wkover - Radovan |
Taking second villain combat check.
Combat 36 (30+6) w/ my BoML (adds 2 dice), level 6 Norge display, three other blessings (Ranzak, Celeste, Grazzle): 1d8 + 3d6 + 1d4 + 8 + 2d8 + 1d8 + 6 + 3d8 ⇒ (1) + (1, 2, 5) + (1) + 8 + (5, 3) + (6) + 6 + (6, 5, 3) = 52
Villain defeated. We win!
Ranzak 12789 |
Ranzak close power: 1d6 ⇒ 1 Weapon
Falcata +1 (AD 1)
BR skizzerz |
Development
The giants’ ruler, Mugslup, has been beaten and broken. “SHE watches us,” he intones, “yet serves another. HIS realm is a whirlwind of destruction and chaos near the outer edge of the Great Hurricane. No one dares to stare into the storm, where HE thrives in the chaos and madness. Only a fool would seek HIM!”
Okay, so maybe you’re a little foolish, but the nightmares won’t stop until you face your fears. As you prepare to set a course deeper into the Shackles’ eternal hurricane, a scout in the crow’s nest announces that a ship is approaching. It’s the Hurricane King! Perhaps you won’t have to face these horrors alone…
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 Scoundrel’s Sword Cane and another character may temporarily replace a weapon in his deck with the loot Crossbow of Retribution. At the end of each scenario, return the loot to the game box.
Loot 4
Type: Weapon
Traits: Sword Melee Piercing Finesse Magic
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2, or 2d6+2 if you have the Stealth skill. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Reveal this card to add 1d6+2 to your Perception or Stealth check.
Loot 6
Type: Weapon
Traits: Bow Ranged Piercing 2-Handed Magic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d10 if the bane has the Human trait. Add another 1d6 if the bane has a power that deals damage before you act.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location.
Acquired Cards
Blessing of Hshurha (Blessing 2)
Eel Skin Armor (Armor 4)
Enervating Pistol +3 (Weapon 6)
Falcata +1 (Weapon 1)
Flaming Buckler Gun (Armor 6)
*Fortified Breastplate (Armor 5)
Invigorating Kukri +1 (Weapon 4)
Net of Snaring (Item 4)
Old Salt (Ally B)
Raise Dead (Spell 5)
Reflecting Buckler (Armor 5)
Sandara Quinn (Ally 1)
Sefina (Ally 4)
Skeleton Anchor (Item 4)
Wand of Flame (Item 2)
1x Weapon 6
1x Weapon 4
1x Weapon 1
1x Spell 5
1x Armor 6
2x Armor 5
1x Armor 4
2x Item 4
1x Item 2
1x Ally 4
1x Ally 1
1x Ally B
1x Blessing 2
0-6D Starting Plunder: 1d6 ⇒ 1
BR skizzerz |
0-6D: The Pirate Party
As you were charting a course past the fringe of the Shackles’ eternal hurricane, you were startled by the arrival of the Hurricane King’s ship. The crew signaled for you to come aboard. The winds are fierce this close to the hurricane, but with a bit of planning, you cast off ropes towards the Hurricane King’s ship.
The ship’s captain isn’t here to greet you. Neither is the boatswain or the first mate. The surly crew watches you warily.
What’s that scurrying across the deck? Is there something else here? Are there many things here? As your breath catches in your throat, you realize that it’s the bugs. The bugs, the bugs, the bugs that got in your hair and in your skull and your mind and they all serve HER. Terror seizes you as the crew lunges towards you, grabbing for boarding pikes and any weapons that lie at hand. You can no longer trust the crew that once served Hurricane King—the Shrouded Queen has enlisted them for a far more sinister purpose.
Seems like you’ve become a little too infamous. Like any worthy pirate, you wanted to become a legend. Your tales have inspired an armada of captains to support you in your bid for the Pirate Council, but you’ve also made powerful enemies. The Shrouded Queen managed to suborn the Hurricane King’s ship and crew, but you were made of sterner stuff. She captured you, but could never control you. Now it’s clear that She intends to destroy you. Leering with malevolent intent, her minions advance.
BR skizzerz |
During This Scenario: Treat the villains in the henchmen list as henchmen. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from. If you win the scenario, note on your Chronicle sheet which cards are in the henchman pile. (This note will be referenced in Scenario 6F: Lost in the Storm.)
To win the scenario, defeat and corner the villain Sweetlips and Scurvy.
Party Ship: Choose any class 6 or lower ship as your ship. Your ship is anchored at Fort Hazard.
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
Sweetlips and Scurvy (Villain)
Villain 6
Type: Monster
Traits: Human Bard Pirate Animal
To Defeat: Stealth Arcane Wisdom Diplomacy 20
If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck.
"We'll play a mournful dirge when you dance your last jig hanging from the yardarm. Right, Scurvy?" -- Sweetlips
Kerdak Bonefist (Henchman)
Villain 6
Type: Monster
Traits: Human Captain Pirate
To Defeat: Combat 40 THEN Combat 40
If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10.
Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card.
Damage dealt by Kerdak Bonefist is dealt to all characters.
Captain Horrus Riptooth (Henchman)
Villain 6
Type: Monster
Traits: Lycanthrope Barbarian Captain Pirate Aquatic
To Defeat: Combat 28 THEN Combat 32
Captain Horrus Riptooth may not be evaded.
Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character.
Hyapatia (Henchman)
Villain 6
Type: Monster
Traits: Lamia Sorcerer
To Defeat: Combat 28 THEN Combat 28
If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded.
If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck.
Omara Culverin (Henchman)
Villain 6
Type: Monster
Traits: Human Gunslinger
To Defeat: Combat 32 OR Diplomacy 16
Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If your check to defeat has the Ranged trait, add 1d8 to it.
After you act, Omara Culverin deals 1d4 Ranged Combat damage to you.
Powderpot (Henchman)
Villain 6
Type: Monster
Traits: Charau-ka Alchemist Pirate
To Defeat: Combat 32
Before you act, Powderpot deals 1d6 Fire damage to each character at your location.
If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage.
After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location.
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.
Alise Grogblud (Loot)
Loot 5
Type: Ally
Traits: Human Rogue Pirate
Reveal this card to succeed at your check to defeat a barrier with the Cache, Skirmish, or Task trait. After the check, roll 1d6; on a 1, banish a card from your hand.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during the exploration. After you play this card, discard a card that has the Pirate trait to recharge this card instead of discarding it.
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.
Crossbow of Retribution (Loot)
Loot 6
Type: Weapon
Traits: Bow Ranged Piercing 2-Handed Magic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d10 if the bane has the Human trait. Add another 1d6 if the bane has a power that deals damage before you act.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location.
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.
Scoundrel's Sword Cane (Loot)
Loot 4
Type: Weapon
Traits: Sword Melee Piercing Finesse Magic
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2, or 2d6+2 if you have the Stealth skill. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Reveal this card to add 1d6+2 to your Perception or Stealth check.
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.
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.
Draugr Captain (Summon)
Henchman 6
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
Hammerhead Shark (Summon)
Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
Hirgenzosk (Currently Wearing an Adorable Party Hat and Eye Patch)
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.
Ruffian (Summon)
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, 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 raiders 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 Grazzle/Matsu Kurisu
Blessings Remaining: 30
Fort Hazard
At This Location (Open): At the start of your turn, each character at this location must summone and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude, Grazzle/Matsu Kurisu, Radovan/wkover, Ranzak/Zalarian
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
Murder Hole
At This Location (Open): The difficulty to defeat monsters is increased by 4.
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 6 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Shrine to Besmara
At This Location (Open): You may add the Pirate and/or Swashbuckling traits to your checks.
When Closing: Succeed at a Wisdom or Divine 9 check, or banish a card.
When Permanently Closed: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards in your discard pile that have the Divine trait.
At This Location (Closed): At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards in your discard pile that have the Divine trait.
M: 2 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: None
Sea Fort
At This Location (Open): If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
At This Location (Closed): For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Torture Pit
At This Location (Open): When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
When Permanently Closed: If you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Grazzle - Matsu Kurisu |
Grazzle - 0-6D: The Pirate Party
Loot
= None
Ship
= Abrogail's Fury
Starting Location
= Fort Hazard
Starting Hand
Hand: Helm of Electric Radiance, Wayfarer, Blessing of Qi Zhong, Death's Touch, Cleric of Nethys, Restorative Touch, Sirocco
Displayed: , , , , , ,
Deck: 13 Discard: 0 Buried: 0
Notes:
Kit: , ,
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +3
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 ([X] 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
Ranzak 12789 |
Ranzak - 0-6D: The Pirate Party
Loot
05-C:replace buckler Gun -> Howling Skull Armor
06-A:replace Physician with Alise Grogblud
06-C:replace Planar Crossbow +2 with Crossbow of Retribution
04 Adventure: replace BotBoss -> Pirate's Favor
Starting Location Anchored Location - Fort Hazard
Ship Choice Mistmourn
Starting Hand - Favored Card None
Hand: Steel Ibis Lamellar, w6Crossbow of Retribution, Howling Skull Armor, i1ABBoots of Alacrity, i3ABWayfinder, Pirate's Favor, Alise Grogblud, w2Animalbane Crossbow +2
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Spells are banished when used by Ranzak.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
None - would like to keep pirate's favor for lucrehold.
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 [X] +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 4/5/6,Sp 1/1/2, Ar 1/2/2 I 4/6/8 Al 1/2/2 Bl 4/5/5 = 21
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.
[x] 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.
Celeste - Robert |
Celeste at Fort Hazard with the gang.
Loot: Swapping out Numerology and Runes for Svingli's Eye.
Ship vote: Abrogail's Fury
Hand: Blessing of Abadar, Blessing of the All-Seeing Eye, Aqueous Orb, Samisen of Oracular Vision, Blessing of Pharasma 1, Elyana, Blessing of Pharasma, Crystal Ball
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Save me a Pharasma, I plan to keep it on my 1st encounter. Otherwise: use those blessings, I'll just be recharging them anyway. Eye: is a Nethys blessing that gives 1 die on checks.
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [x] +3 [x] +4
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1
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. [x] If blessing or spell, you may move to that location.
On failed check against a bane w/Aquatic or Pirate trait, or ship, may reroll 1 die ([x] or 2 dice)
wkover - Radovan |
Definitely not in my fully right mind, so if I do something dumb just tell me. I'll start with Grazzle, and maybe everyone else?
Hand: Crystal Ball, B of Zon-Kuthon, Keen Rapier +3, Shadowless Sword 2, Corrosive Backsword +4, Sorrowsoul, Skyplate Armor,
Displayed: Norge and Quang forms; Norge display: []; Quang display: []; Viridio display: [] {only 2 forms active},
Deck: 15 Discard: 0 Buried: 0
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. BoZK and BoML add two dice to con/finesse.
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [X]+1 [X]+2 [X]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
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
BR skizzerz |
During This Scenario: Treat the villains in the henchmen list as henchmen. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from. If you win the scenario, note on your Chronicle sheet which cards are in the henchman pile. (This note will be referenced in Scenario 6F: Lost in the Storm.)
To win the scenario, defeat and corner the villain Sweetlips and Scurvy.
Party Ship: Abrogail's Fury (-3 Structural damage, flip hourglass to add 1d12 on CtD a bane or ship). Your ship is anchored at Fort Hazard.
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
Sweetlips and Scurvy (Villain)
Villain 6
Type: Monster
Traits: Human Bard Pirate Animal
To Defeat: Stealth Arcane Wisdom Diplomacy 20
If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck.
"We'll play a mournful dirge when you dance your last jig hanging from the yardarm. Right, Scurvy?" -- Sweetlips
Kerdak Bonefist (Henchman)
Villain 6
Type: Monster
Traits: Human Captain Pirate
To Defeat: Combat 40 THEN Combat 40
If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10.
Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card.
Damage dealt by Kerdak Bonefist is dealt to all characters.
Captain Horrus Riptooth (Henchman)
Villain 6
Type: Monster
Traits: Lycanthrope Barbarian Captain Pirate Aquatic
To Defeat: Combat 28 THEN Combat 32
Captain Horrus Riptooth may not be evaded.
Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character.
Hyapatia (Henchman)
Villain 6
Type: Monster
Traits: Lamia Sorcerer
To Defeat: Combat 28 THEN Combat 28
If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded.
If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck.
Omara Culverin (Henchman)
Villain 6
Type: Monster
Traits: Human Gunslinger
To Defeat: Combat 32 OR Diplomacy 16
Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If your check to defeat has the Ranged trait, add 1d8 to it.
After you act, Omara Culverin deals 1d4 Ranged Combat damage to you.
Powderpot (Henchman)
Villain 6
Type: Monster
Traits: Charau-ka Alchemist Pirate
To Defeat: Combat 32
Before you act, Powderpot deals 1d6 Fire damage to each character at your location.
If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage.
After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location.
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.
Alise Grogblud (Loot)
Loot 5
Type: Ally
Traits: Human Rogue Pirate
Reveal this card to succeed at your check to defeat a barrier with the Cache, Skirmish, or Task trait. After the check, roll 1d6; on a 1, banish a card from your hand.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during the exploration. After you play this card, discard a card that has the Pirate trait to recharge this card instead of discarding it.
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.
Crossbow of Retribution (Loot)
Loot 6
Type: Weapon
Traits: Bow Ranged Piercing 2-Handed Magic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d10 if the bane has the Human trait. Add another 1d6 if the bane has a power that deals damage before you act.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location.
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.
Scoundrel's Sword Cane (Loot)
Loot 4
Type: Weapon
Traits: Sword Melee Piercing Finesse Magic
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2, or 2d6+2 if you have the Stealth skill. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Reveal this card to add 1d6+2 to your Perception or Stealth check.
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.
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.
Draugr Captain (Summon)
Henchman 6
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
Hammerhead Shark (Summon)
Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
Hirgenzosk (Currently Wearing an Adorable Party Hat and Eye Patch)
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.
Ruffian (Summon)
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, 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 raiders 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.
1. Weapon
(BR Only)
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Monster 1
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.
Monster 2
Monster 5
Traits: Plant
To Defeat: Combat 20
The Kapre is immune to the Mental and Poison traits.
You may succeed at a Charisma or Diplomacy 12 check to evade the Kapre, put it on the bottom of the location deck, and move to a random location.
Before you act, succeed at a Wisdom 12 check or a random character at your location takes an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.
Monster 3
Monster 6
Traits: Animal Aquatic
To Defeat: Combat 20 THEN Combat 20 THEN Combat 20
Before you act, the Lusca deals 1d4+1 Structural damage to your ship.
If undefeated, the Lusca deals damage to each character at your location; then each character at your location must succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of his deck.
Monster 4
Monster 6
Traits: Outsider Aquatic
To Defeat: Combat 26
The Dweller in the Deeps is immune to the Acid and Poison traits, all damage dealt by it is Poison damage, and it may not be evaded.
Before you act, succeed at an Arcane or Divine 15 check or you may not play spells that have the Attack trait.
Monster 5
Monster 3
Traits: Aberration Manticore
To Defeat: Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Barrier 1
Barrier B
Traits: Cache Lock Veteran
To Defeat: Strength Melee 10 OR Dexterity Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 2
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 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 4
Barrier P
Traits: Skirmish Goblin Pirate Veteran
To Defeat: Constitution Fortitude 5 OR Wisdom Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.
Barrier 5
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.
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 B
Traits: Polearm Melee Piercing 2-Handed Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon 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 4
Traits: Sword Melee Piercing Finesse Swashbuckling Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spell 1
Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Spell 6
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Spell 3
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 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 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.
Armor 1
Armor 4
Traits: Shield Magic
To Acquire: Constitution Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Armor 5
Traits: Heavy Armor Magic Aquatic
To Acquire: Constitution Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 3
Armor 3
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
Armor 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 6
Traits: Shield Firearm Magic
To Acquire: Dexterity Ranged 10 THEN Constitution Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
Item 1
Item B
Traits: Object Magic
To Acquire: Wisdom 7
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.
Item 2
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Item 3
Item 4
Traits: Liquid Attack Acid Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
Item 4
Item 4
Traits: Liquid Attack Acid Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
Item 5
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.
Ally 1
Ally C
Traits: Human Pirate
To Acquire: Charisma Diplomacy 6
Reveal this card to add 1d10 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 2
Ally 1
Traits: Halfling Fighter Pirate
To Acquire: Charisma Diplomacy 6
Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 3
Ally 5
Traits: Animal
To Acquire: Wisdom Survival 11
Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.
Ally 4
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 5
Ally 4
Traits: Half-Elf Druid Captain Pirate
To Acquire: Wisdom Perception 8 THEN Charisma Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Blessing 1
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Blessing 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 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 C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Turn: 1 Grazzle/Matsu Kurisu
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: 29
Blessings Deck Card 1 - Turn 2 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 2 - Turn 3 Celeste/elcoderdude
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 3 - Turn 4 Ranzak/Zalarian
Blessing B
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 4 - Turn 5 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 5 - Turn 6 Radovan/wkover
Blessing 6
Traits: Divine Geryon
To Acquire: Charisma Diplomacy 8 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 check to defeat a non-villain monster; 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 7 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 7 - Turn 8 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 8 - Turn 9 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 9 - Turn 10 Radovan/wkover
Blessing 2
Traits: Divine Hshurha
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 10 - Turn 11 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 11 - Turn 12 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 12 - Turn 13 Grazzle/Matsu Kurisu
Blessing C
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 13 - Turn 14 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 14 - Turn 15 Celeste/elcoderdude
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 15 - Turn 16 Ranzak/Zalarian
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 16 - Turn 17 Grazzle/Matsu Kurisu
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 17 - Turn 18 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 18 - Turn 19 Celeste/elcoderdude
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 19 - Turn 20 Ranzak/Zalarian
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 20 - Turn 21 Grazzle/Matsu Kurisu
Blessing 6
Traits: Divine Geryon
To Acquire: Charisma Diplomacy 8 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 check to defeat a non-villain monster; 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 21 - Turn 22 Radovan/wkover
Blessing P
Traits: Divine Zogmugot
To Acquire: Dexterity Stealth Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 23 Celeste/elcoderdude
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 24 Ranzak/Zalarian
Blessing B
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 24 - Turn 25 Grazzle/Matsu Kurisu
Blessing C
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 25 - Turn 26 Radovan/wkover
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 26 - Turn 27 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 27 - Turn 28 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 28 - Turn 29 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 29 - Turn 30 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.
Fort Hazard
At This Location (Open): At the start of your turn, each character at this location must summon and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude, Grazzle/Matsu Kurisu, Radovan/wkover, Ranzak/Zalarian
Item C
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
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.
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.
Monster 6
Traits: Dragon Aquatic
To Defeat: Combat 20 THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
Item 4
Traits: Object Magic
To Acquire: Dexterity Ranged 12
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.
Ally 1
Traits: Gnome Bard Pirate
To Acquire: Charisma Diplomacy 7
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Weapon 6
Traits: Firearm Ranged Piercing Reliable Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.
Monster 5
Traits: Elf Cultist
To Defeat: Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Ally 1
Traits: Half-Orc Fighter Pirate
To Acquire: Constitution Fortitude 5 OR Charisma Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Villain 6
Type: Monster
Traits: Human Captain Pirate
To Defeat: Combat 40 THEN Combat 40
If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10.
Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card.
Damage dealt by Kerdak Bonefist is dealt to all characters.
Scenario: Treat this card as a henchman. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from.
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
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.
Weapon 2
Traits: Polearm Melee Piercing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
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.
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
Traits: Hag
To Defeat: Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
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.
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.
Villain 6
Type: Monster
Traits: Lamia Sorcerer
To Defeat: Combat 28 THEN Combat 28
If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded.
If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck.
Scenario: Treat this card as a henchman. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from.
Item 5
Traits: Liquid Attack Electricity Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
Item 5
Traits: Accessory Magic Healing
To Acquire: Constitution Fortitude Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
Murder Hole
At This Location (Open): The difficulty to defeat monsters is increased by 4.
When Closing: Summon and defeat the henchman Ruffian, then summon and defeat the henchman Buccaneer.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 6 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Villain 6
Type: Monster
Traits: Charau-ka Alchemist Pirate
To Defeat: Combat 32
Before you act, Powderpot deals 1d6 Fire damage to each character at your location.
If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage.
After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location.
Scenario: Treat this card as a henchman. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from.
Location: The difficulty to defeat monsters is increased by 4.
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.
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.
Location: The difficulty to defeat monsters is increased by 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.
Location: The difficulty to defeat monsters is increased by 4.
Monster 5
Traits: Outsider
To Defeat: Combat 20
The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.
Location: The difficulty to defeat monsters is increased by 4.
Monster B
Traits: Human Pirate Veteran
To Defeat: Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Location: The difficulty to defeat monsters is increased by 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 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.
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.
Location: The difficulty to defeat monsters is increased by 4.
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.
Location: The difficulty to defeat monsters is increased by 4.
Shrine to Besmara
At This Location (Open): You may add the Pirate and/or Swashbuckling traits to your checks.
When Closing: Succeed at a Wisdom or Divine 9 check, or banish a card.
When Permanently Closed: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards in your discard pile that have the Divine trait.
At This Location (Closed): At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards in your discard pile that have the Divine trait.
M: 2 Ba: 0 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 3 ?: 1
Located/Displayed Here: None
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.
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.
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.
Spell 5
Traits: Magic Divine
To Acquire: Wisdom Divine 11
Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.
Spell 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.
Villain 6
Type: Monster
Traits: Lycanthrope Barbarian Captain Pirate Aquatic
To Defeat: Combat 28 THEN Combat 32
Captain Horrus Riptooth may not be evaded.
Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character.
Scenario: Treat this card as a henchman. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from.
Blessing 3
Traits: Divine Kelizandri
To Acquire: Constitution Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
Monster 5
Traits: Elf Cultist
To Defeat: Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Sea Fort
At This Location (Open): If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
At This Location (Closed): For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
Location: If you defeat a monster during your exploration, you may immediately explore again.
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
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.
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Location: If you defeat a monster during your exploration, you may immediately explore again.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
Weapon 6
Traits: Rapier Melee Piercing Finesse Swashbuckling Magic
To Acquire: Strength Melee 12
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 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.
Villain 6
Type: Monster
Traits: Human Gunslinger
To Defeat: Combat 32 OR Diplomacy 16
Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If your check to defeat has the Ranged trait, add 1d8 to it.
After you act, Omara Culverin deals 1d4 Ranged Combat damage to you.
Scenario: Treat this card as a henchman. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from.
Location: If you defeat a monster during your exploration, you may immediately explore again.
Ally C
Traits: Human Veteran
To Acquire: Charisma Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Monster B
Traits: Human Captain Pirate Veteran
To Defeat: Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Location: If you defeat a monster during your exploration, you may immediately explore again.
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
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.
Torture Pit
At This Location (Open): When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
When Permanently Closed: If you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Monster 4
Traits: Giant Cyclops
To Defeat: Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Spell 6
Traits: Magic Arcane Divine Attack Bludgeoning
To Acquire: Intelligence Arcane Wisdom Divine 15
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
Barrier 6
Traits: Skirmish
To Defeat: None
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.
Monster 5
Traits: Animal Aquatic
To Defeat: Combat 21
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.
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.
Weapon 6
Traits: Polearm Melee Piercing Poison 2-Handed Magic
To Acquire: Strength Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. 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.
Monster 2
Traits: Plant
To Defeat: Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
Villain 6
Type: Monster
Traits: Human Bard Pirate Animal
To Defeat: Stealth Arcane Wisdom Diplomacy 20
If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck.
"We'll play a mournful dirge when you dance your last jig hanging from the yardarm. Right, Scurvy?" -- Sweetlips
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 6
Traits: Human Druid Pirate
To Acquire: Charisma Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Grazzle - Matsu Kurisu |
Grazzle, Radovan, Celeste, Ranzak,
Grazzle - 1: Blessing of Achaekek
Start of Turn
At: Fort Hazard
SOT encounter Draugr Captain, Henchman 6, To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
Keep (Death's Touch). Recharge (Sirocco, Helm of Electric Radiance, Wayfarer, Restorative Touch, Cleric of Nethys, Blessing of Qi Zhong)
Draw up (Icy Prison, Crystal Ball, Fire Snake, Volcanic Storm, Blessing of Abraxas, Channel the Gift)
Recharge Icy Prison 1d8+3+3+4d6, Grazzle Attack +2, Discard Blessing of Abraxas +2d8
Combat 27: 1d8 + 3 + 3 + 4d6 + 2 + 2d8 ⇒ (8) + 3 + 3 + (6, 4, 4, 2) + 2 + (8, 2) = 42- defeated
Give: No
Move: Shrine to Besmara
Free explore = 1: Blessing of Milani, Blessing B: Divine 5
Divine 5: 1d8 + 3 + 3 ⇒ (6) + 3 + 3 = 12 - acquired
Discard Crystal Ball, examine 3, rearrange (as below)
2: Wall of Blades, Spell 5
4: Wall of Blades, Spell 5 - Is there two in the set or is this an error
3: Gargoyle Sniper, Monster 4
and explore = 2: Wall of Blades, Spell 5, Divine 11
Divine 11: 1d8 + 3 + 3 ⇒ (4) + 3 + 3 = 10 - Use die bump +1 to succeed
End of Turn
Draw up Shroud Cloak
Summary
Location = Shrine to Besmara
Acquired = 1: Blessing of Milani, 2: Wall of Blades
Banished =
Examined = 4: Wall of Blades, 3: Gargoyle Sniper
From Box =
Displayed =
Give: =
Used = Die bump. 0 remaining
other = Skizzerz, can you check that cards 2 & 4 should both be Wall of Blades?
Grazzle Heal: Celeste 0, Ranzak 0, Radovan 0
Hand: ac Wall of Blades, Icy Prison, Fire Snake, Volcanic Storm, Channel the Gift, ac Blessing of Milani, Shroud Cloak
Displayed: , , , , , ,
Deck: 13 Discard: 2 Buried: 0
"Notes: Blessing of Milani: +2d NC Dex/Wis, + 1d other. Available
Wall of Blades: Power lasts for whole turn, allows anyone doing combat to recharge 2 cards to add 2d8 & slashing
Cards available for examine (Volcanic Storm, BoMilani)"
Kit: , ,
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +3
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 ([X] 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
BR skizzerz |
Everyone else must summon and encounter Draugr Captain as well on Grazzle's turn.
Henchman 6
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
@Grazzle: Not an error, there are two copies of that spell in the box.
Celeste - Robert |
<OUT OF TURN - ON GRAZZLE'S TURN>
Encountering Draugr Captain.
Keeping Blessing of Pharasma and risking a handwipe if I don't draw an Attack spell (or Twisted Space, though I was saving that ideally for Ranzak's encounter.)
Recharge the other 7 and draw 7. New hand:
Hand: Wayfinder, Twisted Space, Spite Cloud, Fire Snake, Ice Storm, Volcanic Storm, Blessing of Pharasma, Blessing of the Seventh Veil
Good enough.
I play Spite Cloud and add Pharasma.Combat 27: 3d10 + 4d6 + 5 ⇒ (1, 7, 7) + (5, 4, 3, 4) + 5 = 36
Defeated my Draugr Captain.
Shuffle Spite Cloud into my deck.
<OUT OF TURN HAND UPDATE>
Hand: Wayfinder, Twisted Space, Fire Snake, Ice Storm, Volcanic Storm, Blessing of the Seventh Veil
Displayed:
Deck: 14 Discard: 1 Buried: 0
Notes:
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [x] +3 [x] +4
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1
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. [x] If blessing or spell, you may move to that location.
On failed check against a bane w/Aquatic or Pirate trait, or ship, may reroll 1 die ([x] or 2 dice)
Celeste - Robert |
Botting Ranzak's Draugr Captain encounter:
Ranzak encounters Draugr Captain.
Ranzak uses his power to evade & have a local character encounter the bane instead: using turn order:
Who: 1d3 ⇒ 2 Radovan
Luck's on our side. Radovan evades the encounter Ranzak evaded.
Celeste's hand remains the last one I posted.
Celeste - Robert |
<POSTING CELESTE'S DC ENCOUNTER FOR RADOVAN'S TURN>
Hand: Wayfinder, Fire Snake, Ice Storm, Volcanic Storm, Blessing of the Seventh Veil
Celeste plays Twisted Space, evades, shuffles spell into deck.
<OUT OF TURN HAND UPDATE>
Deck: 15 Discard: 1 Buried: 0
Notes: Blessing available. Veil is 1 die, or 2 for non-combat Int/Charisma
Strength d4 [ooc][ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [x] +3 [x] +4
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1
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. [x] If blessing or spell, you may move to that location.
On failed check against a bane w/Aquatic or Pirate trait, or ship, may reroll 1 die ([x] or 2 dice)
Ranzak 12789 |
Out of turn update. Ranzak evades making Radovan encounter the captain who evades.
Before Grazzle moves, will Recharge Wayfinder to move to Sea Fort and then examine the top 2 cards of your location deck.
Sea Fort Card 1: Sea Hag
Sea Fort Card 2: Goblin Pegleg
Hand: Steel Ibis Lamellar, w6Crossbow of Retribution, Howling Skull Armor, i1ABBoots of Alacrity, Pirate's Favor, Alise Grogblud, w2Animalbane Crossbow +2
Displayed:
Deck: 14 Discard: 0 Buried: 0
"Notes: Spells are banished when used by Ranzak.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
Recharged: i3ABWayfinder
Discard Pile:
Buried Pile:
Zalarian |
Botting Celeste's use of Wayfinder. It is recharged before Grazzle moves to move to Murderhole and examine top 2 cards there.
Murder Hole Card 1: Powderpot (VH6)
Murder Hole Card 2: Sefina (Al4)
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing
Notes for Celeste: need to recharge wayfinder
Radovan - Fort Hazard (Ship Anchored) 1-10 remain
Lucrehold 1-10 remain
Celeste - Murder Hole 1-10 remain // 1=Powderpot (VH6),2=Sefina (Al4)
Grazzle - Shrine to Besmara 4,3,5-10 remain // 4: Wall of Blades (Sp5),3=Gargoyle Sniper(M4)
Ranzak - Sea Fort 1-10 remain // 1=Sea Hag(MB), 2=Goblin Pegleg(WP)
Torture Pit 1-10 remain
wkover - Radovan |
Start at Fort Hazard, evade Draugr. Move to Murder Hole, encounter revealed Powderpot.
Powderpot
Villain 6
Type: Monster
Traits: Charau-ka Alchemist Pirate
To Defeat: Combat 32
Before you act, Powderpot deals 1d6 Fire damage to each character at your location.
If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage.
After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location.
BYA fire damage gives me both Norge (RM1: Void Zombie 5) and Quang displays (RM2: Kapre 5). However, Celeste must also take fire damage, which I reduce by 1. Really sorry about this. Celeste fire damage?: 1d6 - 1 ⇒ (2) - 1 = 1
Combat 36 (32+4) w/ rapier, recharged BoZK, lvl 5 Norge display: 1d8 + 3d4 + 1d6 + 8 + 2d8 + 1d8 + 5 ⇒ (3) + (2, 4, 4) + (3) + 8 + (7, 5) + (4) + 5 = 45 - defeated
Now for "when defeated" check. Craft 11 w/ lvl 5 Quang display, party blessing: 1d4 + 1d6 + 5 + 1d4 ⇒ (2) + (2) + 5 + (2) = 11. So nasty stuff is avoided. Location for AYA poison damage?: 1d3 ⇒ 3 = Sea Fort. Poison damage taken by Ranzak?: 1d4 ⇒ 3
Now to close. Have to defeat a Ruffian, then a Buccaneer.
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Combat 17 (7+6+4) w/ Shadowless, summon bonus: 2d8 + 1d6 + 1d4 + 7 + 1d8 ⇒ (5, 4) + (5) + (3) + 7 + (6) = 30 - success
Buccaneer
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If the check to defeat has the Swashbuckling trait, the difficulty is increased by twice the adventure deck number instead.
If defeated, you may immediately attempt to close the location this henchman came from.
Combat 18 (8+6+4) w/ Shadowless, summon bonus: 2d8 + 1d6 + 1d4 + 7 + 1d8 ⇒ (7, 2) + (4) + (3) + 7 + (4) = 27 - success
Murder Hole closed. Take that, pseudo villain!
Hand: Crystal Ball, Fortune Teller, Keen Rapier +3, Shadowless Sword 2, Corrosive Backsword +4, Sorrowsoul, Skyplate Armor,
Displayed: Norge and Quang forms; Norge display: []; Quang display: []; Viridio display: [] {only 2 forms active},
Deck: 15 Discard: 0 Buried: 0
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. BoZK adds two dice to con/finesse.
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [X]+1 [X]+2 [X]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
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
Ranzak 12789 |
Out of Turn - Ranzak takes 3 poison damage Discard the following:
w2Animalbane Crossbow +2
Pirate's Favor
Howling Skull Armor
"There be murder in the skies! Take shelter! Take shelter! Boatswain, you stay on deck and die..i mean steer the ship away from that mess!"
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing
Notes for Celeste: need to recharge wayfinder from Grazzle's turn and take 1 damage from Radovan's turn
Random Card(s) Used: M1-2
Fort Hazard (Ship Anchored) 1-10 remain
Lucrehold 1-10 remain
Celeste, Radovan - Murder Hole CLOSED
Grazzle - Shrine to Besmara 4,3,5-10 remain // 4: Wall of Blades (Sp5),3=Gargoyle Sniper(M4)
Ranzak - Sea Fort 1-10 remain // 1=Sea Hag(MB), 2=Goblin Pegleg(WP)
Torture Pit 1-10 remain
Hand: Steel Ibis Lamellar, w6Crossbow of Retribution, i1ABBoots of Alacrity, Alise Grogblud
Displayed:
Deck: 14 Discard: 3 Buried: 0
"Notes: Spells are banished when used by Ranzak.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
Recharged: i3ABWayfinder
Discard Pile:
Buried Pile:
BR skizzerz |
During This Scenario: Treat the villains in the henchmen list as henchmen. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from. If you win the scenario, note on your Chronicle sheet which cards are in the henchman pile. (This note will be referenced in Scenario 6F: Lost in the Storm.)
To win the scenario, defeat and corner the villain Sweetlips and Scurvy.
Party Ship: Abrogail's Fury (-3 Structural damage, flip hourglass to add 1d12 on CtD a bane or ship). Your ship is anchored at Fort Hazard.
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
Sweetlips and Scurvy (Villain)
Villain 6
Type: Monster
Traits: Human Bard Pirate Animal
To Defeat: Stealth Arcane Wisdom Diplomacy 20
If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck.
"We'll play a mournful dirge when you dance your last jig hanging from the yardarm. Right, Scurvy?" -- Sweetlips
Kerdak Bonefist (Henchman)
Villain 6
Type: Monster
Traits: Human Captain Pirate
To Defeat: Combat 40 THEN Combat 40
If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10.
Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card.
Damage dealt by Kerdak Bonefist is dealt to all characters.
Captain Horrus Riptooth (Henchman)
Villain 6
Type: Monster
Traits: Lycanthrope Barbarian Captain Pirate Aquatic
To Defeat: Combat 28 THEN Combat 32
Captain Horrus Riptooth may not be evaded.
Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character.
Hyapatia (Henchman)
Villain 6
Type: Monster
Traits: Lamia Sorcerer
To Defeat: Combat 28 THEN Combat 28
If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded.
If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck.
Omara Culverin (Henchman)
Villain 6
Type: Monster
Traits: Human Gunslinger
To Defeat: Combat 32 OR Diplomacy 16
Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If your check to defeat has the Ranged trait, add 1d8 to it.
After you act, Omara Culverin deals 1d4 Ranged Combat damage to you.
Powderpot (Henchman)
Villain 6
Type: Monster
Traits: Charau-ka Alchemist Pirate
To Defeat: Combat 32
Before you act, Powderpot deals 1d6 Fire damage to each character at your location.
If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage.
After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location.
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.
Alise Grogblud (Loot)
Loot 5
Type: Ally
Traits: Human Rogue Pirate
Reveal this card to succeed at your check to defeat a barrier with the Cache, Skirmish, or Task trait. After the check, roll 1d6; on a 1, banish a card from your hand.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during the exploration. After you play this card, discard a card that has the Pirate trait to recharge this card instead of discarding it.
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.
Crossbow of Retribution (Loot)
Loot 6
Type: Weapon
Traits: Bow Ranged Piercing 2-Handed Magic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d10 if the bane has the Human trait. Add another 1d6 if the bane has a power that deals damage before you act.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location.
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.
Scoundrel's Sword Cane (Loot)
Loot 4
Type: Weapon
Traits: Sword Melee Piercing Finesse Magic
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2, or 2d6+2 if you have the Stealth skill. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Reveal this card to add 1d6+2 to your Perception or Stealth check.
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.
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.
Draugr Captain (Summon)
Henchman 6
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
Hammerhead Shark (Summon)
Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
Hirgenzosk (Currently Wearing an Adorable Party Hat and Eye Patch)
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.
Ruffian (Summon)
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, 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 raiders 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.
Blessing of Milani (Blessing B)
Blessing B
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Wall of Blades (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.
1. Weapon
(BR Only)
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Monster 1
Monster 6
Traits: Human Warrior
To Defeat: Combat 21
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.
Monster 2
Monster 4
Traits: Dwarf Fighter Pirate
To Defeat: Combat 19
If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.
Monster 3
Monster 2
Traits: Animal Aquatic Swarm
To Defeat: Combat 16 OR Dexterity Acrobatics 10
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
Monster 4
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 5
Monster 4
Traits: Plant Treant
To Defeat: Combat 17
Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.
Barrier 1
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 2
Barrier 2
Traits: Task Aquatic Weather
To Defeat: Wisdom Survival 8
If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.
Barrier 3
Barrier 6
Traits: Trap Magic
To Defeat: Intelligence Arcane 13
If defeated, you may move any number of characters at your location to a location of your choice.
If undefeated, you are dealt 2d4 Combat damage and moved to a random other location.
Barrier 4
Barrier 4
Traits: Trap Magic Electricity
To Defeat: Dexterity Disable 12 OR Intelligence Arcane 14
If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.
Barrier 5
Barrier 6
Traits: Trap Alchemical Fire
To Defeat: Dexterity Acrobatics 18 OR Disable Craft 14
If defeated, each character at your location is dealt 1d4 Fire damage.
If undefeated, each character at your location is dealt 2d4+1 Fire damage.
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 5
Traits: Firearm Ranged Piercing Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Weapon 3
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 4
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 5
Weapon 6
Traits: Sword Melee Slashing 2-Handed 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 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Spell 1
Spell 2
Traits: Magic Arcane Divine Fire Attack
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 2
Spell 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 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 4
Spell 6
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 13
Display this card and choose one: your Strength, Dexterity, and Constitution skills are all 1d12+2, or your hand size is 3, 7, or 10. At the end of the scenario, if you do not have either the Arcane or Divine skill, banish this card.
Spell 5
Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card and recharge a weapon, armor, or item to add 1d6 to any combat check.
For your check to defeat a barrier that has the Lock or Obstacle trait, recharge this card to use your Arcane or Divine skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at and Arcane or Divine 12 check to recharge this card instead of discarding it.
Armor 1
Armor 6
Traits: Shield Firearm Magic
To Acquire: Dexterity Ranged 10 THEN Constitution Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Armor 1
Traits: Shield Magic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 3
Armor 5
Traits: Heavy Armor Magic Aquatic
To Acquire: Constitution Fortitude 11
Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 4
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 5
Armor 6
Traits: Shield Firearm Magic
To Acquire: Dexterity Ranged 10 THEN Constitution Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
Item 1
Item 3
Traits: Accessory Magic Divine Healing
To Acquire: Wisdom Divine 8
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.
Item 2
Item 6
Traits: Liquid Attack Bludgeoning Fire Ranged Alchemical
To Acquire: Intelligence Craft 13
For your combat check, banish this card to use your Dexterity or Ranged skill + 4d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 17 check to recharge that card instead of discarding it.
Item 3
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 4
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 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 6
Traits: Animal
To Acquire: Wisdom Survival 13
Discard this card to explore your location. Add 3d6 to your combat checks during this exploration. Each character at your location buries a card.
Ally 2
Ally C
Traits: Human Cleric Pirate
To Acquire: Divine Charisma Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 3
Ally 4
Traits: Half-Elf Druid Captain Pirate
To Acquire: Wisdom Perception 8 THEN Charisma Diplomacy 11
Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 4
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 5
Ally 3
Traits: Human Cleric
To Acquire: Charisma Diplomacy 11
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.
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 Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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 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.
Turn: 3 Celeste/elcoderdude
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 27
Blessings Deck Card 3 - Turn 4 Ranzak/Zalarian
Blessing B
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 4 - Turn 5 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 5 - Turn 6 Radovan/wkover
Blessing 6
Traits: Divine Geryon
To Acquire: Charisma Diplomacy 8 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 check to defeat a non-villain monster; 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 7 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 7 - Turn 8 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 8 - Turn 9 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 9 - Turn 10 Radovan/wkover
Blessing 2
Traits: Divine Hshurha
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 10 - Turn 11 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 11 - Turn 12 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 12 - Turn 13 Grazzle/Matsu Kurisu
Blessing C
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 13 - Turn 14 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 14 - Turn 15 Celeste/elcoderdude
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 15 - Turn 16 Ranzak/Zalarian
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 16 - Turn 17 Grazzle/Matsu Kurisu
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 17 - Turn 18 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 18 - Turn 19 Celeste/elcoderdude
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 19 - Turn 20 Ranzak/Zalarian
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 20 - Turn 21 Grazzle/Matsu Kurisu
Blessing 6
Traits: Divine Geryon
To Acquire: Charisma Diplomacy 8 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 check to defeat a non-villain monster; 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 21 - Turn 22 Radovan/wkover
Blessing P
Traits: Divine Zogmugot
To Acquire: Dexterity Stealth Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 23 Celeste/elcoderdude
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 24 Ranzak/Zalarian
Blessing B
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 24 - Turn 25 Grazzle/Matsu Kurisu
Blessing C
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 25 - Turn 26 Radovan/wkover
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 26 - Turn 27 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 27 - Turn 28 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 28 - Turn 29 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 29 - Turn 30 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.
Fort Hazard
At This Location (Open): At the start of your turn, each character at this location must summon and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Item C
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
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.
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.
Monster 6
Traits: Dragon Aquatic
To Defeat: Combat 20 THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
Item 4
Traits: Object Magic
To Acquire: Dexterity Ranged 12
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.
Ally 1
Traits: Gnome Bard Pirate
To Acquire: Charisma Diplomacy 7
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Weapon 6
Traits: Firearm Ranged Piercing Reliable Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.
Monster 5
Traits: Elf Cultist
To Defeat: Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Ally 1
Traits: Half-Orc Fighter Pirate
To Acquire: Constitution Fortitude 5 OR Charisma Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Villain 6
Type: Monster
Traits: Human Captain Pirate
To Defeat: Combat 40 THEN Combat 40
If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10.
Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card.
Damage dealt by Kerdak Bonefist is dealt to all characters.
Scenario: Treat this card as a henchman. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from.
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
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.
Weapon 2
Traits: Polearm Melee Piercing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
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.
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
Traits: Hag
To Defeat: Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
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.
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.
Villain 6
Type: Monster
Traits: Lamia Sorcerer
To Defeat: Combat 28 THEN Combat 28
If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded.
If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck.
Scenario: Treat this card as a henchman. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from.
Item 5
Traits: Liquid Attack Electricity Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
Item 5
Traits: Accessory Magic Healing
To Acquire: Constitution Fortitude Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
Murder Hole
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Celeste/elcoderdude, Radovan/wkover
Shrine to Besmara
At This Location (Open): You may add the Pirate and/or Swashbuckling traits to your checks.
When Closing: Succeed at a Wisdom or Divine 9 check, or banish a card.
When Permanently Closed: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards in your discard pile that have the Divine trait.
At This Location (Closed): At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards in your discard pile that have the Divine trait.
M: 2 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Grazzle/Matsu Kurisu
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.
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.
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.
Villain 6
Type: Monster
Traits: Lycanthrope Barbarian Captain Pirate Aquatic
To Defeat: Combat 28 THEN Combat 32
Captain Horrus Riptooth may not be evaded.
Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character.
Scenario: Treat this card as a henchman. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from.
Blessing 3
Traits: Divine Kelizandri
To Acquire: Constitution Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
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.
Monster 5
Traits: Elf Cultist
To Defeat: Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Sea Fort
At This Location (Open): If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
At This Location (Closed): For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ranzak/Zalarian
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.
Location: If you defeat a monster during your exploration, you may immediately explore again.
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
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.
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Location: If you defeat a monster during your exploration, you may immediately explore again.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
Weapon 6
Traits: Rapier Melee Piercing Finesse Swashbuckling Magic
To Acquire: Strength Melee 12
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 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.
Villain 6
Type: Monster
Traits: Human Gunslinger
To Defeat: Combat 32 OR Diplomacy 16
Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If your check to defeat has the Ranged trait, add 1d8 to it.
After you act, Omara Culverin deals 1d4 Ranged Combat damage to you.
Scenario: Treat this card as a henchman. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from.
Location: If you defeat a monster during your exploration, you may immediately explore again.
Ally C
Traits: Human Veteran
To Acquire: Charisma Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Monster B
Traits: Human Captain Pirate Veteran
To Defeat: Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Location: If you defeat a monster during your exploration, you may immediately explore again.
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
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.
Torture Pit
At This Location (Open): When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
When Permanently Closed: If you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Monster 4
Traits: Giant Cyclops
To Defeat: Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Spell 6
Traits: Magic Arcane Divine Attack Bludgeoning
To Acquire: Intelligence Arcane Wisdom Divine 15
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
Barrier 6
Traits: Skirmish
To Defeat: None
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.
Monster 5
Traits: Animal Aquatic
To Defeat: Combat 21
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.
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.
Weapon 6
Traits: Polearm Melee Piercing Poison 2-Handed Magic
To Acquire: Strength Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. 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.
Monster 2
Traits: Plant
To Defeat: Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
Villain 6
Type: Monster
Traits: Human Bard Pirate Animal
To Defeat: Stealth Arcane Wisdom Diplomacy 20
If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck.
"We'll play a mournful dirge when you dance your last jig hanging from the yardarm. Right, Scurvy?" -- Sweetlips
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 6
Traits: Human Druid Pirate
To Acquire: Charisma Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Celeste - Robert |
<PRIOR TO TURN>
Retcon: On Grazzle's turn, recharged Wayfinder & moved to Murderhole as botted above.
Retcon: On Radovan's turn, kept Twisted Space in hand, as did not encounter SOT DC due to Wayfinder bot.
Radovan's turn: discard Blessing of the Seventh Veil for damage.
<HAND BEFORE TURN>
Hand: Twisted Space, Fire Snake, Ice Storm, Volcanic Storm
Displayed:
Deck: 15 Discard: 2 Buried: 0
Notes:
Celeste at Murder Hole.
SOT: No scouting. Sorry, but I want this hand.Move to Shrine of Besmara.
I don't think we need Spell 5s, so:
Explore
Wall of Blades, Spell 5.
Choose not to attempt to acquire. (Couldn't unaided.)
Banish Wall of Blades.
EOT: Recharge Ice Storm to examine Torture Pit:
Torture Pit card 1: Monster 4, Cyclops
Hand: Twisted Space, Blessing of the All-Seeing Eye, Svingli's Eye, Fire Snake, Blessing of Abadar, Volcanic Storm, Crystal Ball, Autumn Witch
Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Abadar available. Try not to use other blessing. Twisted Space: evade monster. Svingli's Eye: d4+2 to check on ship; d8+2 if blessing is Gods.
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [x] +3 [x] +4
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1
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. [x] If blessing or spell, you may move to that location.
On failed check against a bane w/Aquatic or Pirate trait, or ship, may reroll 1 die ([x] or 2 dice)
Turn summary:Precious little.
Party resources used: None
Celeste is at Shrine of Besmara
Banished card 1 at Shrine (Wall of Blades)
Torture Pit card 1 is Monster 4, Cyclops
Ranzak 12789 |
Out of Turn Updates: Before Celeste's turn, During EOT will put Boots of Alacrity on top of my deck to move to Lucrehold. Grazzle will then recharge Volcanic Storm to examine top card.
Lucrehold Card 1: Symbol of Insanity
Turn Order: Celeste, Ranzak, Grazzle, Radovan
Turn: Blessings Deck Card 3 - Turn 4 Ranzak/Zalarian Blessing of Milani
SOT: Reveal pirate Alise for location
Give Card: None
Move: Lucrehold-> Sea Fort
Explore: Sea Fort Card 1 (Sea Hag)
For my combat check, I will reveal Crossbow of Retribution +2 to use your Dexterity or Ranged skill + 1d10+2;
Add another 1d10 if human. Add another 1d6 if monster can deal damage BYA. Ignoring Arcane/divine since no attack spells
Retribution Crossbow +2 Combat Check DC 11: 2d10 + 5 ⇒ (10, 10) + 5 = 25 Monster defeated
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.
Location: If you defeat a monster during your exploration, you may immediately explore again.
Choose to use location power to explore.
Ranzak takes his pegleg off and sits down for a bit... "Hey! Let me sing a song about this thing"
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!"
Strength Check DC 8: 1d4 + 1d4 + 3 ⇒ (4) + (2) + 3 = 9 Success
Sea Fort Card 2 (Goblin Pegleg):
Goblin Pegleg
Weapon P
Traits: Club Melee Bludgeoning Poison Swashbuckling
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
Boon Acquired - Raid Check DC 3: 1d6 ⇒ 2 No raid today!
EOT: End Turn and Reset hand discarding Peg Leg
Hand: Steel Ibis Lamellar, w6Crossbow of Retribution, i1ABBoots of Alacrity, Alise Grogblud, i5Sacred Candle, Steal Soul, w1Razorglass knife, i2ABDryad Sandals
Displayed:
Deck: 10 Discard: 4 Buried: 0
"Notes: Spells are banished when used by Ranzak.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
i5Sacred Candle
Recharged: i3ABWayfinder
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 [X] +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 4/5/6,Sp 1/1/2, Ar 1/2/2 I 4/6/8 Al 1/2/2 Bl 4/5/5 = 21
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.
[x] 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.
Zalarian |
Celeste will use Crystal ball before Ranzak's EOT to examine 3 cards and reorder as follows:
Shrine to Besmara Card 3: Divine Fortune
Shrine to Besmara Card 4: Captain Horrus Riptooth
Shrine to Besmara Card 2 (Gargoyle Sniper)
Villain 6
Type: Monster
Traits: Lycanthrope Barbarian Captain Pirate Aquatic
To Defeat: Combat 28 THEN Combat 32
Captain Horrus Riptooth may not be evaded.
Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character.
Scenario: Treat this card as a henchman. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from.
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing
Notes for Celeste: Crystal ball is discarded (or likely healed by Grazzle)
Notes for Grazzle: recharge Volcanic Storm for Ranzak examine
Random Card(s) Used: M1-2
Additional Info 1: Candle is in hand for AD6 blessing or AD5 if someone else is looking for one
Fort Hazard (Ship Anchored) 1-10 remain
Lucrehold 1-10 remain // 1=Symbol of Insanity(Ba4)
Radovan - Murder Hole CLOSED
Grazzle, Celeste - Shrine to Besmara 3,4,2,5-8 remain // 2=Gargoyle Sniper(M4), 3=Divine Fortune(Sp4),4=Captain Horrus Riptooth(H6)
Ranzak - Sea Fort 3-10 remain
Torture Pit 1-10 remain // 1=Cyclops(M4)
Grazzle - Matsu Kurisu |
Grazzle, Radovan, Celeste, Ranzak,
recharge Volcanic Storm for Ranzak
Grazzle - 4: Blessing of Pharasma
Start of Turn
At: Shrine to Besmara
Grazzle heal(Blessing of Pharasma, ) = 1*2+1 = 3
Celeste 3, Ranzak 0, Radovan 0
Recharge due to discard Divine card: 1d3 ⇒ 3 - Blessing of Pharasma
Recharge card 2: 1d2 ⇒ 1 - Blessing of Abraxas
Grazzle.Examine (Sea Fort - ac Wall of Blades)
3: Goblin Buckler Gun, Armor P
4: Mercenary, Monster B
Give: No
Move: Sea Fort, Bringing Celeste as agreed prior
I think it is too risky for Celeste & Grazzle to take on the Captain!
Free explore = 3: Goblin Buckler Gun, Armor P
To Acquire: Dexterity 9 THEN Constitution 9
Ranzak will do Dexterity check, Grazzle Constitution
Ranzak.Dexterity 1d10+3
Dexterity 9: 1d10 + 3 ⇒ (6) + 3 = 9 - Success
Grazzle.Constitution recharging Fire Snake 1d8+3+3
Constitution 9: 1d8 + 3 + 3 ⇒ (4) + 3 + 3 = 10 - Success. acquired
Discard Channel the Gift to fetch Fire Snake and shuffle deck
End of Turn
Exchange Shroud Cloak with Channel the Gift
Draw up Blessing of Qi Zhong, Cleric of Nethys
Summary
Location = Shrine to Besmara
Acquired = 3: Goblin Buckler Gun
Banished =
Examined = 4: Mercenary
From Box =
Displayed =
Give: =
Used =
other =
Grazzle Heal: Celeste 3, Ranzak 0, Radovan 0
Hand: Fire Snake, Icy Prison, Channel the Gift, ac Blessing of Milani, ac Goblin Buckler Gun, Blessing of Qi Zhong, Cleric of Nethys
Displayed: , , , , , ,
Deck: 14 Discard: 2 Buried: 0
"Notes: Blessing of Milani: +2d NC Dex/Wis, + 1d other. Available
Blessing of QiZhong: +1d any check.
Cards available for examine (BoQiZhong, BoMilani, Icy Prison)"
Kit: , ,
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +3
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 ([X] 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
Ranzak 12789 |
On Radovan's turn, bury Sacred Candle to draw the top blessing from the blessings discard pile (Blessings Deck Card 5 - Turn 6 Radovan/wkover).
Blessing 6
Traits: Divine Geryon
To Acquire: Charisma Diplomacy 8 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 check to defeat a non-villain monster; 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.
BR skizzerz |
During This Scenario: Treat the villains in the henchmen list as henchmen. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from. If you win the scenario, note on your Chronicle sheet which cards are in the henchman pile. (This note will be referenced in Scenario 6F: Lost in the Storm.)
To win the scenario, defeat and corner the villain Sweetlips and Scurvy.
Party Ship: Abrogail's Fury (-3 Structural damage, flip hourglass to add 1d12 on CtD a bane or ship). Your ship is anchored at Fort Hazard.
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
Sweetlips and Scurvy (Villain)
Villain 6
Type: Monster
Traits: Human Bard Pirate Animal
To Defeat: Stealth Arcane Wisdom Diplomacy 20
If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck.
"We'll play a mournful dirge when you dance your last jig hanging from the yardarm. Right, Scurvy?" -- Sweetlips
Kerdak Bonefist (Henchman)
Villain 6
Type: Monster
Traits: Human Captain Pirate
To Defeat: Combat 40 THEN Combat 40
If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10.
Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card.
Damage dealt by Kerdak Bonefist is dealt to all characters.
Captain Horrus Riptooth (Henchman)
Villain 6
Type: Monster
Traits: Lycanthrope Barbarian Captain Pirate Aquatic
To Defeat: Combat 28 THEN Combat 32
Captain Horrus Riptooth may not be evaded.
Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character.
Hyapatia (Henchman)
Villain 6
Type: Monster
Traits: Lamia Sorcerer
To Defeat: Combat 28 THEN Combat 28
If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded.
If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck.
Omara Culverin (Henchman)
Villain 6
Type: Monster
Traits: Human Gunslinger
To Defeat: Combat 32 OR Diplomacy 16
Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If your check to defeat has the Ranged trait, add 1d8 to it.
After you act, Omara Culverin deals 1d4 Ranged Combat damage to you.
Powderpot (Henchman)
Villain 6
Type: Monster
Traits: Charau-ka Alchemist Pirate
To Defeat: Combat 32
Before you act, Powderpot deals 1d6 Fire damage to each character at your location.
If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage.
After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location.
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.
Alise Grogblud (Loot)
Loot 5
Type: Ally
Traits: Human Rogue Pirate
Reveal this card to succeed at your check to defeat a barrier with the Cache, Skirmish, or Task trait. After the check, roll 1d6; on a 1, banish a card from your hand.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during the exploration. After you play this card, discard a card that has the Pirate trait to recharge this card instead of discarding it.
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.
Crossbow of Retribution (Loot)
Loot 6
Type: Weapon
Traits: Bow Ranged Piercing 2-Handed Magic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d10 if the bane has the Human trait. Add another 1d6 if the bane has a power that deals damage before you act.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location.
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.
Scoundrel's Sword Cane (Loot)
Loot 4
Type: Weapon
Traits: Sword Melee Piercing Finesse Magic
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2, or 2d6+2 if you have the Stealth skill. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Reveal this card to add 1d6+2 to your Perception or Stealth check.
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.
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.
Draugr Captain (Summon)
Henchman 6
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
Hammerhead Shark (Summon)
Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
Hirgenzosk (Currently Wearing an Adorable Party Hat and Eye Patch)
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.
Ruffian (Summon)
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, 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 raiders 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.
Blessing of Milani (Blessing B)
Blessing of Geryon (Blessing 6)
Blessing 6
Traits: Divine Geryon
To Acquire: Charisma Diplomacy 8 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 check to defeat a non-villain monster; 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 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.
Goblin Buckler Gun (Armor P)
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.
Goblin Pegleg (Weapon P)
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
Wall of Blades (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.
1. Weapon
(BR Only)
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Monster 1
Monster 6
Traits: Human Warrior
To Defeat: Combat 21
Each character at your location must summon and encounter the Chelish Marine; if is defeated or undefeated based solely on your check.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 4.
Monster 2
Monster 3
Traits: Hag
To Defeat: Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Monster 3
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 4
Monster 6
Traits: Aberration Aquatic
To Defeat: Combat 25
All damage from the Gargiya is Fire damage.
If defeated, the Gargiya deals 1d8 Fire damage to each character at your location.
Monster 5
Monster 3
Traits: Aberration Manticore
To Defeat: Combat 12
Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.
Barrier 1
Barrier B
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 2
Barrier 3
Traits: 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 P
Traits: Skirmish Goblin Pirate Veteran
To Defeat: Constitution Fortitude 5 OR Wisdom Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.
Barrier 4
Barrier 6
Traits: Skirmish
To Defeat: None
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.
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 5
Traits: Firearm Ranged Piercing Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Weapon 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 5
Traits: Firearm Ranged Piercing Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 13
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.
Weapon 4
Weapon 4
Traits: Firearm Ranged Piercing Reliable Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.
Weapon 5
Weapon 6
Traits: Firearm Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged Craft 13
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 2d8 and the Fire 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 deck.
Spell 1
Spell 2
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 2
Spell 6
Traits: Magic Arcane Divine Attack Bludgeoning
To Acquire: Intelligence Arcane Wisdom Divine 15
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
Spell 3
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 4
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 5
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.
Armor 1
Armor 5
Traits: Shield Magic
To Acquire: Constitution Fortitude 10
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 2
Armor 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 3
Armor 6
Traits: Shield Firearm Magic
To Acquire: Dexterity Ranged 10 THEN Constitution Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re 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 6
Traits: Shield Firearm Magic
To Acquire: Dexterity Ranged 10 THEN Constitution Fortitude 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d8+3 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat or Fire damage dealt to you by 3; if you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
If youa re proficient with light armors, you may recharge this card when you reset your hand.
Item 1
Item P
Traits: Tool Alchemical
To Acquire: Dexterity Disable Craft 6
Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist
Item 2
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.
Item 3
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 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 B
Traits: Object Magic
To Acquire: Wisdom 7
Recharge this card to roll your Wisdom 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 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 4
Traits: Lycanthrope Captain Pirate
To Acquire: Wisdom Survival 8 THEN Charisma Diplomacy 11
If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 4
Ally 2
Traits: Human Fighter Captain Pirate
To Acquire: Strength Melee 6 OR Charisma Diplomacy 8
Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 5
Ally 3
Traits: Tengu Smuggler
To Acquire: Charisma Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
Blessing 1
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 2
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 3
Blessing 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 4
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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: 6 Radovan/wkover
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: 24
Blessings Deck Card 6 - Turn 7 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 7 - Turn 8 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 8 - Turn 9 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 9 - Turn 10 Radovan/wkover
Blessing 2
Traits: Divine Hshurha
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 10 - Turn 11 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 11 - Turn 12 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 12 - Turn 13 Grazzle/Matsu Kurisu
Blessing C
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 13 - Turn 14 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 14 - Turn 15 Celeste/elcoderdude
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 15 - Turn 16 Ranzak/Zalarian
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 16 - Turn 17 Grazzle/Matsu Kurisu
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 17 - Turn 18 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 18 - Turn 19 Celeste/elcoderdude
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 19 - Turn 20 Ranzak/Zalarian
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 20 - Turn 21 Grazzle/Matsu Kurisu
Blessing 6
Traits: Divine Geryon
To Acquire: Charisma Diplomacy 8 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 check to defeat a non-villain monster; 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 21 - Turn 22 Radovan/wkover
Blessing P
Traits: Divine Zogmugot
To Acquire: Dexterity Stealth Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 23 Celeste/elcoderdude
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 24 Ranzak/Zalarian
Blessing B
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 24 - Turn 25 Grazzle/Matsu Kurisu
Blessing C
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 25 - Turn 26 Radovan/wkover
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 26 - Turn 27 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 27 - Turn 28 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 28 - Turn 29 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 29 - Turn 30 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.
Fort Hazard
At This Location (Open): At the start of your turn, each character at this location must summon and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Item C
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.
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.
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.
Monster 6
Traits: Dragon Aquatic
To Defeat: Combat 20 THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
Item 4
Traits: Object Magic
To Acquire: Dexterity Ranged 12
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.
Ally 1
Traits: Gnome Bard Pirate
To Acquire: Charisma Diplomacy 7
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Weapon 6
Traits: Firearm Ranged Piercing Reliable Swashbuckling Magic
To Acquire: Dexterity Ranged Craft 15
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally bury this card to add another 2d6.
Shuffle this card into your deck to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.
Monster 5
Traits: Elf Cultist
To Defeat: Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Ally 1
Traits: Half-Orc Fighter Pirate
To Acquire: Constitution Fortitude 5 OR Charisma Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Villain 6
Type: Monster
Traits: Human Captain Pirate
To Defeat: Combat 40 THEN Combat 40
If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10.
Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card.
Damage dealt by Kerdak Bonefist is dealt to all characters.
Scenario: Treat this card as a henchman. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from.
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
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.
Weapon 2
Traits: Polearm Melee Piercing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.
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.
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
Traits: Hag
To Defeat: Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
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.
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.
Villain 6
Type: Monster
Traits: Lamia Sorcerer
To Defeat: Combat 28 THEN Combat 28
If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded.
If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck.
Scenario: Treat this card as a henchman. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from.
Item 5
Traits: Liquid Attack Electricity Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.
Item 5
Traits: Accessory Magic Healing
To Acquire: Constitution Fortitude Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
Murder Hole
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
Shrine to Besmara
At This Location (Open): You may add the Pirate and/or Swashbuckling traits to your checks.
When Closing: Succeed at a Wisdom or Divine 9 check, or banish a card.
When Permanently Closed: At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards in your discard pile that have the Divine trait.
At This Location (Closed): At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards in your discard pile that have the Divine trait.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Celeste/elcoderdude
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.
Villain 6
Type: Monster
Traits: Lycanthrope Barbarian Captain Pirate Aquatic
To Defeat: Combat 28 THEN Combat 32
Captain Horrus Riptooth may not be evaded.
Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character.
Scenario: Treat this card as a henchman. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from.
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.
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.
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.
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.
Monster 5
Traits: Elf Cultist
To Defeat: Combat 19
If undefeated, discard the top 1d4 cards of the blessings deck.
Sea Fort
At This Location (Open): If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
At This Location (Closed): For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/Matsu Kurisu, Ranzak/Zalarian
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Location: If you defeat a monster during your exploration, you may immediately explore again.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
Weapon 6
Traits: Rapier Melee Piercing Finesse Swashbuckling Magic
To Acquire: Strength Melee 12
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 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.
Villain 6
Type: Monster
Traits: Human Gunslinger
To Defeat: Combat 32 OR Diplomacy 16
Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If your check to defeat has the Ranged trait, add 1d8 to it.
After you act, Omara Culverin deals 1d4 Ranged Combat damage to you.
Scenario: Treat this card as a henchman. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from.
Location: If you defeat a monster during your exploration, you may immediately explore again.
Ally C
Traits: Human Veteran
To Acquire: Charisma Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Monster B
Traits: Human Captain Pirate Veteran
To Defeat: Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Location: If you defeat a monster during your exploration, you may immediately explore again.
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
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.
Torture Pit
At This Location (Open): When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
When Permanently Closed: If you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Monster 4
Traits: Giant Cyclops
To Defeat: Combat 22
Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.
Spell 6
Traits: Magic Arcane Divine Attack Bludgeoning
To Acquire: Intelligence Arcane Wisdom Divine 15
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
Barrier 6
Traits: Skirmish
To Defeat: None
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.
Monster 5
Traits: Animal Aquatic
To Defeat: Combat 21
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.
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.
Weapon 6
Traits: Polearm Melee Piercing Poison 2-Handed Magic
To Acquire: Strength Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. 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.
Monster 2
Traits: Plant
To Defeat: Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
Villain 6
Type: Monster
Traits: Human Bard Pirate Animal
To Defeat: Stealth Arcane Wisdom Diplomacy 20
If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck.
"We'll play a mournful dirge when you dance your last jig hanging from the yardarm. Right, Scurvy?" -- Sweetlips
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 6
Traits: Human Druid Pirate
To Acquire: Charisma Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
wkover - Radovan |
As soon as Shrine to Besmara is empty, I can try to take down Riptooth. (Otherwise his difficulty is boosted even more.) Start by giving Crystal ball to Celeste. Before move step, Grazzle recharges BQZ to examine top card of Sea Fort: Mercenary B.
Move to Fort Hazard, at end of move step use FT to call bane. Revealed card: Tot Flask. Darn, wrong guess. Use regular explore to encounter flask, then choose not to acquire. Get Norge display: random monster #1, Chelish Marine 6. Discard Sorrowsoul to explore again, encounter Sabotage, barrier 5. Can use Corrosive Backsword to defeat, as works on barriers. However, don't get 1d6 and 1d4 combat bonuses, since not combat.
Dex 12 w/ Corrosive Backsword: 1d8 + 4 + 1d6 + 4 ⇒ (2) + 4 + (4) + 4 = 14 - barrier defeated, per sword ability get to examine next card: Galvo (M5). Joy.
Hand: Vreva Jhafae, Fortune Teller, Keen Rapier +3, Shadowless Sword 2, Corrosive Backsword +4, Gravewatcher Chain Mail, Skyplate Armor,
Displayed: Norge and Quang forms; Norge display: [1 lvl6]; Quang display: []; Viridio display: [] {only 2 forms active},
Deck: 13 Discard: 1 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 [X]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
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
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing
Notes for Celeste: received Crystal Ball from Rad
Notes for Grazzle: recharge BQV for Sea Fort examine
Random Card(s) Used: M1
Radovan - Fort Hazard (Ship Anchored) 3-10 remain // 3=Galvo(M5)
Lucrehold 1-10 remain // 1=Symbol of Insanity(Ba4)
Murder Hole CLOSED
Celeste - Shrine to Besmara 1-7 remain // 1=Divine Fortune(Sp4),2=Captain Horrus Riptooth(H6), 3=Gargoyle Sniper(M4)
Ranzak, Grazzle - Sea Fort 1-7 remain // 1=Mercenary
Torture Pit 1-10 remain // 1=Cyclops(M4)
wkover - Radovan |
Out of turn - at start of Celeste's turn, will recharge Skyplate Mail to move to Sea Fort. Hoping to pick up displays from un-acquired cards. :) Ranzak and Grazzle: If you know that you're going to a different location on your next turn, I'll go there instead.
Hand: Vreva Jhafae, Fortune Teller, Keen Rapier +3, Shadowless Sword 2, Corrosive Backsword +4, Gravewatcher Chain Mail,
Displayed: Norge and Quang forms; Norge display: [1 lvl6]; Quang display: []; Viridio display: [] {only 2 forms active},
Deck: 14 Discard: 1 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 [X]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
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
Celeste - Robert |
<PRIOR TO TURN>Discarded Crystal Ball.
Healed 3 from Grazzle.
Received Crystal Ball 2 from Radovan.
Celeste at Shrine to Besmara. Blessing is Gods. (Not fighting Riptooth, then.)
SOT: Loving my hand, so not scouting.
Move step: The locations all suck, pretty much, so:
Move to Fort Hazard.
Explore.
Galvo, Monster 5.
BYA: Play Fire Snake, add Svingli's Eye (because ship is anchored here - thank God - and blessing is Gods).
Dex 13: 1d10 + 5 + 1d8 + 2 ⇒ (2) + 5 + (2) + 2 = 11
88% chance of success. Gotta love Celeste's affinity for RNG.
Galvo is Aquatic, and Celeste's 2-die reroll power applies to *any* check against such a bane, not just combat:
Dex 13: 1d10 + 5 + 1d8 + 2 ⇒ (4) + 5 + (3) + 2 = 14
Passed BYA.
Recharge attempt on Eye:
Survival 9: 1d8 + 7 ⇒ (2) + 7 = 9
Just rolling like gangbusters. Still,
Recharged Svingli's Eye.
Shuffle Fire Snake into deck.
Combat: Play Volcanic Storm, recharge Autumn Witch. Fire weakness adds d6.
Combat 18/22: 2d10 + 4d6 + 5 ⇒ (10, 7) + (2, 6, 5, 4) + 5 = 39
Allright then.
Galvo banished
Shuffle Volcanic Storm into deck.
Got nothing to fight with, but I am holding a monster evade, so:
Discard Blessing of the All-Seeing Eye to do this:
-- Examine 2
-- Put those 2 back on top or bottom in chosen order
-- Explore (this is forced).
Fort Hazard card 4: Monster 6, Addu. Nasty dude.
Fort Hazard card 5: Item 4, Net of Snaring
Really no choice but to do this:
Put Fort Harzard card 4 (Monster 6, Addu) on bottom of deck.
Put Fort Hazard original card 5 (Item 4, Net) second from bottom.
Explore.
Ally 1, Conchobhar Turlach Shortstone
Cool. Thought'd it'd be a shark.
Dude is a Pirate. A freakin' Pirate, y'all.
Using my remaining blessing, with an eye on Lucrehold.
Charisma 7: 2d10 + 3 ⇒ (4, 2) + 3 = 9
Acquired Conchobhar ally. I'm heading for Lucrehold next turn. Assuming Ranzak hasn't closed it.
Finally:
Discard Crystal Ball I got from Rad to examine my location.
Fort Hazard original card 7: Weapon 6, Enervating Pistol +3
Fort Hazard original card 8: Monster 5, Norgorber Cultist
Fort Hazard original card 9: Ally 1, Cut-Throat Grok (Pirate!)
The blanketedy-blank Henchman/Villain is the original card 10.
Choose NOT to explore.
Choosing 7/9/8 ordering, but defer to party: feel free to countermand prior to taking next turn.
The ally is an easy con/fort pickup (5), or a char/dip 7. Not sure if our martials want the Weapon 6. Ranzak might want to acquire W6, then A1, then scoot to Lucrehold.
EOT: Only card in hand is Twisted Space, which I want for the SOT encounter. No scouting.
Hand: Twisted Space, Conchobhar Turlach Shortstone, Augury, Volcanic Storm, Elyana, Blessing of Pharasma, Blessing of the Elements, Wayfinder
Displayed:
Deck: 12 Discard: 3 Buried: 0
Notes: Blessings available. Elyana: examines any location, then may move, may explore.
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [x] +3 [x] +4
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1
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. [x] If blessing or spell, you may move to that location.
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: None
Celeste is at Fort Hazard
Banished Fort Hazard card 3 (Galvo)
Acquired Fort Hazsard card 6 (Ally Conchobhar, a Pirate)
Re-ordered Fort Hazard like this: (SUBJECT TO PARTY APPROVAL)
orig card 7 (W6)
orig card 9 (A1)
orig card 8 (M5)
orig card 10 (hench or vill, unknown)
orig card 5 (I4)
orig card 4 (M6)
Celeste - Robert |
<START OF RANZAK'S TURN>
Discard Wayfinder to move to Sea Fort and examine 2:
Sea Fort card 1: Monster B, Mercenary
Sea Fort card 2: Weapon 6, Old Salt's Rapier +2
My plan:
Stick around as need be, but will use Elyana in a pinch to:
- Examine any location
- Move to closed Murder Hole if safety is desired.
NOTE: Elyan's move ability does NOT say "not during encounter". But. Does it apply to the check or step? I think I'm taking damage it does.
<OUT OF TURN HAND UPDATE>
Hand: Twisted Space, Conchobhar Turlach Shortstone, Augury, Volcanic Storm, Elyana, Blessing of Pharasma, Blessing of the Elements
Displayed:
Deck: 12 Discard: 4 Buried: 0
Notes: Blessings available. Elyana: discard to examine any location. Then may move (anywhere), may explore.
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [x] +3 [x] +4
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1
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. [x] If blessing or spell, you may move to that location.
On failed check against a bane w/Aquatic or Pirate trait, or ship, may reroll 1 die ([x] or 2 dice)
NOTE: Celeste is at Sea Fort
Ranzak 12789 |
Out of Turn Updates: None
Turn Order: Celeste, Ranzak, Grazzle, Radovan
Turn: Blessings Deck Card 7 - Turn 8 Ranzak/Zalarian Blessing of the Gods
SOT: None
Give Card: None
Move: Sea Fort -> Torture Pit
Explore: Torture Pit Card 1 (Cyclops)
If against a non-villain, Will bury 2 cards (Goblin Peg Leg & Animalbane Crossbow +2) to add 2d4 for each card buried
Razorglass Knife Combat Check DC 22: 2d4 + 1d10 + 5 + 4d4 ⇒ (4, 1) + (5) + 5 + (4, 4, 1, 1) = 25 Monster defeated - Will display Steal Soul next to deck
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.
Grazzle will recharge BoMilani to examine next card -
Torture Pit Card 2: Tsunami Spell 6
Explore: Torture Pit Card 2: Tsunami using Blessing of Geryon and blessing from Celeste (Elements unless overridden)
Wisdom Check DC 15: 1d4 + 3 + 1d4 + 3 + 1d4 + 2d4 ⇒ (4) + 3 + (1) + 3 + (4) + (2, 3) = 20 Success
Spell 6
Traits: Magic Arcane Divine Attack Bludgeoning
To Acquire: Intelligence Arcane Wisdom Divine 15
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
Boon Acquired - Raid Check DC 3: 1d6 ⇒ 4 Raid away!
Explore: Torture Pit Card 3: Assassination Attempt
Barrier 6
Traits: Skirmish
To Defeat: None
Each character summons and encounters a Buccaneer henchman. If you defeat your Buccaneer, the barrier is defeated; otherwise, it is undefeated.
After you act, summon and encounter a Buccaneer henchman.
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.
taking on 2 Buccaneers
For my combat check, I will reveal Crossbow of Retribution +2 to use your Dexterity or Ranged skill + 1d10+2;
Add another 1d10 if human. Add another 1d6 if monster can deal damage BYA.
Retribution Crossbow +2 Combat Check DC 8+6=14: 2d10 + 5 + 1d10 ⇒ (4, 9) + 5 + (9) = 27 Monster defeated and barrier is banished
If against a non-villain, Will bury 1 card(tsunami) to add 2d4 for each card buried
Razorglass Knife Combat Check DC 8+6=14: 2d4 + 1d10 + 5 + 2d4 ⇒ (1, 1) + (10) + 5 + (3, 4) = 24 Monster defeated
Grazzle and Celeste need to fight a bucaneer. Radovan evades as usual.
During EOT will put Boots of Alacrity on top of my deck to move to Lucrehold
Reset hand
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing
Notes for Celeste: Need to fight Bucaneer
Notes for Grazzle: recharge BQV for Sea Fort examine; recharge BoMilani for Torture Pit Examine; Needs to fight Bucaneer
Notes for Ranzak: +1d4 to all checks (steal soul)
Random Card(s) Used: M1
Radovan - Fort Hazard (Ship Anchored) 7,9,8,10,5,4 remain // 4=Addu(M6), 5=Net of Snaring(I4) 7=Enervating Pistol +3(W6), 8=Norgorber Cultist(M5),9=Cut-Throat Grok (Pirate Al1), 10=H/V
Ranzak - Lucrehold 1-10 remain // 1=Symbol of Insanity(Ba4)
Murder Hole CLOSED
Shrine to Besmara 1-7 remain // 1=Divine Fortune(Sp4),2=Captain Horrus Riptooth(H6), 3=Gargoyle Sniper(M4)
Grazzle, Celeste - Sea Fort 1-7 remain // 1=Mercenary, 2=Old Salt's Rapier +2(W6)
Torture Pit 4-10 remain
Hand: Steel Ibis Lamellar, w6Crossbow of Retribution, i1ABBoots of Alacrity, Alise Grogblud, BoWadjet, al1ABMighty Steed, w1Razorglass knife, i2ABDryad Sandals
Displayed: Steal Soul
Deck: 8 Discard: 3 Buried: 4
"Notes: Spells are banished when used by Ranzak.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
Recharged: i3ABWayfinder
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 [X] +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 4/5/6,Sp 1/1/2, Ar 1/2/2 I 4/6/8 Al 1/2/2 Bl 4/5/5 = 21
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.
[x] 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.
Celeste - Robert |
<OUT OF TURN>
Off-turn Buccaneer. It's unfortunate, but Twisted Space seems way too useful to use here. Instead, using my only Attack spell in hand.
Play Volcanic Storm.
Combat 14: 1d10 + 3d6 + 5 ⇒ (9) + (1, 1, 3) + 5 = 19
No damage to me.
Shuffle Volcanic Storm into deck.
<OUT OF TURN HAND UPDATE>
Hand: Twisted Space, Conchobhar Turlach Shortstone, Augury, Elyana, Blessing of Pharasma, Blessing of the Elements
Deck: 13 Discard: 4 Buried: 0
Notes: Blessings available. Elyana: discard to examine any location. Then may move (anywhere), may explore.
Strength d4 [ooc][ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [x] +3 [x] +4
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1
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. [x] If blessing or spell, you may move to that location.
On failed check against a bane w/Aquatic or Pirate trait, or ship, may reroll 1 die ([x] or 2 dice)
Celeste - Robert |
<OUT OF TURN> Discard Blessing of the Elements for Ranzak.
<OUT OF TURN HAND UPDATE>
Hand: Twisted Space, Conchobhar Turlach Shortstone, Augury, Elyana, Blessing of Pharasma
Displayed:
Deck: 13 Discard: 5 Buried: 0
Notes: Blessing available. Elyana: discard to examine any location. Then may move (anywhere), may explore.
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [x] +3 [x] +4
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1
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. [x] If blessing or spell, you may move to that location.
On failed check against a bane w/Aquatic or Pirate trait, or ship, may reroll 1 die ([x] or 2 dice)
Grazzle - Matsu Kurisu |
Grazzle, Radovan, Celeste, Ranzak,
recharge BQV for Sea Fort examine; recharge BoMilani for Torture Pit Examine for Ranzak
On Ranzaks Assassination Attempt, Buccaneer: Combat 14 (8+6
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.
recharge Icy Prison 1d8+3+3+4d6, Grazzle.Attack +2
Combat 14: 1d8 + 3 + 3 + 4d6 + 2 ⇒ (6) + 3 + 3 + (5, 5, 6, 2) + 2 = 32 - defeated
Recharge Channel the Gift, fetch Death's Touch
Grazzle - 8: Blessing of Asmodeus
Start of Turn
At: Sea Fort
Grazzle heal(Blessing of Pharasma, Blessing of Milani, Icy Prison, ac Wall of Blades ) = 4*2+1 = 9
Celeste 5, Ranzak 3, Radovan 1
Recharge due to discard Divine card: 1d6 ⇒ 6 - ac Wall of Blades
Recharge card 2: 1d5 ⇒ 2 - Shroud Cloak
Give: No
Move: No
Free explore = Mercenary, Monster B, Veteran: Combat 16 (10+6)
recharge Death's Touch 1d8+3+3+3d6+3, Grazzle.Attack +2
Combat 16: 1d8 + 3 + 3 + 4d6 + 2 ⇒ (2) + 3 + 3 + (3, 2, 6, 1) + 2 = 22 - defeated
Will not take location explore
End of Turn
Draw up ac Blessing of Milani, Blessing of Pharasma 2, Find Traps
Summary
Location = Shrine to Besmara
Acquired =
Banished = 4: Mercenary
Examined =
From Box =
Displayed =
Give: =
Used =
other =
Grazzle Heal: Celeste 5, Ranzak 3, Radovan 1
Hand: Fire Snake, Cleric of Nethys, Death's Touch, ac Goblin Buckler Gun, ac Blessing of Milani, Blessing of Pharasma 2, Find Traps
Displayed: , , , , , ,
Deck: 13 Discard: 4 Buried: 0
"Notes: Finds Traps: +2dvs Barrier.
Blessing of Milani: +2d NC Dex/Wis, + 1d other. Available
Blessing of Pharasma: +2d with spell or +1d any check.
Cards available for examine (BoMilani, BoPharasma, Find Traps)"
Kit: , ,
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +3
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 ([X] 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 |
OOT - Grazzle heal, thanks. My turn: Flip B of Hshurha. Move to Fort Hazard, end of move step call boon w/ Fortune Teller, encounter Weapon 6 (Pistol). Choose not to acquire, get Quang display: RM2, Blood Hag 3. (Will use this display to acquire other Weapon 6 at Sea Fort on a later turn.)
For regular explore, encounter Cut-Throat Grok. Auto-acquire w/ Fort 5. Discard Vreva to explore again, encounter Norgorber Cultist.
Combat 19 w/ discarded (not revealed) rapier: 1d8 + 4d4 + 1d6 + 8 ⇒ (4) + (2, 1, 1, 2) + (5) + 8 = 23 - defeated
Grazzle recharges B of Milani to examine top card of Fort Hazard: henchman Kerdak Bonefist.
Kerdak Bonefist
Villain 6
Type: Monster
Traits: Human Captain Pirate
To Defeat: Combat 40 THEN Combat 40
If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10.
Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card.
Damage dealt by Kerdak Bonefist is dealt to all characters.
Hand: Compass, Fortune Teller, Impossible Bottle, Shadowless Sword 2, Corrosive Backsword +4, Gravewatcher Chain Mail, Cut-Throat Grok,
Displayed: Norge and Quang forms; Norge display: [1 lvl6]; Quang display: [1 lvl 3]; 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 [X]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
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
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing
Notes for Grazzle: Recharge Milani to examine Fort Hazard for Rad
Notes for Ranzak: +1d4 to all checks (steal soul)
Random Card(s) Used: M1-2
Radovan - Fort Hazard (Ship Anchored) 10,5,4 remain // 10=Kerdak Bonefist 5=Net of Snaring(I4) 4=Addu(M6)
Ranzak - Lucrehold 1-10 remain // 1=Symbol of Insanity(Ba4)
Murder Hole CLOSED
Shrine to Besmara 1-7 remain // 1=Divine Fortune(Sp4),2=Captain Horrus Riptooth(H6), 3=Gargoyle Sniper(M4)
Grazzle, Celeste - Sea Fort 2-7 remain // 2=Old Salt's Rapier +2(W6)
Torture Pit 4-10 remain
Celeste - Robert |
Celeste at Sea Fort. Blessing is Gods. (Dang. I've zero attack spells.)
SOT: No scouting. I don't have many cards in hand.
This is a bit funky, but I think I'm on solid rules footing:
BEFORE my move step, I discard ally Elyana to examine Torture Pit:
Torture Pit original card 4: Monster 5, Spiny Eurypterid
Elyana then grants me a move, which I use to move to the Torture Pit.
Then, as much as I'd love to fight a AD5 monster barehanded, I can't use Elyana's optional exploration because it's not my Explore step yet. Dang.
Still prior to my move step: Augury for Monster at Torture Pit:
Torture Pit original card 4: Monster 5, Spiny Eurypterid
Torture Pit original card 5: Armor 2, Shark Skin Armor
Torture Pit original card 6: Weapon 6, Venomous Pike +2
Put original card 4 on bottom of Torture Pit and shuffle the rest.
Move step: can't stay here.
Might regret this, but I move to Lucrehold.
EOT: Recharge Blessing of Pharasma to examine Torture Pit.
Card: 4 + 1d6 ⇒ 4 + (3) = 7 Monster 2, Canopy Creeper
Hand: Twisted Space, Conchobhar Turlach Shortstone, Blessing of Pharasma 1, Sand Elemental, Blessing of the Elements, Blessing of Abadar, Autumn Witch, Svingli's Eye
Displayed:
Deck: 14 Discard: 1 Buried: 0
Notes: Blessings available. Sand Elemental: reduce Fire or Cold damage to anyone to 0. Eye giees d4+2 to checks at Fort Hazard, or d8+2 if blessing is Gods.
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [x] +3 [x] +4
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1
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. [x] If blessing or spell, you may move to that location.
On failed check against a bane w/Aquatic or Pirate trait, or ship, may reroll 1 die ([x] or 2 dice)
Turn Summary:
Party resoures used: none
Celeste is at Lucrehold
Torture Pit top card is original card 7, Monster 2
Torture Pit bottom card is original card 4, Monster 5
Torture Pit original 5,6,8,9,10 are shuffled between those two
Ranzak 12789 |
Out of Turn Updates: Healed for 3 from Grazzle
Turn Order: Celeste, Ranzak, Grazzle, Radovan
Turn: Blessings Deck Card 11 - Turn 12 Ranzak/Zalarian Blessing of the Gods
SOT: Ranzak is doing wicked things with Alise and chooses not to reveal a pirate card so takes 1d4-1 combat damage;
Lucrehold SOT damage: 1d4 - 1 ⇒ (3) - 1 = 2 Lamellar armor is then revealed to reduce damage to 0
Give Card: None
Move: Stay at Lucrehold
Explore: Lucrehold Card 1 (Symbol of Insanity)
Will Recharge Dryad Sandals to evade barrier and put it on the bottom of location deck.
Barrier 4
Traits: Trap Magic
To Defeat: Wisdom Divine 14
If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.
Will discard Mighty Steed to move and explore the top card of new location - Sea Fort Card 2: Old Salt's Rapier +2. Revealing BoWadjet and Steal Soul Display
Strength Check DC 12: 1d4 + 1d4 + 3 + 1d4 + 1d4 ⇒ (4) + (4) + 3 + (2) + (4) = 17 Success
Weapon 6
Traits: Rapier Melee Piercing Finesse Swashbuckling Magic
To Acquire: Strength Melee 12
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 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.
Boon Acquired - Raid Check DC 3: 1d6 ⇒ 5 Raid away!
Explore: Sea Fort Card 3: Omara Culverin. Not going to make that wisdom check so going to get riddled. Rolling 1 at a time to make decision when to use armor.
Gunslinger damage #1: 1d4 - 1 ⇒ (1) - 1 = 0 No damage from first
Gunslinger damage #2: 1d4 - 1 ⇒ (1) - 1 = 0 No Damage from second
Gunslinger damage #3: 1d4 - 1 ⇒ (4) - 1 = 3 3 damage..reveal Lamellar to reduce to 0
For my combat check, I will reveal Crossbow of Retribution +2 to use your Dexterity or Ranged skill + 1d10+2;
Add another 1d10 if human. Add another 1d6 if monster can deal damage BYA. Omara has it all plus I add another d8 since using ranged. Adding D4 for Steal soul and Grazzle will use Blessing of Pharasma and Celeste will use Blessing of Elements or different one if desired
Retribution Crossbow +2 Combat Check DC 32: 2d10 + 5 + 1d10 + 1d6 + 1d8 + 1d4 + 2d10 ⇒ (7, 3) + 5 + (3) + (5) + (6) + (3) + (4, 4) = 40 Monster defeated
AYA Damage: 1d4 ⇒ 3 Reveal Lamellar to reduce to 0
Villain 6
Type: Monster
Traits: Human Gunslinger
To Defeat: Combat 32 OR Diplomacy 16
Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If your check to defeat has the Ranged trait, add 1d8 to it.
After you act, Omara Culverin deals 1d4 Ranged Combat damage to you.
Scenario: Treat this card as a henchman. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from.
Location: If you defeat a monster during your exploration, you may immediately explore again.
Banishing Steel Ibis Lamellar to close Sea Fort.
Sea Fort is closed. Aquatic monsters now are reduced by 2
During EOT will put Boots of Alacrity on top of my deck to move to Fort Hazard
EOT: End Turn and Reset hand discarding Rapier
Hand: w1Razorglass knife, w6Crossbow of Retribution, i1ABBoots of Alacrity, Alise Grogblud, BoWadjet, w5Javelin of Lightning, BoHorus, Blessing of Geryon
Displayed: Steal Soul
Deck: 9 Discard: 2 Buried: 4
"Notes: Spells are banished when used by Ranzak.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
Blessing of Geryon, w1Razorglass knife, BoHorus
Be sure to confirm before using card w1Razorglass knife and beyond
Sideboard cards: Steel Ibis Lamellar;
Recharged: i2ABDryad Sandals
Discard Pile:
Buried Pile:
Strength d4 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Disable: Dexterity +1
- Stealth: Dexterity + 1
Constitution d12 [X] +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 4/5/6,Sp 1/1/2, Ar 1/2/2 I 4/6/8 Al 1/2/2 Bl 4/5/5 = 21
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.
[x] 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.
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing
Notes for Celeste: Use blessing (elements?) for Ranzak's check
Notes for Grazzle: Recharge Milani to examine Fort Hazard for Rad, Discard BoPharasma for Ranzak
Notes for Ranzak: +1d4 to all checks (steal soul)
Random Card(s) Used: M1-2
Additional Info 1: Aquatic monsters difficulty reduced by 2
Ranzak, Radovan - Fort Hazard (Ship Anchored) 10,5,4 remain // 10=Kerdak Bonefist 5=Net of Snaring(I4) 4=Addu(M6)
Celeste - Lucrehold 2-10,1 remain // 1=Symbol of Insanity(Ba4)
Murder Hole CLOSED
Shrine to Besmara 1-7 remain // 1=Divine Fortune(Sp4),2=Captain Horrus Riptooth(H6), 3=Gargoyle Sniper(M4)
Grazzle - Sea Fort CLOSED
Torture Pit 7, (random 5-6,8-10),4 remain // 4=Spiny Eurypterid(M5), 5=Shark Skin Armor(Ar2),6=Venomous Pike +2(W6),7=Canopy Creeper(M2)
Grazzle - Matsu Kurisu |
Grazzle, Radovan, Celeste, Ranzak,
Recharge Milani to examine Fort Hazard for Rad, Discard BoPharasma for Ranzak
Grazzle - 12: Blessing of Pharasma
Start of Turn
At: Sea Fort
Grazzle heal(Blessing of Qi Zhong, Wayfarer) = 2*2+1 = 5
Celeste 1, Ranzak 2, Radovan 2
Recharge due to discard Divine card: 1d7 ⇒ 1 - Crystal Ball
Recharge card 2: 1d6 ⇒ 5 - Blessing of Qi Zhong
Give: No
Move: Lucrehold
Free explore topcard 2-10: 1d9 + 1 ⇒ (4) + 1 = 5 = 5: Blood Hag, Monster 3, Combat 15
Traits: Hag, To Defeat: Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Sigh. Barrier only hand and I get a monster :-(. An its a Loose / loose one. Fail, take fire damage. If I succeed, both Celeste & I take fire damage :-(
Use Celeste's Twisted Space to evade the Blood hag
End of Turn
Discard ac Goblin Buckler Gun
Draw up Staff of Dark Flame, Blessing of Abraxas, Helm of Electric Radiance, Blessing of Abadar
Summary
Location = Lucrehold
Acquired =
Banished =
Examined = 5: Blood Hag
From Box =
Displayed =
Give: =
Used = Use Celeste's Twisted Space to evade the Blood hag
other =
Grazzle Heal: Celeste 1, Ranzak 2, Radovan 2
Hand: Fire Snake, Cleric of Nethys, Staff of Dark Flame, Find Traps, Blessing of Abraxas, Helm of Electric Radiance, Blessing of Abadar
Displayed: , , , , , ,
Deck: 10 Discard: 6 Buried: 0
"Notes: Finds Traps: +2dvs Barrier.
Blessing of Abraxas: +2d on Divine/Arcane, + 1d other. Available
Blessing of Abadar: +2d vs Barrier or +1d any check.
Staff of Dark Flame (Find Traps, Fire Snake): Discard a Spell to reduce any combat DC by 1d6+1.
Cards available for examine (BoAbraxas, BoAbadar, Find Traps)"
Kit: , ,
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +3
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 ([X] 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 |
OOT - heal from Grazzle, thanks. Flip BoG - nice! Riptooth (28 then 32) is now an option. SOT evade Draugr at Fort Hazard. Note aquatic monsters reduced by 2 from previous closing of Sea Fort.
Move to Shrine, call boon @ end of move step. Encounter spell 4. Choose not to acquire, so get Norge display: RM3, Sea Drake B. Now encounter villain.
Grazzle staff (discarding FT) to reduce combat #1: 1d6 + 1 ⇒ (5) + 1 = 6
Combat 20 (28-6-2) w/ lvl b Norge display, Shadowless sword: 2d8 + 1d6 + 1d4 + 7 + 1d8 ⇒ (6, 1) + (2) + (3) + 7 + (8) = 27 - success
Grazzle staff (discarding FS) to reduce combat #2: 1d6 + 1 ⇒ (1) + 1 = 2
Combat 28 (32-2-2) w/ lvl 6 Norge display, Shadowless sword, party blessing: 2d8 + 1d6 + 1d4 + 7 + 1d8 + 6 + 1d8 ⇒ (8, 2) + (2) + (4) + 7 + (4) + 6 + (6) = 39 - success
Riptooth defeated. Banish Compass to close Shrine to Besmara.
Hand: B of Abadar 2, Fortune Teller, Impossible Bottle, Shadowless Sword 2, Corrosive Backsword +4, Gravewatcher Chain Mail, Cut-Throat Grok,
Displayed: Norge and Quang forms; Norge display: []; Quang display: [1 lvl 3]; Viridio display: [] {only 2 forms active},
Deck: 14 Discard: 0 Buried: 0
Notes: Local characters have poison, fire, ranged combat damage reduced by 1.
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [X]+1 [X]+2 [X]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [X] 6 [X] 7
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
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing
Notes for Celeste: Use blessing (elements?) for Ranzak's check
Notes for Grazzle: Discarded FT, FS for Staff for Riptooth combat.
Notes for Ranzak: +1d4 to all checks (steal soul)
Random Card(s) Used: M1-3
Additional Info 1: Aquatic monsters difficulty reduced by 2
Ranzak - Fort Hazard (Ship Anchored) 10,5,4 remain // 10=Kerdak Bonefist 5=Net of Snaring(I4) 4=Addu(M6)
Celeste - Lucrehold 2-10,1 remain // 1=Symbol of Insanity(Ba4)
Murder Hole CLOSED
Radovan - Shrine to Besmara CLOSED
Grazzle - Sea Fort CLOSED
Torture Pit 7, (random 5-6,8-10),4 remain // 4=Spiny Eurypterid(M5), 5=Shark Skin Armor(Ar2),6=Venomous Pike +2(W6),7=Canopy Creeper(M2)
Used one party blessing for 2nd Riptooth combat.
Ranzak 12789 |
Out of turn update..Healed 2 from Grazzle.
Discarded Blessing of Geryon for Radovan's check
Hand: w1Razorglass knife, w6Crossbow of Retribution, i1ABBoots of Alacrity, Alise Grogblud, BoWadjet, w5Javelin of Lightning, BoHorus
Displayed: Steal Soul
Deck: 11 Discard: 1 Buried: 4
"Notes: Spells are banished when used by Ranzak.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
, w1Razorglass knife, BoHorus
Be sure to confirm before using card w1Razorglass knife and beyond
Sideboard cards: Steel Ibis Lamellar;
Recharged:
Discard Pile:
Buried Pile:
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing
Notes for Celeste: Use blessing (elements?) for Ranzak's check; use twist of space for Grazzle's turn
Notes for Grazzle: Discarded FT, FS for Staff for Riptooth combat.
Notes for Ranzak: +1d4 to all checks (steal soul)
Random Card(s) Used: M1-3
Additional Info 1: Aquatic monsters difficulty reduced by 2
Ranzak - Fort Hazard (Ship Anchored) 10,5,4 remain // 10=Kerdak Bonefist 5=Net of Snaring(I4) 4=Addu(M6)
Celeste - Lucrehold (random 1-10) remain // 1=Symbol of Insanity(Ba4), 5=Blood Hag(M3)
Murder Hole CLOSED
Radovan - Shrine to Besmara CLOSED
Grazzle - Sea Fort CLOSED
Torture Pit 7, (random 5-6,8-10),4 remain // 4=Spiny Eurypterid(M5), 5=Shark Skin Armor(Ar2),6=Venomous Pike +2(W6),7=Canopy Creeper(M2)
Celeste - Robert |
<PRIOR TO TURN>Discard Blessing of the Elements for Ranzak. 1 heal from Grazzle. Recharge Twisted Space for Grazzle.
Celeste at Lucrehold. Can't do much this turn as I can't fight.
SOT: Reveal my ally, a Pirate, for location SOT.
SOT: Recharge Sand Elemental to examine Torture Pit. (Cycling). Whaddyanow, it's a Canopy Creeper.
Not moving.
Recharge Svingli's Eye to use its ability to examine my own location.
(Retcon: Dryad Sandals did not shuffle so did not treat as random. Retcon roll: 1d10 ⇒ 1 N0 change)
Lucrehold original card 2: Weapon 2
Cool.
Explore Lucrehold
Weapon 2. Choose not to acquire.
Banish Lucrehold original card 2 (Zul)
EOT: No scouting
Hand: Samisen of Oracular Vision, Conchobhar Turlach Shortstone, Blessing of Pharasma 1, Spite Cloud, Wayfinder, Blessing of Abadar, Autumn Witch, Aqueous Orb
Displayed:
Deck: 14 Discard: 1 Buried: 0
Notes: Blessings available.
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [x] +3 [x] +4
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1
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. [x] If blessing or spell, you may move to that location.
On failed check against a bane w/Aquatic or Pirate trait, or ship, may reroll 1 die ([x] or 2 dice)
Turn summary
Party resources used: None
Celeste is at Lucrehold
Banished Lucrehold original card 2 (Zul)
Lucrehold is random with original card 1 on bottom
Celeste - Robert |
<OUT OF TURN>On Ranzak turn: recharge Samisen to examine 3 at Lucrehold:
L1: 2 + 1d8 ⇒ 2 + (3) = 5 Sea Hag
L2: 2 + 1d8 ⇒ 2 + (3) = 5 repeat
L2: 2 + 1d8 ⇒ 2 + (2) = 4 Monster B Marine
L3: 2 + 1d8 ⇒ 2 + (8) = 10 Item 5 Ring of Regeneration
Recap:
Lucrehold cards are 5,4,10, rest minus 1 and 2 shuffled, then 1
Only 2 is banished
<OUT OF TURN HAND UPDATE>
Hand: Conchobhar Turlach Shortstone, Blessing of Pharasma 1, Spite Cloud, Wayfinder, Blessing of Abadar, Autumn Witch, Aqueous Orb
Displayed:
Deck: 15 Discard: 1 Buried: 0
Notes: Blessings available.
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +2 [x] +3 [x] +4
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1
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. [x] If blessing or spell, you may move to that location.
On failed check against a bane w/Aquatic or Pirate trait, or ship, may reroll 1 die ([x] or 2 dice)
BR skizzerz |
During This Scenario: Treat the villains in the henchmen list as henchmen. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from. If you win the scenario, note on your Chronicle sheet which cards are in the henchman pile. (This note will be referenced in Scenario 6F: Lost in the Storm.)
To win the scenario, defeat and corner the villain Sweetlips and Scurvy.
Party Ship: Abrogail's Fury (-3 Structural damage, flip hourglass to add 1d12 on CtD a bane or ship). Your ship is anchored at Fort Hazard.
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
Sweetlips and Scurvy (Villain)
Villain 6
Type: Monster
Traits: Human Bard Pirate Animal
To Defeat: Stealth Arcane Wisdom Diplomacy 20
If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck.
"We'll play a mournful dirge when you dance your last jig hanging from the yardarm. Right, Scurvy?" -- Sweetlips
Kerdak Bonefist (Henchman)
Villain 6
Type: Monster
Traits: Human Captain Pirate
To Defeat: Combat 40 THEN Combat 40
If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10.
Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card.
Damage dealt by Kerdak Bonefist is dealt to all characters.
Captain Horrus Riptooth (Henchman)
Villain 6
Type: Monster
Traits: Lycanthrope Barbarian Captain Pirate Aquatic
To Defeat: Combat 28 THEN Combat 32
Captain Horrus Riptooth may not be evaded.
Before you act, if the top card of the blessings discard pile is not Blessing of the Gods, the difficulty of the check to defeat is increased by 6.
Before attempting each check, randomly choose another character at your location to recharge a card. The difficulty of the check to defeat Captain Horrus Riptooth is increased by that character's Strength die. Damage dealt by Captain Horrus Riptooth is also dealt to that character.
Hyapatia (Henchman)
Villain 6
Type: Monster
Traits: Lamia Sorcerer
To Defeat: Combat 28 THEN Combat 28
If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded.
If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck.
Omara Culverin (Henchman)
Villain 6
Type: Monster
Traits: Human Gunslinger
To Defeat: Combat 32 OR Diplomacy 16
Before you act, succeed at a Wisdom or Perception 15 check or Omara Culverin deals 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you, then 1d4-1 Ranged Combat damage to you.
If your check to defeat has the Ranged trait, add 1d8 to it.
After you act, Omara Culverin deals 1d4 Ranged Combat damage to you.
Powderpot (Henchman)
Villain 6
Type: Monster
Traits: Charau-ka Alchemist Pirate
To Defeat: Combat 32
Before you act, Powderpot deals 1d6 Fire damage to each character at your location.
If defeated, a character of your choice at your location must succeed at a Craft 11 check or each character at your location must discard the top card of her deck and take 2d4 Fire damage.
After you act, Powderpot deals 1d4 Poison damage to each character at a random occupied open location.
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.
Alise Grogblud (Loot)
Loot 5
Type: Ally
Traits: Human Rogue Pirate
Reveal this card to succeed at your check to defeat a barrier with the Cache, Skirmish, or Task trait. After the check, roll 1d6; on a 1, banish a card from your hand.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during the exploration. After you play this card, discard a card that has the Pirate trait to recharge this card instead of discarding it.
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.
Crossbow of Retribution (Loot)
Loot 6
Type: Weapon
Traits: Bow Ranged Piercing 2-Handed Magic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d10 if the bane has the Human trait. Add another 1d6 if the bane has a power that deals damage before you act.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location.
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.
Scoundrel's Sword Cane (Loot)
Loot 4
Type: Weapon
Traits: Sword Melee Piercing Finesse Magic
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2, or 2d6+2 if you have the Stealth skill. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Reveal this card to add 1d6+2 to your Perception or Stealth check.
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.
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.
Draugr Captain (Summon)
Henchman 6
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
Hammerhead Shark (Summon)
Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
Hirgenzosk (Currently Wearing an Adorable Party Hat and Eye Patch)
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.
Ruffian (Summon)
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, 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 raiders 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.
Blessing of Milani (Blessing B)
Blessing B
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Geryon (Blessing 6)
Blessing 6
Traits: Divine Geryon
To Acquire: Charisma Diplomacy 8 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 check to defeat a non-villain monster; 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.
Conchobhar Turlach Shortstone (Ally 1)
Ally 1
Traits: Gnome Bard Pirate
To Acquire: Charisma Diplomacy 7
Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Cut-Throat Grok (Ally 1)
Ally 1
Traits: Half-Orc Fighter Pirate
To Acquire: Constitution Fortitude 5 OR Charisma Diplomacy 7
Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Goblin Buckler Gun (Armor P)
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.
Goblin Pegleg (Weapon P)
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
Old Salt's Rapier +2 (Weapon 6)
Weapon 6
Traits: Rapier Melee Piercing Finesse Swashbuckling Magic
To Acquire: Strength Melee 12
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 3d4 and the Acid trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
You may recharge this card to add the Swashbuckling trait to or remove it from your check; this does not count as playing a weapon.
Tsunami (Spell 6)
Spell 6
Traits: Magic Arcane Divine Attack Bludgeoning
To Acquire: Intelligence Arcane Wisdom Divine 15
For your combat check or your check to defeat a ship, discard this card to use your Arcane or Divine skill + 4d6. If the bane is undefeated, shuffle the location deck it came from and place the bane on top.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 17 check to recharge this card instead of discarding it.
Wall of Blades (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.
1. Weapon
(BR Only)
+CdvIyCAHJiTKwom7icGDj7OxInEzEAjOevASDyxZ3teZYsLz68DDuVBTS1Flpc=
Monster 1
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.
Monster 2
Monster 6
Traits: Aberration Aquatic
To Defeat: Combat 23
Before you act, each character must attempt a Wisdom 11 check. Each character that fails may not play weapons or spells in this encounter and, if at another location must move to this location.
Monster 3
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
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 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 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 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 P
Traits: Skirmish Goblin Pirate Veteran
To Defeat: Constitution Fortitude 5 OR Wisdom Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.
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 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 6
Traits: Sword Melee Slashing 2-Handed 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 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 6
Traits: Firearm Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged Craft 12
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.
If you are proficient with weapons, you may discard this card to add 2d4 to any combat check at another location.
Weapon 3
Weapon 3
Traits: Firearm Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.
Weapon 4
Weapon 4
Traits: Knife Melee Slashing Healing Finesse Magic
To Acquire: Strength Melee Divine 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.
Weapon 5
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.
Spell 1
Spell 4
Traits: Magic Divine Healing
To Acquire: Wisdom Divine 13
Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.
Spell 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 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Spell 4
Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 5
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.
Armor 1
Armor 4
Traits: Shield Magic
To Acquire: Constitution Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Armor 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 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 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 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.
Item 1
Item 4
Traits: Liquid Attack Acid Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.
Item 2
Item 2
Traits: Wand Attack Fire Magic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.
Item 3
Item 1
Traits: 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 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 5
Item 4
Traits: Accessory Magic
To Acquire: Dexterity Ranged Perception 13
Reveal this card to add 4 to your Ranged combat or Perception check.
Ally 1
Ally 3
Traits: Halfling Spy
To Acquire: Intelligence Knowledge 7 OR Charisma Diplomacy 9
On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.
Ally 2
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 3
Ally 3
Traits: Tengu Smuggler
To Acquire: Charisma Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.
Ally 4
Ally 3
Traits: Human Sorcerer Captain Pirate
To Acquire: Intelligence Arcane 6 OR Charisma Diplomacy 9
Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Ally 5
Ally 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.
Blessing 1
Blessing 2
Traits: Divine Hshurha
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Blessing 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 C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Turn: 16 Ranzak/Zalarian
Top of Blessing Discard Pile:
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 Remaining: 14
Blessings Deck Card 16 - Turn 17 Grazzle/Matsu Kurisu
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 17 - Turn 18 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 18 - Turn 19 Celeste/elcoderdude
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 19 - Turn 20 Ranzak/Zalarian
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 20 - Turn 21 Grazzle/Matsu Kurisu
Blessing 6
Traits: Divine Geryon
To Acquire: Charisma Diplomacy 8 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 check to defeat a non-villain monster; 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 21 - Turn 22 Radovan/wkover
Blessing P
Traits: Divine Zogmugot
To Acquire: Dexterity Stealth Divine 5
Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 23 Celeste/elcoderdude
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 24 Ranzak/Zalarian
Blessing B
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 24 - Turn 25 Grazzle/Matsu Kurisu
Blessing C
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 25 - Turn 26 Radovan/wkover
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 26 - Turn 27 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 27 - Turn 28 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 28 - Turn 29 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 29 - Turn 30 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.
Fort Hazard
At This Location (Open): At the start of your turn, each character at this location must summon and encounter the henchman Draugr Captain.
When Closing: Bury your discard pile.
When Permanently Closed: On closing, discard 1d4 cards from the blessings deck.
At This Location (Closed): No effect.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Villain 6
Type: Monster
Traits: Human Captain Pirate
To Defeat: Combat 40 THEN Combat 40
If your check to defeat has the Ranged trait, the difficulty of the check to defeat is increased by 10.
Before a character plays a card that has the Pirate or Swashbuckling trait in a check to defeat Kerdak Bonefist, that character must first recharge a card.
Damage dealt by Kerdak Bonefist is dealt to all characters.
Scenario: Treat this card as a henchman. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from.
Item 4
Traits: Object Magic
To Acquire: Dexterity Ranged 12
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.
Monster 6
Traits: Dragon Aquatic
To Defeat: Combat 20 THEN Combat 20
The Addu is immune to the Fire and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 14 check or bury the top card of his deck.
After you act, the Addue deals 1d4+1 Structural damage to your ship.
Location (Sea Fort): The difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
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: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude, Grazzle/Matsu Kurisu
Monster 3
Traits: Hag
To Defeat: Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Monster 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.
Item 5
Traits: Accessory Magic Healing
To Acquire: Constitution Fortitude Divine 11
At the start of your turn, reveal this card to recharge 1 random card from your discard pile.
At the end of your turn, reveal this card to recharge 1 random card from your discard pile.
Villain 6
Type: Monster
Traits: Lamia Sorcerer
To Defeat: Combat 28 THEN Combat 28
If you aren't the only character at your location, a random character at your location takes Combat damage equal to the number of cards that have the Attack trait and weapons in your hand; then Hyapatia is evaded.
If undefeated, Hyapatia deals no damage; instead, discard a number of cards equal to your hand size from the top of your deck.
Scenario: Treat this card as a henchman. If a henchman is undefeated, banish it. When you defeat a henchman from a location deck, put it in a henchman pile next to this scenario, and you may immediately attempt to close the location it came from.
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.
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.
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.
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.
Location (Sea Fort): The difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 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.
Murder Hole
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Shrine to Besmara
Closed
At This Location (Closed): At the end of your turn, you may banish a card that has the Pirate or Swashbuckling trait to recharge 2d4 cards in your discard pile that have the Divine trait.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/wkover
Sea Fort
Closed
At This Location (Closed): For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ranzak/Zalarian
Torture Pit
At This Location (Open): When you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
When Closing: Succeed at a Dexterity or Acrobatics 11 check.
When Permanently Closed: On closing, bury a card.
When Permanently Closed: If you start or end your turn at this location, succeed at a Constitution or Fortitude 10 check or bury the top card of your deck.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Monster 2
Traits: Plant
To Defeat: Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
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.
Villain 6
Type: Monster
Traits: Human Bard Pirate Animal
To Defeat: Stealth Arcane Wisdom Diplomacy 20
If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck.
"We'll play a mournful dirge when you dance your last jig hanging from the yardarm. Right, Scurvy?" -- Sweetlips
Ally 6
Traits: Human Druid Pirate
To Acquire: Charisma Diplomacy 14
Bury this card to succeed at your non-combat check while on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Weapon 6
Traits: Polearm Melee Piercing Poison 2-Handed Magic
To Acquire: Strength Melee 13
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1d12+2. 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.
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.
Monster 5
Traits: Animal Aquatic
To Defeat: Combat 21
If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 Combat damage to you.
Location (Sea Fort): The difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
Ranzak 12789 |
Out of Turn Updates: None
Turn Order: Celeste, Ranzak, Grazzle, Radovan
Turn: 16 - Blessings of the Gods
SOT: None
Give Card: None
Move: Sea Fort-> Torture Pit
Explore: Torture Pit Card 1: Canopy Creeper.
Wisdom Check DC 10: 1d4 + 3 + 1d4 ⇒ (2) + 3 + (2) = 7 No Success
If against a non-villain, Will bury 0 cards to add 2d4 for each card buried. Since slashing add 1d8; add 1d4 for steal soul
Razorglass Knife Combat Check DC 12+3=15: 2d4 + 1d10 + 5 + 1d8 + 1d4 ⇒ (4, 4) + (3) + 5 + (4) + (3) = 23 Monster defeated
Monster 2
Traits: Plant
To Defeat: Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.
Will discard blessing from timer deck to explore again. Top blessing is now Blessings Deck Card 16 - Turn 17 Grazzle/Matsu Kurisu Blessing of Erastil.
Explore: Torture Pit Card 2: Barracuda Aiger. Reveal Blessing of wadjet for each check as well as steal soul
Dexterity Check DC 9: 1d10 + 3 + 1d4 + 3 + 1d4 + 1d4 ⇒ (4) + 3 + (4) + 3 + (4) + (4) = 22 Success
Charisma Check DC 12: 1d6 + 1d4 + 3 + 1d4 + 1d4 ⇒ (6) + (1) + 3 + (3) + (1) = 14 Success
Discarding crossbow, javelin and Alise due to no swashbuckling
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
Boon Acquired - Raid Check DC 3: 1d6 ⇒ 1 No Raid today.
Will banish Aiger and recharge BoWadjet to examine location deck.
Torture Pit Card 3: Sweetlips and Scurvy (V6)
Torture Pit Card 4: Master of the Gales (Al6)
Torture Pit Card 5: Venomous Pike +2 (W6)
Torture Pit Card 6: Shark Skin Armor (Ar2)
Torture Pit Card 7: Spiny Eurypterid (M5)
During EOT will put Boots of Alacrity on top of my deck to move to Fort Hazard
EOT: End Turn and Reset hand
Hand: w1Razorglass knife, i1ABBoots of Alacrity, BoHorus, i6Staff of Minor Healing, BoAbadar, i4Gem of Physical Prowess, i2ABDryad Sandals, Old Salt's Rapier +2
Displayed: Steal Soul
Deck: 7 Discard: 4 Buried: 4
Notes: Spells are banished when used by Ranzak.
Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
BoAbadar, BoHorus
Sideboard cards: Steel Ibis Lamellar;
Recharged: BoWadjet
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 [X] +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 4/5/6,Sp 1/1/2, Ar 1/2/2 I 4/6/8 Al 1/2/2 Bl 4/5/5 = 21
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.
[x] 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.
Status Link
Most Recent BR Refresh
Current Blessing = Current Turn Blessing + 1 (Ranzak explore)
Notes for Grazzle: Discarded FT, FS for Staff for Riptooth combat.
Notes for Ranzak: +1d4 to all checks (steal soul)
Additional Info 1: Aquatic monsters difficulty reduced by 2
Ranzak - Fort Hazard (Ship Anchored) 1-3 remain // 1=Kerdak Bonefist 2=Net of Snaring(I4) 3=Addu(M6)
Celeste - Lucrehold 1-9 remain // ?=Symbol of Insanity(Ba4), 1=Blood Hag(M3), 2=Marine(MB), 3=Ring of Regen(I5)
Murder Hole CLOSED
Radovan - Shrine to Besmara CLOSED
Grazzle - Sea Fort CLOSED
"Torture Pit 3-7 remain // 3=Sweetlips and Scurvy (V6),4=Master of the Gales (Al6),5=Venomous Pike +2 (W6),6=Shark Skin Armor (Ar2), 7=Spiny Eurypterid (M5)
"
Grazzle - Matsu Kurisu |
Grazzle, Radovan, Celeste, Ranzak,
Discarded Find Traps, Flame Snake for Staff for Riptooth combat.
Grazzle - 17: Blessing of the Gods
Start of Turn
At: Sea Fort
Give: No
Move: Torture Pit
Free explore = 3: Sweetlips and Scurvy, Villain 6, To Defeat: Wisdom 20
Type: Monster
Traits: Human Bard Pirate Animal
To Defeat: Stealth Arcane Wisdom Diplomacy 20
If undefeated, Sweetlips and Scurvy does not deal damage; instead, banish a random card from your discard pile. Then add a random monster to a random open location deck.
Wisdom 1d10+3, Discard Blessing of Abraxas +1d10, Ranzak BoHorus +1d10,
Celeste Blessing +1d10, Radovan blessing +1d10
Wisdom 20: 5d10 + 3 ⇒ (10, 5, 4, 1, 4) + 3 = 27
Temp closes are non dice rolled and succeed
We Win!
BR skizzerz |
Development
There’s no sign of Kerdak Bonefist on this ship, but plenty of sailors are now unconscious on the deck. Each time one of them fell, a little swarm of insects scurried belowdecks. You can still find bugs hidden in the clothes and pockets and the hair of the swabs you’ve beaten into submission. Now that you’ve won the day, a few survivors are cowering before you, looking as confused and dazed as you did the day after you woke up from your battle with… HER. They’ve heard the distant call of the one who commands the Shrouded Queen. If you can show your captives a little sympathy, maybe these remorseful sailors can help you chart a course towards HIS sanctum in the storm. A far more ancient nemesis awaits you...
Reward
Each character chooses item or armor and draws a card of that type from the box.
Henchman Pile (for 0-6F): Powerderpot, Omara Culverin, Captain Horrus Riptooth
Boon Roll
Roll 1d20 in the discussion thread for a chance to win the following boon; 1 or 20 wins.
☐ ☐ ☐ ☐ Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.
Tier Rewards
5.4 (Card Feat): Grazzle, may advance to 6.0
6.2 (Power Feat): Ranzak
6.4 (Card Feat): Celeste, Radovan
Acquired Cards
Blessing of Milani (Blessing B)
Blessing of Geryon (Blessing 6)
Conchobhar Turlach Shortstone (Ally 1)
Cut-Throat Grok (Ally 1)
*Flaming Musket +2 (Weapon 6)
Goblin Buckler Gun (Armor P)
Goblin Pegleg (Weapon P)
Old Salt's Rapier +2 (Weapon 6)
Tsunami (Spell 6)
Wall of Blades (Spell 5)
2x Weapon 6
1x Weapon B
1x Spell 6
1x Spell 5
1x Armor B
2x Ally 1
1x Blessing 6
1x Blessing B
BR skizzerz |
0-6E: Into the Maelstrom
Winds scream as your ship descends into the maelstrom. Dark skies blot out the sun. At best, your course is an educated guess. You know you’re drawing closer to your destination, not only because of your skill as a sailor, but because of the growing sense of dread from the crewmen you’ve captured.
If you were a cynic, you’d think the storm itself was working to foil your plans. As you approach your fearful destination, the storm gets worse. Nervous crewmen hold onto the ship while lumbering across the deck. Whenever a crewman stands in place for more than a moment, he lashes himself to anything sturdy.
The rigging whips back and forth; the sails are on the verge of being torn to shreds; the crew appears crazed and desperate. Some frantically look for anything they can repair, for you’re as concerned about containing the damage as anything else. Few would attempt a voyage as dangerous as this, but you know that if you can’t confront your fears, your nightmares will be worse.
As the heavens rage, a wizened sailor stands on the forecastle of your ship, staring out into the tempest. “A shadow lies over these waters,” he proclaims. “The Shadow in the Seas… a force more powerful and ancient than the Shrouded Queen.” You slowly approach the old salt, fearing what he might reveal. “He takes many forms in this world,” he continues, “and He has many names… but He has one that men dare not speak…”
With a trembling hand, he gestures towards the storm, “We seek His sanctum… for HE is an avatar of DAGON!” At the mention of His name, the waves tower over you. Lightning dances in the heavens. The fury of a tempest surrounds you. Your chances of survival have just dramatically decreased.
BR skizzerz |
During This Scenario: Treat the henchman Ruffian as if it is the henchman Lightning Elemental.
When your ship is dealt Structural damage, first apply any powers on cards in play that reduce or increase that damage, then characters may play cards or use powers that affect Structural damage. The party must then collectively discard a number of cards equal to the damage dealt.
At the start of each character’s turn, the party must collectively discard a number of cards equal to the number of unoccupied locations.
The difficulty of checks to close locations is decreased by the number of cards in the blessings discard pile.
To win the scenario, close all locations.
Party Ship: The party does not have a ship.
Placing Token Cards
If your ship is anchored to a specific location, all characters start at the ship’s location.
Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.
Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.
Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card (see Plunder Cards below). If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship (see Structural Damage below). Whether you succeed or fail to defeat a ship, unless you seize it (see Seizing Ships below), return it to wherever it came from.
Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new ship. Seizing a ship does not allow you to check it off on your fleet card.
If your ship is anchored, and you seize another ship, that ship is now anchored.
Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.
When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.
If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked (see Wrecked Ships below); you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt.
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
Wrecked Ships
When your ship is wrecked, flip it facedown to indicate its wrecked state. When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
Plunder Cards
Plunder cards commonly represent potential rewards carried on your ship. When you stash a plunder card, roll 1d6 on the table below, draw 1 card of the corresponding type from the box without looking at the card, and unless otherwise instructed, put the plunder card facedown under your ship.
If you win the scenario, treat any plunder cards under your ship as you do loot; if you lose the scenario, put them back in the box. You don’t get to use plunder cards while they’re under your ship card, so do your best to keep them safe until the end of the scenario.
You stash 1 plunder card when you set up a scenario. You also stash 1 plunder card if you defeat a ship while your ship is not wrecked (see Encountering Ships).
If you are instructed to add a plunder card to your hand or to a deck, roll on the Plunder Table, draw the corresponding card from the box, and add it as you would any other card. (This does not count as stashing a plunder card.)
Plunder Table
d6 Card Type
1. weapon
2. spell
3. armor
4. item
5. ally
6. choose 1 of the above 5 card types
Hurricane Winds (Henchman)
Henchman 3
Type: Barrier
Traits: Obstacle Task Weather
To Defeat: Intelligence Knowledge Wisdom Survival 13
You may recharge any number of allies, for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, Hurricane Winds deals 1d4+1 Structural damage to your ship; shuffle this barrier into a random open location.
If defeated, you may immediately attempt to close the location this henchman came from.
Lightning Elemental (Henchman)
Henchman 3
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may 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.
Alise Grogblud (Loot)
Loot 5
Type: Ally
Traits: Human Rogue Pirate
Reveal this card to succeed at your check to defeat a barrier with the Cache, Skirmish, or Task trait. After the check, roll 1d6; on a 1, banish a card from your hand.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during the exploration. After you play this card, discard a card that has the Pirate trait to recharge this card instead of discarding it.
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.
Crossbow of Retribution (Loot)
Loot 6
Type: Weapon
Traits: Bow Ranged Piercing 2-Handed Magic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d10 if the bane has the Human trait. Add another 1d6 if the bane has a power that deals damage before you act.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location.
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.
Scoundrel's Sword Cane (Loot)
Loot 4
Type: Weapon
Traits: Sword Melee Piercing Finesse Magic
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2, or 2d6+2 if you have the Stealth skill. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Reveal this card to add 1d6+2 to your Perception or Stealth check.
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.
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.
Draugr Captain (Summon)
Henchman 6
Type: Monster
Traits: Undead Pirate Captain
To Defeat: Combat 27
The Draugr Captain is immune to the Mental, Poison, and Swashbuckling traits.
Before you act, recharge all but 1 card in your hand; then draw as many cards as you recharged.
If defeated, you may immediately attempt to close the location this henchman came from.
Hammerhead Shark (Summon)
Henchman B
Type: Monster
Traits: Animal Aquatic Veteran
To Defeat: Combat 9
The Hammerhead Shark may not be evaded. The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
Hirgenzosk (Currently Wearing an Adorable Party Hat and Eye Patch)
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.
Ruffian (Summon)
Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, 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 raiders 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 Radovan/wkover
Blessings Remaining: 30
Helm
At This Location (Open): At the start of your turn, a character at another location may move to this location.
When Closing: Succeed at a Wisdom 30 check.
When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Bow
At This Location (Open): At the start of your turn, you may examine the top card of this location deck.
When Closing: Succeed at an Intelligence 30 check.
When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Rigging
At This Location (Open): You may recharge a card to evade your encounter.
When Closing: Succeed at a Dexterity 30 check.
When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
At This Location (Closed): No effect.
M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Crow's Nest
At This Location (Open): At the start of your turn, you may examine the top card of a random open location deck.
When Closing: Succeed at a Wisdom 30 check.
When Permanently Closed: On closing, you may shuffle the top 1d4+1 cards of the blessings discard pile into the blessings deck.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Grazzle - Matsu Kurisu |
Grazzle - 0-6E: Into the Maelstrom
Loot
= None
Tier
= Upgrade to 6.0
Ship
= Abrogail's Fury
Starting Location
= Crow's Nest
Starting Hand
Hand: Cleric of Nethys, Blessing of Milani, Blessing of Abadar, Blessing of Pharasma, Death's Touch, Wayfarer, Crystal Ball
Displayed: , , , , , ,
Deck: 14 Discard: 0 Buried: 0
"Notes: Blessing of Milani: +2d on NC Dex/Wis , + 1d other. Available
Blessing of Abadar: +2d vs Barrier or +1d any check.
Blessing of Pharasma: +2d if spell played or +1d. Available
Cards available for examine (BoMilani, BoPharasma, BoAbadar)"
Kit: , ,
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +3
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 ([X] 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