 + (2, 1) = 14 Success
Item 5
Traits: Liquid Attack Electricity Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
Boon Acquired - Raid Check DC 3: 1d6 ⇒ 2 No Raids today.
Grazzle will then recharge blessing of pharasma to examine top card at fishing village(Fishing Village Card 1: Dagger Pistol +1).
Will end turn and reset hand discarding 2 haversacks and bottled lightning
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing
Notes for Grazzle: Grazzle recharges pharasma for recharge
Random Card(s) Used: I1
Grazzle - Fishing Village 1-6 remain // 1=W2,?=Incutilis
Radovan - Scar Bay CLOSED
Ranzak - Shrine to Norgorber CLOSED 1-4 remain // 1-4=random items
XXXXXXXXXXXXXX - // Line of Demarcation // - XXXXXXXXXXXXXX
Tower CLOSED
Coastline 1-6 remain
Celeste - Great Stone Bridge 1-9 remain // 1=Potion of Heroism(I1), ?=Greyflame Mace +2(W5),?=Mogmurch(AlP)
Hand: w1Animalbane Crossbow +2, Besmara's Tricorne, i2ABDryad Sandals, Potion of Flying, Potion of Flying 2, BoWadjet, Breastplate of the Deep, Corrosion
Displayed: Jolly Roger
Deck: 7 Discard: 11 Buried: 2
"Notes: Spells are banished when used by Ranzak.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
Corrosion, BoWadjetSideboard cards: Potion of Healing;
Recharged: Astrolabe
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.
Grazzle - Matsu Kurisu
|
Radovan, Celeste, Ranzak, Grazzle
Discard Find Traps for Staff of Dark Flames for Ranzak
Examine recharge (Blessing of Pharasma) for Ranzak
Grazzle - 11 / Blessing of the Gods
Start of Turn
Grazzle heal (ac Potion of Healing, Holy Light, Channel the Gift, ac Haneilius Fitch ) = Heal 4*2 + 1 = 9
Radovan 3, Celeste 0, Raznak 6
Recharge due to discard Divine card: 1d9 ⇒ 1 - Blessing of Abadar
At: Group 1: Fishing Village
Give: No
Move: Group 2: Great Stone Bridge
Free explore = Great Stone Bridge Card 1: Potion of Heroism, Item 1, Craft 7
Craft 1d10+2+1
Craft 7: 1d10 + 2 + 1 ⇒ (8) + 2 + 1 = 11 - - Acquired
End of Turn
Draw Blessing of Qi Zhong, Restorative Touch, Holy Javelin
Summary
Location = Group 2: Great Stone Bridge
Acquired = 1: Potion of Heroism
Banished =
Examined =
From Box =
Displayed =
Used =
Grazzle Heal: Radovan 3, Celeste 0, Raznak 6
Hand: Staff of Dark Flame, Binder's Tome, Volcanic Storm, ac Potion of Heroism, Blessing of Qi Zhong, Restorative Touch, Holy Javelin
Displayed: , , , , , ,
Deck: 6 Discard: 8 Buried: 1
"Notes: Cards available for examine (Holy Javelin, Blessing of Qi Zhong)
Staff of Dark Flame (Holy Javelin): Discard a Spell to reduce any combat DC by 1d6+1.
Blessing of Qi Zhong: +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
Grazzle - Matsu Kurisu
|
Grazzle - Start of Radovan's turn
Auto Recharge Restorative Touch Heal 1d4+1: 1d4 + 1 ⇒ (2) + 1 = 3
healed card 1: 1d8 ⇒ 3 - Blessing of Thoth
healed card 2: 1d7 ⇒ 2 - Wayfarer
healed card 2: 1d6 ⇒ 5 - Channel the Gift
Shroud Cloak
Wayfarer
Blessing of Thoth
Find Traps
ac Potion of Healing
Holy Light
Channel the Gift
ac Haneilius Fitch
Hand: Staff of Dark Flame, Binder's Tome, Volcanic Storm, ac Potion of Heroism, Blessing of Qi Zhong, , Holy Javelin
Displayed: , , , , , ,
Deck: 11 Discard: 4 Buried: 1
"Notes: Cards available for examine (Holy Javelin, Blessing of Qi Zhong)
Staff of Dark Flame (Holy Javelin): Discard a Spell to reduce any combat DC by 1d6+1.
Blessing of Qi Zhong: +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
| wkover - Radovan |
Healed cards on Grazzle's turn: Crimson Cogward, Elyana, Shadowless Sword 2. Thanks!
Flip BoG (I think). Move to Great Stone Bridge (group 2) and explore. Encounter Sandbar. Celeste is moved to Sandbar from Coastline (I think). (Grazzle is already there.)
Str 11 to defeat Sandbar w/ lvl 3 Quang display: 1d8 + 4 + 1d6 + 3 ⇒ (3) + 4 + (6) + 3 = 16 - success, barrier banished
Discard Wayfinder to examine location, possibly shuffle, then explore. Examine Falcata +1, will shuffle and explore. Random card @ GSB? (3-9): 1d7 + 2 ⇒ (4) + 2 = 6 Weapon 5! That was lucky.
Str 12 w/ lvl2 Quang display + Celeste's Pharasma: 1d8 + 4 + 1d6 + 2 + 1d8 ⇒ (8) + 4 + (4) + 2 + (4) = 22
Mace acquired, displayed beside Quang. Burying Impossible Bottle to heal self. # cards healed?: 1d4 + 1 ⇒ (2) + 1 = 3 = Full Heal.
Hand: Keen Rapier +3, B of Zon-Kuthon, B of Abadar, Shadowless Sword, Red Leathers, Sorrowsoul,
Displayed: Viridio and Quang forms; Norge display: []; Quang display: [1 lvl5]; Viridio display: [1 lvlB, 1 lvl2] {only 2 forms active},
Deck: 14 Discard: 0 Buried: 1
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. BoZK adds 2 dice to con/finesse.
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: B of Pharasma used for Weapon 5, moved to GSB
Notes for Ranzak: Healed 6 from Grazzle
Random Card(s) Used: I1
Fishing Village 1-6 remain // 1=W2,?=Incutilis
Scar Bay CLOSED
Ranzak - Shrine to Norgorber CLOSED 1-4 remain // 1-4=random items
XXXXXXXXXXXXXX - // Line of Demarcation // - XXXXXXXXXXXXXX
Tower CLOSED
Coastline 1-6 remain
Celeste, Grazzle, Radovan - Great Stone Bridge 3-5; 7-9 remain // (shuffled, most be explored randomly)
| wkover - Radovan |
Out of turn - At start of Celeste's turn, Grazzle recharges Holy Javelin to examine top card of GSB. GSB examined card? (3-5;7-9): 1d6 ⇒ 1= card #3 = Falcata +1.
Top card of GSB is Falcata +1 (weapon 1).
| Celeste - Robert |
<PRIOR TO TURN> Discard Blessing of Abadar for Radovan. (Don't think that's too much of a retcon - we've 1 barrier left in group 2 but a slew of monsters.)
Celeste at GSB in Group 2 with Radovan & Grazzle. Blessing is Gods.
SOT: No scouting.
Stay at Great Stone Bridge.
Explore:
Original card 3, Falcata. Celeste auto-fails a Str/Mel 10.
Radovan: note Celeste failed boon acquire.
Banish original card 3, Falcata.
Discard my Wayfinder to examine, may shuffle, may explore.
GSB Card: 1d6 + 3 ⇒ (2) + 3 = 5 Ally P, Mogmurch.
Explore (via Wayfinder).
Don't want this card in my deck. Opt not to acquire.
Radovan: note Celeste failed 2nd boon acquire.
Banish original card 5, Mogmurch.
Augury for monster. (Kinda ugly here).
Remaining cards: 4, 7, 8, 9
Rolling a d4, with 1 being card 4.
GSB card: 1d4 ⇒ 1 Monster 5, Galvo
GSB card: 1d3 + 1 ⇒ (1) + 1 = 2 Monster 5, Norgorber Cultist
GSB card: 1d2 + 2 ⇒ (1) + 2 = 3 Ally 4, Ederleigh Baines
That was eerie.
Yep. Henchman or villain is the last card in the deck. If it's the villain, that's where we want her. But if it's the henchman, we don't want to go through Galvo to get to him (I figure).
Putting Galvo and Norgorber Cultist at bottom of deck, with Norgorber Cultist on top, and shuffling original 8 and 9 on top of those. (ugh)
Shuffle Augury into my deck.
EOT: Recharge Ice Storm to examine Coastline.
Coastline card 1: Blink Spider, Henchman.
Dang-blang it. When I skipped scouting SOT, I had misunderstood where Grazzle examined (I thought he examined Coastline), but when I realized my mistake, I didn't retcon back to scout. Rats.
Hand: Augury, Twisted Space, Fire Snake, Spite Cloud, Volcanic Storm, Alaeron, Blessing of Pharasma, Numerology and Runes
Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes: Holding blessing for my combat, unless essential elsewhere. Twisted Space: anyone evades monster. Alaeron: adds d6+Fire or Poison to local combat.
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:
Banished from Great Stone Bridge: original 3, 5
Radovan note: Celeste failed two boon acquires
Great Stone Bridge card order:
Original 8 & 9, shuffled, on top (<-- Villain and an ally 4)
Original 7 (monster 5, Norgorber Cultist)
Original 4 (monster 5, Galvo)
Coastline top card is henchman
| Ranzak 12789 |
Out of Turn Updates: Heal from Grazzle
Turn Order: Celeste, Ranzak, Grazzle, Radovan
Turn: Blessings Deck Card 3 - Turn 18 Ranzak/Zalarian Blessing of the Gods
SOT: None
Give Card: None
Move: Shrine of Norgorber (group A)-> Coastline (group B)
Explore: Coastline Card 1: Blink Spider
Dexterity Check DC 10: 1d10 + 3 ⇒ (4) + 3 = 7 No Success
Random Roll: 1d4 ⇒ 3 - 3 Poison Damage. Considered Banishing armor because I don't think anyone needs but it does not look like many barriers left so went ahead discarded Breastplate of the Deep, i2ABDryad Sandals, Corrosion. Will reveal crossbow and have Party use 2 Blessings (looks like party has 4 atm and Coastline has lots of cards)
w1Animalbane Crossbow +2 Combat Check DC 17: 1d10 + 1d10 + 5 + 1d10 + 1d10 ⇒ (9) + (9) + 5 + (6) + (7) = 36 Monster defeated
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.
Wisdom Check DC 6: 1d4 + 3 + 1d8 ⇒ (2) + 3 + (5) = 10 Auto Success with Tricorne
Coastline is closed
EOT: End Turn and Reset hand
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing
Notes for Celeste: see below
Notes for Grazzle: see below
Notes for Radovan: Celeste failed 2 acquires at GSB, see below
Random Card(s) Used: I1
Additional Info 1: Party needs to use 2 blessings for henchman
Fishing Village 1-6 remain // 1=Dagger Pistol +1(W2),?=Incutilis
Scar Bay CLOSED
Shrine to Norgorber CLOSED 1-4 remain // 1-4=random items
XXXXXXXXXXXXXX - // Line of Demarcation // - XXXXXXXXXXXXXX
Tower CLOSED
Ranzak - Coastline CLOSED
Celeste, Grazzle, Radovan - Great Stone Bridge (random 8,9),7,4 remain // ?=Ederleigh Baines(Al4),?=V, 7=Norgorber Cultist(M5), 4=Galvo(M5)
Hand: w1Animalbane Crossbow +2, Besmara's Tricorne, Potion of Flying, Potion of Flying 2, BoWadjet, Steel Ibis Lamellar, w4Javelin of Lightning, Blessing of Norgorber
Displayed: Jolly Roger
Deck: 10 Discard: 8 Buried: 2
"Notes: Spells are banished when used by Ranzak.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
BoWadjet, Blessing of NorgorberSideboard cards: Potion of Healing;
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.
| wkover - Radovan |
Out of turn - getting Quang display for Celeste's failure to acquire (RM1: Cyclops 4). Also discarding Abadar for Ranzak's henchman fight.
Hand: Keen Rapier +3, B of Zon-Kuthon, Shadowless Sword, Red Leathers, Sorrowsoul,
Displayed: Viridio and Quang forms; Norge display: []; Quang display: [1 lvl4, 1 lvl5]; Viridio display: [1 lvlB, 1 lvl2] {only 2 forms active},
Deck: 14 Discard: 1 Buried: 1
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. BoZK adds 2 dice to con/finesse.
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
Grazzle prefers that the second blessing for Ranzak's henchman fight come from Celeste (Pharasma).
| Celeste - Robert |
<OUT OF TURN> Celeste discards Pharasma for Ranzak's henchman fight.
<OUT OF TURN HAND UPDATE>
Hand: Augury, Twisted Space, Fire Snake, Spite Cloud, Volcanic Storm, Alaeron, Numerology and Runes
Displayed:
Deck: 8 Discard: 6 Buried: 0
Notes: Twisted Space: anyone evades monster. Alaeron: adds d6+Fire or Poison to local combat.
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)
Grazzle - Matsu Kurisu
|
Radovan, Celeste, Ranzak, Grazzle
Grazzle - 19 / Blessing of the Gods
Start of Turn
Grazzle heal (Aqueous Orb, Channel the Gift, Blessing of Pharasma, Blessing of Abadar, Blessing of Thoth ) = Heal 5*2 + 1 = 11
Radovan 1, Celeste 6, Raznak 4
Recharge due to discard Divine card: 1d9 ⇒ 7 - Blessing of Pharasma
At: Group 2: Great Stone Bridge
Give: No
Move: Group 1: Fishing Village
Celeste casts Augury(Monster) at Great Stone Bridge
8: Ederleigh Baines, Ally 4
9: Shrouded Queen, Villain 5 (Monster)
7: Norgorber Cultist, Monster 5
Great Stone Bridge order now
{random = 8: Ederleigh Baines, 4: Galvo}
7: Norgorber Cultist, Monster 5
9: Shrouded Queen, Villain 5 (Monster)
Free explore = Fishing Village Card 1: Dagger Pistol +1, Craft 9
Craft 1d10+2+1
Craft 9: 1d10 + 2 + 1 ⇒ (3) + 2 + 1 = 6 - Banished
End of Turn
Draw Cleric of Nethys
Summary
Location = Group 1: Fishing Village
Acquired =
Banished = 1: Dagger Pistol +1
Examined =
From Box =
Displayed =
Location = Great Stone Bridge order now
{random = 8: Ederleigh Baines, 4: Galvo}
7: Norgorber Cultist, Monster 5
9: Shrouded Queen, Villain 5 (Monster)
Used =
Grazzle Heal: Radovan 1, Celeste 6, Raznak 4
Hand: Staff of Dark Flame, Binder's Tome, Volcanic Storm, ac Potion of Heroism, Blessing of Qi Zhong, Cleric of Nethys, Holy Javelin
Displayed: , , , , , ,
Deck: 6 Discard: 8 Buried: 1
"Notes: Cards available for examine (Holy Javelin, Volcanic Storm, Blessing of Qi Zhong)
Staff of Dark Flame (Holy Javelin, Volcanic Storm): Discard a Spell to reduce any combat DC by 1d6+1.
Potion of Heroism: +1d6 for all check for a Turn for 1 character. Blessing of Qi Zhong: +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
| wkover - Radovan |
On Grazzle's turn, heal 1 card. Thanks. Move to Village in Group 1 and explore, encounter card #2: Incutilis.
Incutilis
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.
Scenario: When you corner and defeat the first villain, exchange all of the cards in the blessings deck with 5 blessings from the box.
Summoned random monster = random monster #2 (#1 already displayed on a previous turn). RM2 = Marine. Nice!
Combat 23 (8+5+10) w/ rapier, lvl 2 Viridio display: 1d8 + 3d4 + 1d6 + 9 + 2d6 + 2 ⇒ (1) + (1, 4, 3) + (4) + 9 + (4, 1) + 2 = 29
Incutilis cornered and defeated, village is closed. This sets the 5-blessing timer for group 2 to win.
Hand: Keen Rapier +3, B of Zon-Kuthon, Elyana, Shadowless Sword, Red Leathers, Sorrowsoul,
Displayed: Viridio and Quang forms; Norge display: []; Quang display: [1 lvl4, 1 lvl5]; Viridio display: [1 lvlB] {only 2 forms active},
Deck: 14 Discard: 0 Buried: 1
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. BoZK adds 2 dice to con/finesse.
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: Outstanding Grazzle heals
Notes for Ranzak: Outstanding Grazzle heals
Random Card(s) Used: I1, M1-2
Grazzle, Radovan - Fishing Village CLOSED
Scar Bay CLOSED
Shrine to Norgorber CLOSED 1-4 remain // 1-4=random items
XXXXXXXXXXXXXX - // Line of Demarcation // - XXXXXXXXXXXXXX
Tower CLOSED
Ranzak - Coastline CLOSED
Celeste - Great Stone Bridge (random 8,4),7,9 remain // Top 2 cards are random. Bottom 2 cards are Cultist, Villain.
| Celeste - Robert |
<PRIOR TO TURN>Grazzle healed Celeste for 6 (big thanks), Celeste played Augury, recharged that (no shuffle).
Celeste alone at GSB. Blessing is 1st of 5 remaining.
This could go very badly.
SOT: No scout.
Explore.
Heads(1), Ally. Tails(2), Galvo.
Doom: 1d2 ⇒ 2
Original card 4: Galvo.
BYA: Dex 13 or d6 Elec damage.
Play Fire Snake and have Ranzak discard B of Norgorber.
Dex 13: 2d10 + 5 ⇒ (7, 7) + 5 = 19
Wah-hoo. No damage. This might just work.
Recharge Fire Snake (no shuffle).
Play Spite Cloud. Toss ally Alaeron for d6+Fire. Fire vulnerability adds d6.
Combat 18/22: 1d10 + 6d6 + 5 ⇒ (6) + (4, 1, 1, 6, 5, 5) + 5 = 33
Galvo defeated.
(Note that on either Galvo check I could have rerolled up to 2 dice.)
EOT: Arguably I could 'examine' an empty location to cycle a card. But arguably not. Maybe technically not. I won't push it. No scouting.
Hand: Aqueous Orb, Twisted Space, Cloudburst, Sand Elemental, Volcanic Storm, Blessing of the Seventh Veil, Crystal Ball, Numerology and Runes
Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes: Blessing available. Veil: +die; +2die non-combat Int/Char. Twisted Space: anyone evades monster. Alaeron: adds d6+Fire or Poison to local combat. Sand Elemental: reduce any Cold/Fire damage to 0.
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:
Part resources used: Ranzak's Norgorber
Celeste is at GSB
Galvo (original card 4) defeated
GSB cards are currently:
orig 8: Ally
orig 7: Cultist
orig 9: Shrouded Queen, villain
We have 4 blessings left
| Ranzak 12789 |
Out of Turn Updates: Grazzle heals cards
Turn Order: Celeste, Ranzak, Grazzle, Radovan
Turn: Blessing 2 Blessing of Besmara
SOT: None
Give Card: None
Move: Coastlinec-> Great Stone Bridge
Explore: Great Stone Bridge Card 8: Ederleigh Baines revealing blessing of wadjet
Charisma Check DC 10: 1d6 + 1d4 + 3 + 1d4 ⇒ (5) + (3) + 3 + (4) = 15 Success
Ally 4
Traits: Human Rogue Pirate
To Acquire: Charisma Diplomacy 10
Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Boon Acquired - Raid Check DC 3: 1d6 ⇒ 3 Raid away!
Explore: Great Stone Bridge Card 7: Norgorber Cultist
Ranzak fills the cultist with lots of junk and although not completely satisfied with the trade sails off.
Will discard 3 cards (BoWadjet, Potion of Fly, and Javelin of Lightning to succeed at defeating monster.
Monster 5
Traits: Elf Cultist
To Defeat: Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster
Will then banish the other potion of fly to move to coastline.
EOT: End Turn and Reset hand discarding armor, Ederleigh Baines, and tricorne
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing
Notes for Celeste: Outstanding Grazzle heals
Random Card(s) Used: I1, M1-2
Grazzle, Radovan - Fishing Village CLOSED
Scar Bay CLOSED
Shrine to Norgorber CLOSED 1-4 remain // 1-4=random items
XXXXXXXXXXXXXX - // Line of Demarcation // - XXXXXXXXXXXXXX
Tower CLOSED
Ranzak - Coastline CLOSED
Celeste - Great Stone Bridge 9 remain // Villain
Hand: w1Animalbane Crossbow +2, Helpful Haversack, Breastplate of the Deep, w2Force Shortbow +1, al1ABMighty Steed, BoHorus, Bottled Lightning, Astrolabe
Displayed: Jolly Roger
Deck: 7 Discard: 11 Buried: 2
"Notes: Spells are banished when used by Ranzak.
crossbow adds 1d4+1 to one fight and shortbow adds d4 and force. Astrolabe adds 1d4(or 1d8 if blessing is BotG) to any check while on ship. BoHorus adds lightning so may want to use for BYA instead.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
BoHorus, Astrolabe, w2Force Shortbow +1, w1Animalbane Crossbow +2Sideboard cards: Potion of Healing, Potion of Flying 2;
Recharged:
Discard Pile:
Buried Pile:
Grazzle - Matsu Kurisu
|
Radovan, Celeste, Ranzak, Grazzle
Grazzle - B3 / Blessing of the Gods
Start of Turn
Grazzle No heal
At: Group 1: Fishing Village
Give: ac Potion of Heroism to Radovan
Move: Group 2: Tower
Do Nothing
End of Turn
Discard Binder's Tome, Cleric of Nethys
Draw Wayfarer
Fire Snake
Holy Light
Summary
Location = Group 1: Tower
Acquired =
Banished =
Examined =
From Box =
Displayed =
Give: ac Potion of Heroism to Radovan
Used =
Grazzle Heal: Radovan 0, Celeste 0, Raznak 0
Hand: Staff of Dark Flame, Holy Javelin, Volcanic Storm, Blessing of Qi Zhong, Wayfarer, Fire Snake, Holy Light
Displayed: , , , , , ,
Deck: 3 Discard: 10 Buried: 1
"Notes: Cards available for examine (Holy Javelin, Volcanic Storm, Fire Snake)
Staff of Dark Flame (Holy Javelin, Volcanic Storm, Fire Snake): Discard a Spell to reduce any combat DC by 1d6+1.
Blessing of Qi Zhong: +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
| wkover - Radovan |
Out of turn - accept potion from Grazzle. Much appreciated. Move to Great Stone Bridge, display Potion of Heroism (+1d6 to all my checks), and encounter villain. Don't get +2 from Viridio (poison immunity).
BYA Con 12 w/ lvl 5 Quang display + potion: 1d8 + 2 + 1d6 + 5 + 1d6 ⇒ (1) + 2 + (5) + 5 + (3) = 16 - passed
Grazzle staff reduction? (discarding spell): 1d6 + 1 ⇒ (5) + 1 = 6
Combat 12 (18-6) w/ discarded sword, potion: 2d8 + 1d6 + 1d4 + 6 + 1d6 + 5 + 1d6 ⇒ (7, 7) + (3) + (1) + 6 + (2) + 5 + (1) = 32
Grazzle staff reduction #2? (discarding another spell): 1d6 + 1 ⇒ (6) + 1 = 7
Combat 11 (18-7) w/ discarded rapier, recharged BoZK, potion: 1d8 + 4d4 + 1d6 + 7 + 2d8 + 1d6 ⇒ (1) + (3, 1, 4, 4) + (5) + 7 + (1, 1) + (3) = 30
Actually a 32, since 4s on d4s are 5s. But who's counting?
Villain defeated. We win!
| BR skizzerz |
Development
You remember throwing up violently. It was as if your insides wanted to change places with your outsides as quickly as possible. Purging images from your brain will take longer. You can recall hideous spiders ten feet tall, tentacled horrors that knew every thought in your mind, and worst of all... Her. Oh, you can’t even think of Her name. And the experiments—on you, on your crew, even on your ship!
You fear your very existence has been reshaped for some other being’s purpose. Every time you close your eyes, you see lines carved into a pattern. Every time you glance in a looking glass, you expect to see a cryptic mark etched into your forehead. What does it all mean?
Reward
For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace a weapon in her deck with the loot Aiger’s Kiss and another character may temporarily replace a spell in his deck with the loot Quickened Ray. At the end of each scenario, return the loot to the game box.
Each character chooses a type of boon other than loot, then draws a card of that type that has an adventure deck number of 5 from the box. Adventure Card Guild characters may treat this card as an additional deck upgrade.
Also, everyone gets a die bump.
Acquired Cards
Astrolabe (Item 1)
*Besmaran Priest (Ally C)
Blessing of Norgorber (Blessing 5)
Bottled Lightning (Item 5)
Breastplate of the Deep (Armor 5)
Crimson Cogward (Ally 1)
Ederleigh Baines (Ally 4)
*Fortified Breastplate (Armor 5)
Grayflame Mace +2 (Weapon 5)
Haneilius Fitch (Ally 3)
Helpful Haversack (Item 1) x2
Jolly Roger (Item 2)
Periscope (Item 2)
Potion of Flying (Item 3)
Potion of Healing (Item B) x2
1x Weapon 5
2x Armor 5
1x Item 3
2x Item 2
3x Item 1
2x Item B
1x Item 5
1x Ally 4
1x Ally 3
1x Ally 1
1x Ally B
1x Blessing 5
| BR skizzerz |
Hurricane Weather
You’ve made powerful friends while sailing around the Shackles—and apparently, at least one very powerful enemy. Although you ultimately defeated Her, you and your crew still have hazy memories about precisely how that all happened. You remember waking up when it was all over, and the memory of a cryptic symbol carved into your forehead stands out, but everything that happened after the fight started is a blur. Actually, some of the moments before the fight started are also a bit vague.
You can’t even remember who She was… although She clearly wanted to get into your mind… and of course, there were the bugs… the bugs… so many bugs… SHE knew every thought in your head, and SHE searched for a way to seize control of your mind. Terrifying flashbacks often flood your consciousness with images of claws and fins and tentacles and teeth and… maybe it’s best not to dwell on that. The nightmares are even worse. And every morning when you wake up feeling sick, that’s not so great either.
The real question is: Why you? Maybe you’ve done something to draw Her attention. After all, the stories of your heroic exploits have been spreading through taverns all over the Shackles. You’ve got the support of many prominent figures on the Pirate Council, enough that you’re almost ready to become one of them. Maybe SHE thinks you’re a threat. Or perhaps SHE wants to control you. After all, you’re the kind of hero who could eventually challenge the Pirate King himself! Or does She have someone else in mind? For all you know, She might already control the weaker minds on the Pirate Council. That’s a sobering thought.
By rum and thunder, that shouldn’t stop you! She tried, and She failed, and you survived! Whether you want to remember what happened or forget all of it, you’ve got to put an end to your nightmares. They best way to do that is to face your fears: chase down the entity responsible for your torment and sink it once and for all.
But first, you’ll need to rest up for your next epic journey. It wouldn’t hurt to have one more drink, would it? Perhaps one more jug of rum? Maybe it would actually help if you spent a little more time conversing with the councilors who pass through the tavern where you’re staying. And after all, the inn above that tavern has such warm, comfortable feather beds. If you could just get one uninterrupted night of sleep, you’d be ready to set sail with your crew in the morning. A few more hours in bed, and you’ll be right as rain…
| BR skizzerz |
0-6A: Get a Clue
You wake up. Your fingers are clawing at your head. Are the bugs still there? You throw off the covers, making sure there are no insects in the sheets. The bugs are gone, and more importantly, SHE is gone. Her creatures are dead, and you survived.
It’s been a month since She took over your ship, but the nightmares are getting worse. As you walk downstairs to the tavern, you look at your mates and see your own nerves and exhaustion ref lected from their weary, haggard faces. Maybe it’s the right time to leave the Shackles. Horrors like Her are not the sort of challenge that sane crewmen sign up for.
A bespectacled half-orc interrupts your musings. “The Hurricane King will see you now.” He gestures to a curtained alcove. Behind the curtain sits Kerdak Bonefist, leader of the Pirate Council. He’s sitting beside a woman whose dreadlocked hair looks as though it needs a thorough cleaning.
“Glad to see yer in one piece. I’ve heard about yer travels and yer troubles, and I’ve a mind to find out more. Alise has a story you’ll want ta hear.”
“Grogblud’s the name,” she says. “I was first mate on the Devilish Duchess until the fool cap’n tried to shoot the Gullet of Dagon’s Jaws to escape a spot o’ trouble. He didn’t make it. Before the crew and I abandoned ship, I grabbed the captain’s personal effects. One o’ his notebooks had some ramblings about traitors on the council, so I turned it over to His Majesty here.”
Bonefist leans forward. “In this journal, he’s drawn yer symbol over and over, along with fragments of maps and words about bone relics. I charge ye to find these relics and see if they can tell us the tale of what’s going on in my waters. You and yer crew should set sail with the tide.”
| BR skizzerz |
During This Scenario: Treat the henchman Ruffian as if it is the deck 3 henchman Cryptic Runes.
Cut the prophecy handout into a number of pieces equal to the number of Cryptic Runes henchmen.
When you defeat a Cryptic Runes henchman, put that card in a henchman pile next to this scenario and get a piece of the prophecy handout.
When you encounter the villain Brinebones, you may shuffle it and a henchman from the henchman pile into a random open location to evade Brinebones.
Party Ship: Choose any Class 5 or lower ship as your ship
Henchman Pile: 0 Cryptic Runes
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
Brinebones (Villain)
Villain 6
Type: Monster
Traits: Undead Dragon Aquatic
To Defeat: Combat 32 THEN Combat 32
Brinebones is immune to the Electricity, Mental, and Poison traits.
Before you act, randomly choose an occupied location. Each character at that location must attempt a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 2 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.
Cryptic Runes (Henchman)
Henchman 3
Type: Barrier
Traits: Alchemical Cache Trap
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.
Aiger's Kiss (Loot)
Loot 5
Type: Weapon
Traits: Sword Melee Piercing Finesse Swashbuckling Magic
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. Add another 1d6+2 if the bane has the Outsider trait. Add 2 if a blessing is played on this check, of 5 if it is Blessing of Norgorber. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
Quickened Ray (Loot)
Loot 5
Type: Spell
Traits: Magic Arcane Divine Attack
Discard this card to add 2d6 and the Cold or Electricity trait to your combat check. You may play this card even if you have played another spell on this check. After you play this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to 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 (Brinebones's College Roommate)
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 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
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
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
Ghol-Gan Ruins
At This Location (Open): The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
At This Location (Closed): No effect.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Sacred Spring
At This Location (Open): Add 1d8 and the Magic trait to any check to defeat a monster with the Undead trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you may banish a card to recharge 1d6 random cards from the blessings discard pile. At the start of your turn, you may recharge a card to recharge a card from your discard pile.
At This Location (Closed): At the start of your turn, you may recharge a card to recharge a card from your discard pile.
M: 1 Ba: 0 W: 0 Sp: 3 Ar: 2 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
Tempest Cay
At This Location (Open): If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
At This Location (Closed): No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Lucrehold
At This Location (Open): At the start of your turn, reveal a card that has the Pirate trait or you are dealt 1d4-1 Combat damage.
When Closing: Banish a card that has the Pirate trait.
When Permanently Closed: If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
At This Location (Closed): If this location is occupied, the difficulty to defeat banes that have the Pirate trait at any location is decreased by 5.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Jungle
At This Location (Open): The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Mancatcher Cove
At This Location (Open): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
At This Location (Closed): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
| wkover - Radovan |
I'll start at Celeste's location.
Hand: Crystal Ball, Wayfinder, Fortune Teller, Elyana, B of Starsong, Keen Rapier +3,
Displayed:Norge and Quang forms; Norge display: []; Quang display: []; Viridio display: [] {only 2 forms active},
Deck: 16 Discard: 0 Buried: 0
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. BoZK adds 2 dice to con/finesse.
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: 5