
Bekah 12789 |

Posting Hand. Chose weapon as favored card.
Hand: Cure, 1 BoErastil, Lightning Touch, Fox, CatONineTails
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Able to easily inspire twice at same location. Fox is available in dire situations. Blessing is available for dire situations.
Strength d6 [ ] +1 [ ] +2
Dexterity d8 +1 [X] +2 [ ] +3
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [X] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +3
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors / Weapons
POWERS:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 ([ ]+1) to a check by another character at your location [X] or your check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
Middle {Order is not Known}: 1 BoSamurai 2 BoSamurai 3 BoSamurai Gambeson Banner Burgler Dilettante Surgeon Rage Wakizashi Besmara's Tricorne
Recharged:
Discard Pile:
Buried Pile:
Season of Tapestry’s Tides Reward #3 - Sea Legs
When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

BR skizzerz |

Yoon needs to roll for starting plunder!
During This Scenario: Each player chooses a type of boon other than loot and draws 2 cards of that type from the box. Shuffle these cards together to form a single treasure stack.
When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
When you win the scenario, stash the treasure stack as plunder.
CHOOSE ANY CLASS 1 OR LOWER SHIP AS YOUR 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
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.
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.
Krelloort (Villain)
Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 16 THEN Combat 18
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince.
If you fail a check to defeat Krelloort, discard your hand.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
"The treasure of Mancatcher Cove belongs to me!"
-Krelloort
Sea Devil (Henchman)
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Sea Devil Prince (Summon)
Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 14 THEN Combat 17
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If you would fail a check to defeat the Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
"I smell your blood in the water, shorewalkers! Time to bleed some more!" -Sea Devil Prince
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.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
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.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
(BR Only)
1. Quarterstaff (Weapon B)
2. Dragon Pistol (Weapon B)
3. Cutlass (Weapon B)
4. Longsword (Weapon B)
5. Shock Musket +1 (Weapon 1)
6. Dragon Pistol +1 (Weapon 2)
7. Dehydrating Touch (Spell 2)
8. Rage (Spell 1)
9. Jinx Eater (Ally B)
10. Fox (Ally C)
11. Blessing of Milani (Blessing B)
12. Blessing of the Gods (Blessing C)
Monster 1
Monster 1
Traits: Aberration Plant Elite
To Defeat: Combat 10
The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.
Monster 2
Monster B
Traits: Merfolk Aquatic Basic
To Defeat: Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Monster 3
Monster C
Traits: Animal Aquatic Elite
To Defeat: Combat 13
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
This reptile lunges out of the placid water with shocking speed.
Monster 4
Monster C
Traits: Elemental Aquatic Basic
To Defeat: Combat 12
The Water Elemental is immune to the Mental and Poison traits.
If undefeated, move to a random other location.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Monster 5
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.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Barrier 1
Barrier 2
Traits: Trap Elite
To Defeat: Dexterity Disable 8 OR Wisdom Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
Barrier 2
Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Barrier 3
Barrier C
Traits: Task Fire Elite
To Defeat: Constitution Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Barrier 4
Barrier B
Traits: Skirmish Veteran
To Defeat: Strength Melee Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Barrier 5
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.
Weapon 1
Weapon B
Traits: Bow Ranged Piercing 2-Handed Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Weapon 2
Weapon B
Traits: Firearm Ranged Piercing Swashbuckling Magic Elite
To Acquire: Dexterity Ranged Craft 8
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 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Weapon 3
Weapon C
Traits: Polearm Melee Piercing 2-Handed Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. 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 B
Traits: Sword Melee Slashing Finesse Swashbuckling Magic Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 5
Weapon 2
Traits: Firearm Ranged Piercing 2-Handed Magic Elite
To Acquire: Dexterity Ranged Craft 11
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 3d6 and the Poison 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 Arcane Healing
To Acquire: Magic Arcane Healing 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Spell B
Traits: Magic Arcane Attack Force Basic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 3
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Spell 4
Spell 1
Traits: Magic Arcane Divine Attack Elite
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 5
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Armor 1
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor 2
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
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 B
Traits: Light Armor Swashbuckling Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, 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.
Armor 4
Armor 1
Traits: Light Armor Magic Swashbuckling Elite
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
Armor C
Traits: Light Armor Swashbuckling Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Item 1
Item B
Traits: Tool Alchemical Basic
To Acquire: Ranged Intelligence Craft 6
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.
Item 2
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 3
Item B
Traits: Accessory Swashbuckling Basic
To Acquire: Charisma Dexterity 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Item 4
Item B
Traits: Tool Elite
To Acquire: Dexterity Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Item 5
Item B
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.
Ally 1
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 2
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 3
Ally B
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 4
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 5
Ally C
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessing 1
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 2
Blessing B
Traits: Divine 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 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 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.
When encountering a random ship, roll 1d13 and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.
Ship 1: Goblin Weidling - Class 0
Ship P
Class 0
To Defeat: Dexterity Stealth 5 OR Wisdom Survival 4
To Repair: Strength 4
When Encountering This Ship: Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding This Ship (Normal): Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.
When Commanding This Ship (Wrecked): When you encounter a card, all other characters at this location move to a random closed location.
If they brings a tasty goat,
Peoples welcome on our boat!
You can gain the rank of private
After teaching us to drive it.
Ship 2: Merchantman - Class 0
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
To Repair: Craft 6
When Encountering This Ship: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding This Ship (Normal): When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
When Commanding This Ship (Wrecked): If you fail to defeat a bane that has the Pirate trait, bury a card.
A plucky merchant crew considers a ship valuable when its hold is laden with precious goods. So do the pirates in Port Peril. That's one of the few ideas that unites the denizens of the Shackles.
Ship 3: Shackles Pirate Ship - Class 0
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.
Over at Rickety's Squibs, the scoundrels in the Shackles celebrate the commissioning of a new ship with resounding joy. The ship's previous owners don't share their enthusiasm.
Ship 4: Man's Promise - Class 1
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 6
When Encountering This Ship: If the check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to explore your location.
When Commanding This Ship (Wrecked): Other characters may not move or be moved from your location.
The Man's Promise is a proud three-master of Rahadoumi vintage. Like many a merchant ship before her, she's proven that any vessel in pirate waters will eventually become a pirate vessel.
Ship 5: Truewind - Class 1
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
To Repair: Craft 7
When Encountering This Ship: You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to recharge a random card from your discard pile.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.
When pirates attack your ship, this fine Absalom barque is a vessel you'll want to see. Bedecked with ballistae, it intercedes when helpless sailors are about to have their vessels plundered.
Ship 6: Devil's Pallor - Class 2
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
To Repair: Craft 6
When Encountering This Ship: If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
A Shackles drekar of ill repute, the Devil's Pallor aims its ballistae at the innocent. The hobgoblin captain Gortus Svard commands it toward depravity, mischief, and destruction.
Ship 7: Thresher - Class 2
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, bury a random card from your discard pile.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
When Commanding This Ship (Wrecked): At the start of the turn, summon and encounter the henchman Hammerhead Shark.
A junk of the Dragon Empires, Inkskin's ship is home to human and sea devil draiders alike. If you see the Thresher, look behind you—longboats full of buccaneers are already boarding your vessel.
Ship 8: 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 9: 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 10: 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 11: 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 12: 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 13: 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 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.
Turn: 1 Yoon/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
Blessings Deck Card 2 - Turn 2 Radovan/wkover
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 3 - Turn 3 Kasmir/khazkhaz
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 4 - Turn 4 Balazar/TheGreatNateO
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 5 - Turn 5 Celeste/elcoderdude
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 6 - Turn 6 Bekah/Zalarian
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 7 - Turn 7 Yoon/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 8 - Turn 8 Radovan/wkover
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 9 - Turn 9 Kasmir/khazkhaz
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 10 - Turn 10 Balazar/TheGreatNateO
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 11 - Turn 11 Celeste/elcoderdude
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 12 - Turn 12 Bekah/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 13 - Turn 13 Yoon/Matsu Kurisu
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 14 - Turn 14 Radovan/wkover
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 15 - Turn 15 Kasmir/khazkhaz
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 16 - Turn 16 Balazar/TheGreatNateO
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 17 - Turn 17 Celeste/elcoderdude
Blessing 2
Traits: Divine Hshurha
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 18 - Turn 18 Bekah/Zalarian
Blessing B
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 19 - Turn 19 Yoon/Matsu Kurisu
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 20 - Turn 20 Radovan/wkover
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 21 - Turn 21 Kasmir/khazkhaz
Blessing B
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Balazar/TheGreatNateO
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Celeste/elcoderdude
Blessing B
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 24 - Turn 24 Bekah/Zalarian
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 25 - Turn 25 Yoon/Matsu Kurisu
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 26 - Turn 26 Radovan/wkover
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 27 - Turn 27 Kasmir/khazkhaz
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 28 - Turn 28 Balazar/TheGreatNateO
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 29 Celeste/elcoderdude
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 30 - Turn 30 Bekah/Zalarian
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster 1
Traits: Animal Aquatic Basic
To Defeat: Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Monster B
Traits: Animal Swarm Elite
To Defeat: Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos. A swarm of rats is significantly less cute.
Weapon B
Traits: Knife Melee Piercing Finesse Offhand Swashbuckling Elite
To Acquire: Strength Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2.
Ally B
Traits: Human Captain Pirate Basic
To Acquire: Constitution Fortitude 4 THEN Charisma Diplomacy 6
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Barrier 2
Traits: Trap Elite
To Defeat: Dexterity Disable 8 OR Wisdom Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
Monster 1
Traits: Animal Aquatic
To Defeat: Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Item B
Traits: Accessory Swashbuckling Basic
To Acquire: Charisma Dexterity 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Weapon B
Traits: Bow Ranged Piercing 2-Handed Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Barrier 1
Traits: Task Aquatic Basic
To Defeat: Strength Constitution Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
Floating Shipyard
At This Location: Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence or Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude
Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Barrier C
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
Ally 1
Traits: Human Rogue Pirate
To Acquire: Strength Melee 6 OR Charisma Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
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 B
Traits: Animal Basic
To Defeat: Combat 8 OR Dexterity Stealth 6
If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.
Spell B
Traits: Magic Arcane Attack Force Basic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell C
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 3
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.
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.
Tempest Cay
At This Location: If your ship is dealt Structural damage, increase the damage by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Monster 2
Traits: Animal Elite
To Defeat: Combat 13
The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.
Monster B
Traits: Undead Skeleton Basic
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Ally C
Traits: Animal Aquatic Basic
To Acquire: Wisdom Survival 5
Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
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.
Ally 1
Traits: Animal Aquatic
To Acquire: Wisdom Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Spell B
Traits: Magic Arcane Divine Mental Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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.
Spell C
Traits: Magic Divine Attack Fire Basic
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
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.
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.
Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Balazar/TheGreatNateO, Kasmir/khazkhaz
Weapon B
Traits: Club Melee Bludgeoning Swashbuckling Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.
Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 16 THEN Combat 18
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince.
If you fail a check to defeat Krelloort, discard your hand.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
"The treasure of Mancatcher Cove belongs to me!"
-Krelloort
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.
Barrier 1
Traits: Task Aquatic Elite
To Defeat: Constitution Fortitude 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Monster B
Traits: Undead Zombie Basic
To Defeat: Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Weapon B
Traits: Bow Ranged Piercing 2-Handed Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Item B
Traits: Accessory Magic Elite
To Acquire: Constitution Fortitude 5
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.
Ally B
Traits: Dwarf Pirate Basic
To Acquire: Charisma Diplomacy 9
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Barrier 1
Traits: Task Elite
To Defeat: Intelligence Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Item B
Traits: Tool Basic
To Acquire: Dexterity Disable 4
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Weapon B
Traits: Club Melee Bludgeoning Swashbuckling Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.
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.
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.
Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
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.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Barrier B
Traits: Cache Basic
To Defeat: Intelligence Knowledge Wisdom Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Armor B
Traits: Shield Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Item 1
Traits: Accessory Magic Elite
To Acquire: Wisdom Divine 9
Reveal this card to add 1d6 to your check against a card with the Animal trait.
Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits: Human Captain Pirate Veteran Undead
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: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Barrier 1
Traits: Trap Basic
To Defeat: Dexterity Acrobatics 9 OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
Item C
Traits: Object Liquid Basic
To Acquire: Constitution Fortitude 7 OR Craft 5
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.
Monster B
Traits: Undead Skeleton Basic
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Monster 2
Traits: Animal Elite Undead
To Defeat: Combat 13
The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic Undead
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
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.
Monster B
Traits: Human Smuggler Basic Undead
To Defeat: Combat 9
Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Ally C
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Item B
Traits: Object
To Acquire: Wisdom Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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.
Ally B
Traits: Half-Elf Bard Elite
To Acquire: Charisma Diplomacy 6
Reveal this card to avoid being moved to a location.
Discard this card to explore your location.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Monster B
Traits: Animal Elite
To Defeat: Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone. Don't make it angry.
Barrier C
Traits: Task Pirate
To Defeat: None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Ally C
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.
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.
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Sea Fort
At This Location: 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.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Bekah/Zalarian, Radovan/wkover, Yoon/Matsu Kurisu
Monster B
Traits: Animal Swarm Basic
To Defeat: Combat 6
All damage dealt by the Bilge Spider Swarm is Poison damage.
If you are on a ship, the difficulty of the check to defeat is increased by 4.
If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the Bilge Spider Swarm still counts as defeated.
Location: If you defeat a monster during your exploration, you may immediately explore again.
Weapon B
Traits: Whip Melee Slashing Finesse Swashbuckling Elite
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Location: If you defeat a monster during your exploration, you may immediately explore again.
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.
Weapon B
Traits: Sword Melee Slashing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; 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.
Armor B
Traits: Light Armor Magic Swashbuckling Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, 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.
Ally 1
Traits: Animal Aquatic
To Acquire: Wisdom Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
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 C
Traits: Outsider Elemental Incorporeal Elite
To Defeat: Combat 10
The Comozant Wyrd is immune to the Cold, Electricity, and Poison traits. All damage dealt by it is electricity damage.
If the check to defeat does not have the Magic trait, the Comozant Wyrd is undefeated.
Location: If you defeat a monster during your exploration, you may immediately explore again.
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.

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Yoon - Blessing = Blessing of the Gods
plunder: 1d6 ⇒ 5 - 5 = Ally
Staying at Sea Fort.
Free explore=1: Bilge Spider Swarm. Combat 10(6+4)
Reveal Cane(Stealth) 1d8+2+1d6. Recharge Fort Power(Blessing of the Spy) +1d10+1+2, Recharge Elemental Ascetic +1d6 to Fortitude
Combat 10): 1d8 + 2 + 1d6 + 1d10 + 1 + 2 + 1d6 ⇒ (5) + 2 + (3) + (9) + 1 + 2 + (4) = 26 = Defeated by greater than 4. Card banished
Location Free explore= 2: Cat-o'-Nine-Tails. Auto fail. card banished
[ooc]End of Turn. Draw up Gambeson, Blessing of the Spy 2
Start of next players turn. Display Gambeson
Hand: Compass, Captain's Cutlass, Sword Cane, Blessing of the Spy 2, , ,
Displayed: Gambeson, , , , , ,
Deck: 10 Discard: 0 Buried: 0
Notes:
Dexterity d8 +0
Constitution d10 +1
Intelligence d6 +0
Wisdom d4 +0
Charisma d8 +0
Acrobatics: Dexterity +1
Stealth: Dexterity +2
Fortitude: Constitution +2
Favored Card: Blessing
Hand Size: 5
Proficient With: Light Armors
POWERS:
You may recharge([~] or shuffle into your deck) a blessing to add your Fortitude skill and the fire trait to your combat check. You may additionally discard any number of cards to add 1d6 ([ ] 1d8) for each card discarded.
When you are dealt Acid, Cold, Electricity or Fire damage, you may reveal a card that has a trait matching that type to reduce damage by 3.
At the end of your turn, you may recharge a blessing from your discard pile.
Player Reward 3: Grand Lodge Reward
[ ] [ ] Society Agent (Grand Lodge Faction Reward): You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Acquire an ally that lists Diplomacy in its check to acquire.
[ ] Close a location on the first turn of a scenario.

wkover - Radovan |

Atop the lichen-coated ramparts - no moat necessary, as the fort is surrounded by water - Radovan takes the hunt to the recesses of the keep.
Explore Sea Fort... and encounter henchman. Ok, bad luck. No armor to banish to close, so I'll evade with Quang and discard Zae to explore again. Not an auspicious start. Random card # encountered: 1d8 + 2 ⇒ (2) + 2 = 4
A drunken pirate stirs from the fort bunkhouse, salutes the Jolly Roger, and stabs for the neck. Recharge Karn for Captain's BYA ability
Combat 14 (12+2) to defeat Pirate w/ Sword and Bekah inspiration: 1d8 + 1d6 + 2d4 + 4 ⇒ (8) + (5) + (1, 1) + 4 = 19
Pirate defeated, but we take 2 structural damage. If it's OK with everyone, I'll let others discard cards. I only have my weapon and blessings left. Free explore from defeating captain. Cards left: 3,5-10. Encountered card: 1d7 ⇒ 1
Having a run of bad luck. Encountered the henchman again. Evaded again. I'll probably switch locations next turn. :) Summary: Cards 1-2, 4 are now gone from Sea Fort. Remaining cards are shuffled.
Hand: BoG 1, Short Sword +1, Quick-Change Mask, Rapier 2, B of Elements,
Displayed: Norge and Quang forms; Norge display: monsters []; Quang display: boons + monsters []; Viridio display: monsters [] {only 2 forms active},
Deck: 10 Discard: 1 Buried: 0
Notes: Blessings available. Reminder: Local chararacters have poison, fire, ranged combat damage reduced by 1.
Sideboard cards:
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armor, Weapons
Powers:
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, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1.
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#.
Convention Player Reward: Concordance Faction
[][] You may check a box that predeces 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:
[] 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.
Die Bumps: 1

BR skizzerz |

During This Scenario: Each player chooses a type of boon other than loot and draws 2 cards of that type from the box. Shuffle these cards together to form a single treasure stack.
When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
When you win the scenario, stash the treasure stack as plunder.
CHOOSE ANY CLASS 1 OR LOWER SHIP AS YOUR 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
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.
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.
Krelloort (Villain)
Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 16 THEN Combat 18
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince.
If you fail a check to defeat Krelloort, discard your hand.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
"The treasure of Mancatcher Cove belongs to me!"
-Krelloort
Sea Devil (Henchman)
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Sea Devil Prince (Summon)
Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 14 THEN Combat 17
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If you would fail a check to defeat the Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
"I smell your blood in the water, shorewalkers! Time to bleed some more!" -Sea Devil Prince
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.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
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.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
1. Ally
(BR Only)
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1. Quarterstaff (Weapon B)
2. Dragon Pistol (Weapon B)
3. Cutlass (Weapon B)
4. Longsword (Weapon B)
5. Shock Musket +1 (Weapon 1)
6. Dragon Pistol +1 (Weapon 2)
7. Dehydrating Touch (Spell 2)
8. Rage (Spell 1)
9. Jinx Eater (Ally B)
10. Fox (Ally C)
11. Blessing of Milani (Blessing B)
12. Blessing of the Gods (Blessing C)
Monster 1
Monster 1
Traits: Aberration Plant Elite
To Defeat: Combat 10
The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.
Monster 2
Monster B
Traits: Merfolk Aquatic Basic
To Defeat: Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Monster 3
Monster C
Traits: Animal Aquatic Elite
To Defeat: Combat 13
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
This reptile lunges out of the placid water with shocking speed.
Monster 4
Monster C
Traits: Elemental Aquatic Basic
To Defeat: Combat 12
The Water Elemental is immune to the Mental and Poison traits.
If undefeated, move to a random other location.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Monster 5
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.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Barrier 1
Barrier 2
Traits: Trap Elite
To Defeat: Dexterity Disable 8 OR Wisdom Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
Barrier 2
Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Barrier 3
Barrier C
Traits: Task Fire Elite
To Defeat: Constitution Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Barrier 4
Barrier B
Traits: Skirmish Veteran
To Defeat: Strength Melee Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Barrier 5
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.
Weapon 1
Weapon B
Traits: Bow Ranged Piercing 2-Handed Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Weapon 2
Weapon B
Traits: Firearm Ranged Piercing Swashbuckling Magic Elite
To Acquire: Dexterity Ranged Craft 8
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 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Weapon 3
Weapon C
Traits: Polearm Melee Piercing 2-Handed Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. 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 B
Traits: Sword Melee Slashing Finesse Swashbuckling Magic Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 5
Weapon 2
Traits: Firearm Ranged Piercing 2-Handed Magic Elite
To Acquire: Dexterity Ranged Craft 11
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 3d6 and the Poison 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 Arcane Healing
To Acquire: Magic Arcane Healing 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Spell B
Traits: Magic Arcane Attack Force Basic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 3
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Spell 4
Spell 1
Traits: Magic Arcane Divine Attack Elite
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 5
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Armor 1
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor 2
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
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 B
Traits: Light Armor Swashbuckling Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, 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.
Armor 4
Armor 1
Traits: Light Armor Magic Swashbuckling Elite
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
Armor C
Traits: Light Armor Swashbuckling Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Item 1
Item B
Traits: Tool Alchemical Basic
To Acquire: Ranged Intelligence Craft 6
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.
Item 2
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 3
Item B
Traits: Accessory Swashbuckling Basic
To Acquire: Charisma Dexterity 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Item 4
Item B
Traits: Tool Elite
To Acquire: Dexterity Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Item 5
Item B
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.
Ally 1
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 2
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 3
Ally B
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 4
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 5
Ally C
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessing 1
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 2
Blessing B
Traits: Divine 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 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 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.
When encountering a random ship, roll 1d13 and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.
Ship 1: Goblin Weidling - Class 0
Ship P
Class 0
To Defeat: Dexterity Stealth 5 OR Wisdom Survival 4
To Repair: Strength 4
When Encountering This Ship: Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding This Ship (Normal): Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.
When Commanding This Ship (Wrecked): When you encounter a card, all other characters at this location move to a random closed location.
If they brings a tasty goat,
Peoples welcome on our boat!
You can gain the rank of private
After teaching us to drive it.
Ship 2: Merchantman - Class 0
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
To Repair: Craft 6
When Encountering This Ship: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding This Ship (Normal): When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
When Commanding This Ship (Wrecked): If you fail to defeat a bane that has the Pirate trait, bury a card.
A plucky merchant crew considers a ship valuable when its hold is laden with precious goods. So do the pirates in Port Peril. That's one of the few ideas that unites the denizens of the Shackles.
Ship 3: Shackles Pirate Ship - Class 0
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.
Over at Rickety's Squibs, the scoundrels in the Shackles celebrate the commissioning of a new ship with resounding joy. The ship's previous owners don't share their enthusiasm.
Ship 4: Man's Promise - Class 1
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 6
When Encountering This Ship: If the check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to explore your location.
When Commanding This Ship (Wrecked): Other characters may not move or be moved from your location.
The Man's Promise is a proud three-master of Rahadoumi vintage. Like many a merchant ship before her, she's proven that any vessel in pirate waters will eventually become a pirate vessel.
Ship 5: Truewind - Class 1
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
To Repair: Craft 7
When Encountering This Ship: You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to recharge a random card from your discard pile.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.
When pirates attack your ship, this fine Absalom barque is a vessel you'll want to see. Bedecked with ballistae, it intercedes when helpless sailors are about to have their vessels plundered.
Ship 6: Devil's Pallor - Class 2
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
To Repair: Craft 6
When Encountering This Ship: If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
A Shackles drekar of ill repute, the Devil's Pallor aims its ballistae at the innocent. The hobgoblin captain Gortus Svard commands it toward depravity, mischief, and destruction.
Ship 7: Thresher - Class 2
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, bury a random card from your discard pile.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
When Commanding This Ship (Wrecked): At the start of the turn, summon and encounter the henchman Hammerhead Shark.
A junk of the Dragon Empires, Inkskin's ship is home to human and sea devil draiders alike. If you see the Thresher, look behind you—longboats full of buccaneers are already boarding your vessel.
Ship 8: 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 9: 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 10: 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 11: 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 12: 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 13: 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 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.
Turn: 3 Kasmir/khazkhaz
Top of Blessing Discard Pile:
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 Remaining: 28
Blessings Deck
Blessings Deck Card 4 - Turn 4 Balazar/TheGreatNateO
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 5 - Turn 5 Celeste/elcoderdude
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 6 - Turn 6 Bekah/Zalarian
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 7 - Turn 7 Yoon/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 8 - Turn 8 Radovan/wkover
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 9 - Turn 9 Kasmir/khazkhaz
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 10 - Turn 10 Balazar/TheGreatNateO
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 11 - Turn 11 Celeste/elcoderdude
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 12 - Turn 12 Bekah/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 13 - Turn 13 Yoon/Matsu Kurisu
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 14 - Turn 14 Radovan/wkover
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 15 - Turn 15 Kasmir/khazkhaz
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 16 - Turn 16 Balazar/TheGreatNateO
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 17 - Turn 17 Celeste/elcoderdude
Blessing 2
Traits: Divine Hshurha
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 18 - Turn 18 Bekah/Zalarian
Blessing B
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 19 - Turn 19 Yoon/Matsu Kurisu
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 20 - Turn 20 Radovan/wkover
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 21 - Turn 21 Kasmir/khazkhaz
Blessing B
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Balazar/TheGreatNateO
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Celeste/elcoderdude
Blessing B
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 24 - Turn 24 Bekah/Zalarian
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 25 - Turn 25 Yoon/Matsu Kurisu
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 26 - Turn 26 Radovan/wkover
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 27 - Turn 27 Kasmir/khazkhaz
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 28 - Turn 28 Balazar/TheGreatNateO
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 29 Celeste/elcoderdude
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 30 - Turn 30 Bekah/Zalarian
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster 1
Traits: Animal Aquatic Basic
To Defeat: Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Monster B
Traits: Animal Swarm Elite
To Defeat: Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos. A swarm of rats is significantly less cute.
Weapon B
Traits: Knife Melee Piercing Finesse Offhand Swashbuckling Elite
To Acquire: Strength Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2.
Ally B
Traits: Human Captain Pirate Basic
To Acquire: Constitution Fortitude 4 THEN Charisma Diplomacy 6
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Barrier 2
Traits: Trap Elite
To Defeat: Dexterity Disable 8 OR Wisdom Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
Monster 1
Traits: Animal Aquatic
To Defeat: Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Item B
Traits: Accessory Swashbuckling Basic
To Acquire: Charisma Dexterity 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Weapon B
Traits: Bow Ranged Piercing 2-Handed Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Barrier 1
Traits: Task Aquatic Basic
To Defeat: Strength Constitution Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
Floating Shipyard
At This Location: Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence or Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude
Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Barrier C
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
Ally 1
Traits: Human Rogue Pirate
To Acquire: Strength Melee 6 OR Charisma Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
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 B
Traits: Animal Basic
To Defeat: Combat 8 OR Dexterity Stealth 6
If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.
Spell B
Traits: Magic Arcane Attack Force Basic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell C
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 3
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.
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.
Tempest Cay
At This Location: If your ship is dealt Structural damage, increase the damage by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Monster 2
Traits: Animal Elite
To Defeat: Combat 13
The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.
Monster B
Traits: Undead Skeleton Basic
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Ally C
Traits: Animal Aquatic Basic
To Acquire: Wisdom Survival 5
Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
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.
Ally 1
Traits: Animal Aquatic
To Acquire: Wisdom Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Spell B
Traits: Magic Arcane Divine Mental Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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.
Spell C
Traits: Magic Divine Attack Fire Basic
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
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.
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.
Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Balazar/TheGreatNateO, Kasmir/khazkhaz
Weapon B
Traits: Club Melee Bludgeoning Swashbuckling Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.
Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 16 THEN Combat 18
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince.
If you fail a check to defeat Krelloort, discard your hand.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
"The treasure of Mancatcher Cove belongs to me!"
-Krelloort
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.
Barrier 1
Traits: Task Aquatic Elite
To Defeat: Constitution Fortitude 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Monster B
Traits: Undead Zombie Basic
To Defeat: Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Weapon B
Traits: Bow Ranged Piercing 2-Handed Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Item B
Traits: Accessory Magic Elite
To Acquire: Constitution Fortitude 5
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.
Ally B
Traits: Dwarf Pirate Basic
To Acquire: Charisma Diplomacy 9
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Barrier 1
Traits: Task Elite
To Defeat: Intelligence Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Item B
Traits: Tool Basic
To Acquire: Dexterity Disable 4
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Weapon B
Traits: Club Melee Bludgeoning Swashbuckling Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.
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.
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.
Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
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.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Barrier B
Traits: Cache Basic
To Defeat: Intelligence Knowledge Wisdom Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Armor B
Traits: Shield Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Item 1
Traits: Accessory Magic Elite
To Acquire: Wisdom Divine 9
Reveal this card to add 1d6 to your check against a card with the Animal trait.
Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits: Human Captain Pirate Veteran Undead
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: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Barrier 1
Traits: Trap Basic
To Defeat: Dexterity Acrobatics 9 OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
Item C
Traits: Object Liquid Basic
To Acquire: Constitution Fortitude 7 OR Craft 5
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.
Monster B
Traits: Undead Skeleton Basic
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Monster 2
Traits: Animal Elite Undead
To Defeat: Combat 13
The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic Undead
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
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.
Monster B
Traits: Human Smuggler Basic Undead
To Defeat: Combat 9
Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Ally C
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Item B
Traits: Object
To Acquire: Wisdom Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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.
Ally B
Traits: Half-Elf Bard Elite
To Acquire: Charisma Diplomacy 6
Reveal this card to avoid being moved to a location.
Discard this card to explore your location.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Monster B
Traits: Animal Elite
To Defeat: Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone. Don't make it angry.
Barrier C
Traits: Task Pirate
To Defeat: None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Ally C
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.
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.
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Sea Fort
At This Location: 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.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Bekah/Zalarian, Radovan/wkover, Yoon/Matsu Kurisu
Monster C
Traits: Outsider Elemental Incorporeal Elite
To Defeat: Combat 10
The Comozant Wyrd is immune to the Cold, Electricity, and Poison traits. All damage dealt by it is electricity damage.
If the check to defeat does not have the Magic trait, the Comozant Wyrd is undefeated.
Location: If you defeat a monster during your exploration, you may immediately explore again.
Ally 1
Traits: Animal Aquatic
To Acquire: Wisdom Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Weapon B
Traits: Sword Melee Slashing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; 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.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Location: If you defeat a monster during your exploration, you may immediately explore again.
Armor B
Traits: Light Armor Magic Swashbuckling Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor P
Traits: Shield Firearm
To Acquire: Dexterity Ranged 9 THEN Constitution Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
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.

Celeste - Robert |

Pretty sure I had a group soak both of the Pirate Captain's 2 structural damage for me recently (if not this group, then another).
Discarding Alaeron for 1 structural damage. (I should be able to recharge him when Rodrick shows up.)
We need 1 more discard for the structural damage.
<OUT OF TURN HAND UPDATE>
Hand: Force Missile, Thieves Tools, Life Drain, Mirian Rass, Blessing of Abadar, Scorching Ray
Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: Blessing available, preferrably for nasty barriers
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [ ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [x ] 7
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 ([ ] or start) of your turn, you may recharge a card to examine the top card of another location deck.

Bekah 12789 |

<OUT OF TURN HAND UPDATE>
Recharge card for inspire for Radovan's Turn
Hand: Cure, 1 BoErastil, Fox, CatONineTails
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Able to easily inspire one more time at same location. Fox is available in dire situations. Blessing is available for dire situations.
Strength d6 [ ] +1 [ ] +2
Dexterity d8 +1 [X] +2 [ ] +3
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [X] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +3
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors / Weapons
POWERS:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 ([ ]+1) to a check by another character at your location [X] or your check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
Middle {Order is not Known}: 1 BoSamurai 2 BoSamurai 3 BoSamurai Gambeson Banner Burgler Dilettante Surgeon Rage Wakizashi Besmara's Tricorne
Recharged: Lightning Touch
Discard Pile:
Buried Pile:
Season of Tapestry’s Tides Reward #3 - Sea Legs
When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

Kasmir / khazkhaz |

It is the hour of the Gods.
Kasmir explores Windward Isle. He encounters a Belaying Pin.
Strength 3: 1d4 ⇒ 4
Acquired Belaying Pin.
Discarding Blessing of the Elements to explore.
Kasmir encounters Krelloort!
Since there are other cards in the location, Krelloort goes on the bottom of the location deck, and Sea Devil Prince is summoned.
Encountering Sea Devil Prince. Kasmir has no means to defeat it so Kasmir casts Confusion. Balazar has an option to encounter the Sea Devil Prince instead.
Confusion Arcane Recharge 8: 1d10 + 2 ⇒ (2) + 2 = 4
Discarded.
End turn.
Hand: Caltrops, Conch Shell, Codex, Blessing of Pharasma, Belaying Pin,
Displayed: Snapping Turtle,
Deck: 10 Discard: 2 Buried: 0
Notes: You may use these from my hand: Blessing of Pharasma
Sideboard cards:
Dexterity d6
Constitution d6
Intelligence d10 +1
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d8
Favored Card: Blessing
Hand Size 6
Proficient with: Light Armours, Weapons
Powers:
At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 random cards from his discard pile into his deck.
When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.

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BR skizzerz wrote:The ship is pending 2 structural damage. Please resolve this damage before beginning turn 3 so I know whether or not the ship should be wrecked.Yoon discards a compass to reduce 1 Structural damage
Out of turn hand update
Hand: , Captain's Cutlass, Sword Cane, Blessing of the Spy 2, , ,
Displayed: Gambeson, , , , , ,
Deck: 10 Discard: 1 Buried: 0
Notes:
Dexterity d8 +0
Constitution d10 +1
Intelligence d6 +0
Wisdom d4 +0
Charisma d8 +0
Acrobatics: Dexterity +1
Stealth: Dexterity +2
Fortitude: Constitution +2
Favored Card: Blessing
Hand Size: 5
Proficient With: Light Armors
POWERS:
You may recharge([~] or shuffle into your deck) a blessing to add your Fortitude skill and the fire trait to your combat check. You may additionally discard any number of cards to add 1d6 ([ ] 1d8) for each card discarded.
When you are dealt Acid, Cold, Electricity or Fire damage, you may reveal a card that has a trait matching that type to reduce damage by 3.
At the end of your turn, you may recharge a blessing from your discard pile.
Player Reward 3: Grand Lodge Reward
[ ] [ ] Society Agent (Grand Lodge Faction Reward): You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Acquire an ally that lists Diplomacy in its check to acquire.
[ ] Close a location on the first turn of a scenario.

BALAZAR 341416-1002 |

Out of Turn Update
I do not encounter Sea Devil Prince

BALAZAR 341416-1002 |

Turn Order - Yoon, Radovan, Kasmir, Balazar, Celeste, Bekah
Turn 4 Blessings Discard Deck Card 4 - Blessing of Erastil
Give Card: None
Move: None
Before I Explore I will display Padrig and Gambeson, then discard Summon Minor Monster spell to put a random monster Card 1 in my hand - Vine Choker
Explore: Reveal Windward Isle Card 3 - Shackles Pirate Combat 9 +AD
For Combat I will reveal Vine Choker to use Padrig's power and I will use Bekah Blessing of Erastil to add one die.
Shackles Pirate - Combat 11: 3d10 ⇒ (9, 3, 9) = 21 - Success
Shackles Pirate is added to my hand.
I will discard my Researcher to Explore and reveal Windward Isle Card 4 - Swabbing the Decks - Constitution Fortitude 7.
I will use Celeste Blessing of Abadar to add 2 die for barrier check.
Swabbing the Decks - Constitution DC 7: 3d6 ⇒ (2, 3, 4) = 9 - Success
I will reset my hand to 6 and end my turn.
Hand: Amulet Of Life, Blessing Of The Ancients, zVine Choker AD1, Tussah Silk Coat, Detect Magic, zShackles Pirate
Displayed: Padrig, Gambeson
Deck: 10 Discard: 1 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible: I can banish a Monister for 1d4 + AD Number for someone at my location.
zVine Choker AD1, zShackles Pirate, Blessing Of The Ancients
Be sure to confirm before using card Blessing Of The Ancients and beyond
Strength d4 [ ] +1
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [X] +1 [ ] +2 [ ]+3
- Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [ ] +1 [ ] +2 [ ] +3
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [ ] 7[ ] 8
Proficient With: Light Armors
POWERS:
After you play a spell tha has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box
When you defeat a monster and would banish it, you may add it to your hand instead
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location
[ ] or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number
[X] or to recharge a spell from your discard pile.
Middle {Order is not Known}: Good Omen Black Spot Enchanted Fang Sage's Journal Clockwork Spy Blackwing Librarian Blessing Of Abadar Blessing of Pharasma Augury
Recharged: Summon Minor Monster
Discard Pile:Researcher
Buried Pile:

Celeste - Robert |

Excellent use of Abadar. That's what it's for.
On Balazar's turn, discard Abadar for his barrier check.
<PRIOR TO TURN HAND UPDATE>
Hand: Force Missile, Thieves Tools, Life Drain, Mirian Rass, Scorching Ray
Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes:
Celeste at Floating Shipyard.
Move to Tempest Cay.Explore.
Giant Wasp, monster 2.
Play Life Drain. Discard Thieves Tools for Poison bite.
Combat 13: 1d10 + 2d4 + 3 + 1d8 ⇒ (8) + (2, 3) + 3 + (3) = 19
Giant Wasp defeated.
AYA: 1 Poison damage. (Radovan, where are you?) Discard Mirian Rass.
Life Drain recharges random card (Blessing of Abadar).
By Celeste's power, shuffle Life Drain into deck.
I was trying to press and explore twice, but the Wasp took care of that.
End of turn: Recharge Force Missile to examine Sea Fort.
Sea Fort card 1: Comozant Wyrd, monster C. Incorporeal+immunities. Need Magic to defeat.
Hand: Aqueous Orb, Augury, Fiery Glare, Blessing of Abadar, Blessing of the Elements, Rodrick, Scorching Ray
Displayed:
Deck: 6 Discard: 3 Buried: 0
Notes: Blessing available. Note recharge. Preferentially save Abadar for barriers.
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [ ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [x ] 7
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 ([ ] or start) of your turn, you may recharge a card to examine the top card of another location deck.

BR skizzerz |

During This Scenario: Each player chooses a type of boon other than loot and draws 2 cards of that type from the box. Shuffle these cards together to form a single treasure stack.
When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
When you win the scenario, stash the treasure stack as plunder.
CHOOSE ANY CLASS 1 OR LOWER SHIP AS YOUR 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
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.
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.
Krelloort (Villain)
Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 16 THEN Combat 18
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince.
If you fail a check to defeat Krelloort, discard your hand.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
"The treasure of Mancatcher Cove belongs to me!"
-Krelloort
Sea Devil (Henchman)
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Sea Devil Prince (Summon)
Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 14 THEN Combat 17
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If you would fail a check to defeat the Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
"I smell your blood in the water, shorewalkers! Time to bleed some more!" -Sea Devil Prince
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.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
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.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Belaying Pin (Weapon B)
Weapon B
Traits: Club Melee Bludgeoning Swashbuckling Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.
1. Ally
(BR Only)
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1. Quarterstaff (Weapon B)
2. Dragon Pistol (Weapon B)
3. Cutlass (Weapon B)
4. Longsword (Weapon B)
5. Shock Musket +1 (Weapon 1)
6. Dragon Pistol +1 (Weapon 2)
7. Dehydrating Touch (Spell 2)
8. Rage (Spell 1)
9. Jinx Eater (Ally B)
10. Fox (Ally C)
11. Blessing of Milani (Blessing B)
12. Blessing of the Gods (Blessing C)
Monster 1
Monster B
Traits: Merfolk Aquatic Basic
To Defeat: Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Monster 2
Monster C
Traits: Animal Aquatic Elite
To Defeat: Combat 13
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
This reptile lunges out of the placid water with shocking speed.
Monster 3
Monster C
Traits: Elemental Aquatic Basic
To Defeat: Combat 12
The Water Elemental is immune to the Mental and Poison traits.
If undefeated, move to a random other location.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Monster 4
Monster C
Traits: Giant Ogre Aquatic
To Defeat: Combat 14
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Barrier 1
Barrier 2
Traits: Trap Elite
To Defeat: Dexterity Disable 8 OR Wisdom Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
Barrier 2
Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Barrier 3
Barrier C
Traits: Task Fire Elite
To Defeat: Constitution Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Barrier 4
Barrier B
Traits: Skirmish Veteran
To Defeat: Strength Melee Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Barrier 5
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.
Weapon 1
Weapon B
Traits: Bow Ranged Piercing 2-Handed Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Weapon 2
Weapon B
Traits: Firearm Ranged Piercing Swashbuckling Magic Elite
To Acquire: Dexterity Ranged Craft 8
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 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Weapon 3
Weapon C
Traits: Polearm Melee Piercing 2-Handed Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. 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 B
Traits: Sword Melee Slashing Finesse Swashbuckling Magic Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 5
Weapon 2
Traits: Firearm Ranged Piercing 2-Handed Magic Elite
To Acquire: Dexterity Ranged Craft 11
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 3d6 and the Poison 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 Arcane Healing
To Acquire: Magic Arcane Healing 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Spell B
Traits: Magic Arcane Attack Force Basic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 3
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Spell 4
Spell 1
Traits: Magic Arcane Divine Attack Elite
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 5
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Armor 1
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor 2
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
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 B
Traits: Light Armor Swashbuckling Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, 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.
Armor 4
Armor 1
Traits: Light Armor Magic Swashbuckling Elite
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
Armor C
Traits: Light Armor Swashbuckling Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Item 1
Item B
Traits: Tool Alchemical Basic
To Acquire: Ranged Intelligence Craft 6
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.
Item 2
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 3
Item B
Traits: Accessory Swashbuckling Basic
To Acquire: Charisma Dexterity 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Item 4
Item B
Traits: Tool Elite
To Acquire: Dexterity Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Item 5
Item B
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.
Ally 1
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 2
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 3
Ally B
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 4
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 5
Ally C
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessing 1
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 2
Blessing B
Traits: Divine 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 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 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.
When encountering a random ship, roll 1d13 and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.
Ship 1: Goblin Weidling - Class 0
Ship P
Class 0
To Defeat: Dexterity Stealth 5 OR Wisdom Survival 4
To Repair: Strength 4
When Encountering This Ship: Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding This Ship (Normal): Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.
When Commanding This Ship (Wrecked): When you encounter a card, all other characters at this location move to a random closed location.
If they brings a tasty goat,
Peoples welcome on our boat!
You can gain the rank of private
After teaching us to drive it.
Ship 2: Merchantman - Class 0
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
To Repair: Craft 6
When Encountering This Ship: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding This Ship (Normal): When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
When Commanding This Ship (Wrecked): If you fail to defeat a bane that has the Pirate trait, bury a card.
A plucky merchant crew considers a ship valuable when its hold is laden with precious goods. So do the pirates in Port Peril. That's one of the few ideas that unites the denizens of the Shackles.
Ship 3: Shackles Pirate Ship - Class 0
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.
Over at Rickety's Squibs, the scoundrels in the Shackles celebrate the commissioning of a new ship with resounding joy. The ship's previous owners don't share their enthusiasm.
Ship 4: Man's Promise - Class 1
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 6
When Encountering This Ship: If the check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to explore your location.
When Commanding This Ship (Wrecked): Other characters may not move or be moved from your location.
The Man's Promise is a proud three-master of Rahadoumi vintage. Like many a merchant ship before her, she's proven that any vessel in pirate waters will eventually become a pirate vessel.
Ship 5: Truewind - Class 1
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
To Repair: Craft 7
When Encountering This Ship: You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to recharge a random card from your discard pile.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.
When pirates attack your ship, this fine Absalom barque is a vessel you'll want to see. Bedecked with ballistae, it intercedes when helpless sailors are about to have their vessels plundered.
Ship 6: Devil's Pallor - Class 2
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
To Repair: Craft 6
When Encountering This Ship: If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
A Shackles drekar of ill repute, the Devil's Pallor aims its ballistae at the innocent. The hobgoblin captain Gortus Svard commands it toward depravity, mischief, and destruction.
Ship 7: Thresher - Class 2
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, bury a random card from your discard pile.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
When Commanding This Ship (Wrecked): At the start of the turn, summon and encounter the henchman Hammerhead Shark.
A junk of the Dragon Empires, Inkskin's ship is home to human and sea devil draiders alike. If you see the Thresher, look behind you—longboats full of buccaneers are already boarding your vessel.
Ship 8: 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 9: 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 10: 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 11: 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 12: 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 13: 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 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.
Turn: 5 Celeste/elcoderdude
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: 25
Blessings Deck
Blessings Deck Card 6 - Turn 6 Bekah/Zalarian
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 7 - Turn 7 Yoon/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 8 - Turn 8 Radovan/wkover
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 9 - Turn 9 Kasmir/khazkhaz
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 10 - Turn 10 Balazar/TheGreatNateO
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 11 - Turn 11 Celeste/elcoderdude
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 12 - Turn 12 Bekah/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 13 - Turn 13 Yoon/Matsu Kurisu
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 14 - Turn 14 Radovan/wkover
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 15 - Turn 15 Kasmir/khazkhaz
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 16 - Turn 16 Balazar/TheGreatNateO
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 17 - Turn 17 Celeste/elcoderdude
Blessing 2
Traits: Divine Hshurha
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 18 - Turn 18 Bekah/Zalarian
Blessing B
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 19 - Turn 19 Yoon/Matsu Kurisu
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 20 - Turn 20 Radovan/wkover
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 21 - Turn 21 Kasmir/khazkhaz
Blessing B
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Balazar/TheGreatNateO
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Celeste/elcoderdude
Blessing B
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 24 - Turn 24 Bekah/Zalarian
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 25 - Turn 25 Yoon/Matsu Kurisu
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 26 - Turn 26 Radovan/wkover
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 27 - Turn 27 Kasmir/khazkhaz
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 28 - Turn 28 Balazar/TheGreatNateO
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 29 Celeste/elcoderdude
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 30 - Turn 30 Bekah/Zalarian
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster 1
Traits: Animal Aquatic Basic
To Defeat: Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Monster B
Traits: Animal Swarm Elite
To Defeat: Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos. A swarm of rats is significantly less cute.
Weapon B
Traits: Knife Melee Piercing Finesse Offhand Swashbuckling Elite
To Acquire: Strength Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2.
Ally B
Traits: Human Captain Pirate Basic
To Acquire: Constitution Fortitude 4 THEN Charisma Diplomacy 6
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Barrier 2
Traits: Trap Elite
To Defeat: Dexterity Disable 8 OR Wisdom Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
Monster 1
Traits: Animal Aquatic
To Defeat: Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Item B
Traits: Accessory Swashbuckling Basic
To Acquire: Charisma Dexterity 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Weapon B
Traits: Bow Ranged Piercing 2-Handed Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Barrier 1
Traits: Task Aquatic Basic
To Defeat: Strength Constitution Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
Floating Shipyard
At This Location: Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence or Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude
Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Barrier C
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
Ally 1
Traits: Human Rogue Pirate
To Acquire: Strength Melee 6 OR Charisma Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
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 B
Traits: Animal Basic
To Defeat: Combat 8 OR Dexterity Stealth 6
If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.
Spell B
Traits: Magic Arcane Attack Force Basic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell C
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 3
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.
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.
Tempest Cay
At This Location: If your ship is dealt Structural damage, increase the damage by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Monster 2
Traits: Animal Elite
To Defeat: Combat 13
The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.
Monster B
Traits: Undead Skeleton Basic
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Ally C
Traits: Animal Aquatic Basic
To Acquire: Wisdom Survival 5
Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
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.
Ally 1
Traits: Animal Aquatic
To Acquire: Wisdom Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Spell B
Traits: Magic Arcane Divine Mental Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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.
Spell C
Traits: Magic Divine Attack Fire Basic
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
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.
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.
Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Balazar/TheGreatNateO, Kasmir/khazkhaz
Monster B
Traits: Undead Zombie Basic
To Defeat: Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.
Weapon B
Traits: Bow Ranged Piercing 2-Handed Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Item B
Traits: Accessory Magic Elite
To Acquire: Constitution Fortitude 5
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.
Ally B
Traits: Dwarf Pirate Basic
To Acquire: Charisma Diplomacy 9
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Barrier 1
Traits: Task Elite
To Defeat: Intelligence Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Item B
Traits: Tool Basic
To Acquire: Dexterity Disable 4
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 16 THEN Combat 18
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince.
If you fail a check to defeat Krelloort, discard your hand.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
"The treasure of Mancatcher Cove belongs to me!"
-Krelloort
Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Weapon B
Traits: Club Melee Bludgeoning Swashbuckling Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.
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.
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.
Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
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.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Barrier B
Traits: Cache Basic
To Defeat: Intelligence Knowledge Wisdom Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Armor B
Traits: Shield Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Item 1
Traits: Accessory Magic Elite
To Acquire: Wisdom Divine 9
Reveal this card to add 1d6 to your check against a card with the Animal trait.
Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits: Human Captain Pirate Veteran Undead
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: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Barrier 1
Traits: Trap Basic
To Defeat: Dexterity Acrobatics 9 OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
Item C
Traits: Object Liquid Basic
To Acquire: Constitution Fortitude 7 OR Craft 5
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.
Monster B
Traits: Undead Skeleton Basic
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Monster 2
Traits: Animal Elite Undead
To Defeat: Combat 13
The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic Undead
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
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.
Monster B
Traits: Human Smuggler Basic Undead
To Defeat: Combat 9
Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Ally C
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Item B
Traits: Object
To Acquire: Wisdom Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 3 Bl: 2 ?: 1
Located/Displayed Here: None
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.
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.
Ally B
Traits: Half-Elf Bard Elite
To Acquire: Charisma Diplomacy 6
Reveal this card to avoid being moved to a location.
Discard this card to explore your location.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Monster B
Traits: Animal Elite
To Defeat: Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone. Don't make it angry.
Barrier C
Traits: Task Pirate
To Defeat: None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Ally C
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.
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.
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Sea Fort
At This Location: 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.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Bekah/Zalarian, Radovan/wkover, Yoon/Matsu Kurisu
Monster C
Traits: Outsider Elemental Incorporeal Elite
To Defeat: Combat 10
The Comozant Wyrd is immune to the Cold, Electricity, and Poison traits. All damage dealt by it is electricity damage.
If the check to defeat does not have the Magic trait, the Comozant Wyrd is undefeated.
Location: If you defeat a monster during your exploration, you may immediately explore again.
Ally 1
Traits: Animal Aquatic
To Acquire: Wisdom Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Weapon B
Traits: Sword Melee Slashing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; 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.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Location: If you defeat a monster during your exploration, you may immediately explore again.
Armor B
Traits: Light Armor Magic Swashbuckling Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor P
Traits: Shield Firearm
To Acquire: Dexterity Ranged 9 THEN Constitution Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
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.

Bekah 12789 |

<OUT OF TURN UPDATE> Recharge Blessing of Erastil
Turn 6 Blessing of the Gods
Use Power to put Fox on Top to draw Blessing of Erastil into hand
Give Card: None
Move: Sea Fort -> Windward Isle
Draw card due to location power: Fox
Explore Windward Isle Card 1: zombie. reveal scourge
Cat of Nine Tails DC9: 3d4 + 1d8 + 2 ⇒ (4, 2, 2) + (7) + 2 = 17
Cast Cure on Kasmir
Cure 1d4+1 Cards: 1d4 + 1 ⇒ (4) + 1 = 5
Recharge Cure Spell DC 8: 1d8 + 2 ⇒ (5) + 2 = 7 Discarded
Discard Blessing of Erastil to Explore again. Windward Isle Card 2: Shortbow
Dexterity Check: 1d8 + 1 ⇒ (8) + 1 = 9 Acquired
Reset Hand and End Turn
Recap: Cards 1 and 2 of Windward Isle have been handled.
Kasmir has been fully healed
Hand: zShortbow, Dilettante, Fox, 2 BoSamurai, CatONineTails
Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Able to inspire once at same location. Fox is available. Blessing is available for dire situations and/or melee/ranged.
Strength d6 [ ] +1 [ ] +2
Dexterity d8 +1 [X] +2 [ ] +3
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [X] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +3
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors / Weapons
POWERS:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 ([ ]+1) to a check by another character at your location [X] or your check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
Middle {Order is not Known}: 1 BoSamurai 3 BoSamurai Gambeson Banner Burgler Surgeon Rage Wakizashi Besmara's Tricorne
Recharged: Lightning Touch
Discard Pile:
Buried Pile:
Season of Tapestry’s Tides Reward #3 - Sea Legs
When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

Bekah 12789 |

Celeste's keen eye spots an incorporeal entity wandering the sea fort and so Bekah thought it best to use a small vessel to go over to the Windward Isle with Balazar and Kasmir. A bloated zombie was wandering around the dock area of the Isle that Bekah used the small ship to ram it to the ground and finished it off with her whip. After getting the update on the sighting of Krelloort, Bekah looked around the nearby shops and picked up a bow to use. She is pretty sure pirates will be soon on the horizon.

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Yoon - 7 Blessing of Erastil
Staying at Sea Fort.
Free explore=1: Comozant Wyrd. Combat 10. Need Magic to defeat.
Reveal Captain's Cutlass 1d6+1d6+1 and MAGIC. Recharge Fort Power(Blessing of the Spy 2) +1d10+1+2. DC +4 as Yoon does not have Weapon proficiency
Combat 14(10+4): 1d6 + 1d6 + 1 + 1d10 + 1 + 2 ⇒ (6) + (5) + 1 + (3) + 1 + 2 = 18 = Card banished. Defeated with magic.
Location explore=2: Coral Capuchin. Wisdom 6.
TURN PAUSED. Waiting for feedback as to spend resources or not.
TURN Continued. Yes, attempt to acquire.
Wisdom 6. 1d4, recharge Bekah's Fox +1d4, discard Bekah's 2 BoSamurai +1d4
Wisdom 6: 1d4 + 1d4 + 1d4 ⇒ (4) + (2) + (4) = 10- Acquired
End of Turn. Draw up Blessing of the Spy, Blessing of the Gods
Hand: Sword Cane, Captain's Cutlass, Coral Capuchin, Blessing of the Spy, Blessing of the Gods, ,
Displayed: Gambeson, , , , , ,
Deck: 9 Discard: 1 Buried: 0
Notes:
Dexterity d8 +0
Constitution d10 +1
Intelligence d6 +0
Wisdom d4 +0
Charisma d8 +0
Acrobatics: Dexterity +1
Stealth: Dexterity +2
Fortitude: Constitution +2
Favored Card: Blessing
Hand Size: 5
Proficient With: Light Armors
POWERS:
You may recharge([~] or shuffle into your deck) a blessing to add your Fortitude skill and the fire trait to your combat check. You may additionally discard any number of cards to add 1d6 ([ ] 1d8) for each card discarded.
When you are dealt Acid, Cold, Electricity or Fire damage, you may reveal a card that has a trait matching that type to reduce damage by 3.
At the end of your turn, you may recharge a blessing from your discard pile.
Player Reward 3: Grand Lodge Reward
[ ] [ ] Society Agent (Grand Lodge Faction Reward): You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Acquire an ally that lists Diplomacy in its check to acquire.
[ ] Close a location on the first turn of a scenario.

Bekah 12789 |

<OUT OF TURN UPDATE>
Hand: zShortbow, Dilettante, CatONineTails
Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes: Able to inspire once at same location.
Strength d6 [ ] +1 [ ] +2
Dexterity d8 +1 [X] +2 [ ] +3
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [X] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +3
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors / Weapons
POWERS:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 ([ ]+1) to a check by another character at your location [X] or your check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
Middle {Order is not Known}: 1 BoSamurai 3 BoSamurai Gambeson Banner Burgler Surgeon Rage Wakizashi Besmara's Tricorne
Recharged: Lightning Touch, Fox
Discard Pile:
Buried Pile:
Season of Tapestry’s Tides Reward #3 - Sea Legs
When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

wkover - Radovan |

Rumors of flesh fiends are spreading, so Radovan sails in the direction of the unnatural activity to stir the pot - as it were.
Move to Cannibal Isle and explore. Who named that island, anyway? Not the best advertisement for tourists.
A muffled cry carries across the water as Radovan approaches in a borrowed skiff. Everyone deserves to eat, but not everyone deserves to be eaten.
Hey, an Ally 2!
Dip 7 to acquire Royster w/ my BoG: 2d8 + 2 ⇒ (4, 3) + 2 = 9
Ally acquired, discarded to explore again.
Rescued, Royster recovers his wits and vows to free the other captives. He takes note of the wind and smoke, and puts his tracker skills to use. Emerging from the trees, we spy trouble: The locals have hired freebooters as first-line defenders, as we stumble across a marine setting up camp.
Combat 10 (8+2) vs. marine w/ rapier: 1d8 + 3d4 + 3 ⇒ (2) + (2, 1, 2) + 3 = 10
Marine defeated. Discard BoElements to explore again.
Another would-be meal in need of rescue: an artist, now pale and injured.
Dip 6 to acquire Singer: 1d8 + 2 ⇒ (4) + 2 = 6
Our list of good deeds grows. The singer is sent on her way, and the tracking continues. Singer discarded to explore again. Henchman! I'll need some support with this one.
Combat 13 w/ discarded sword + recharging Celeste's BoElements (fire trait): 2d8 + 2d6 + 4 ⇒ (1, 1) + (3, 2) + 4 = 11
Wow, that was... unlikely. Average on those dice is 20! Sea Devil undefeated. Take 2 combat damage, so forced to discard hand. 1d4 cards discarded from Loot pile: 1d4 ⇒ 1 Sea Devil shuffled back into Cannibal Isle. Because I took damage, I display monster - Merfolk B - beside Norge form. When I reset hand, Dandy Brute is buried due to location effect. Remaining hand:
Hand: B of Abadar, Rapier 1, Thieves' Tools, Captain's Cutlass,
Displayed: Norge and Quang forms; Norge display: monsters [1 lvlB]; Quang display: boons + monsters []; Viridio display: monsters [] {only 2 forms active},
Deck: 5 Discard: 6 Buried: 1
Notes: Reminder: Local chararacters have poison, fire, ranged combat damage reduced by 1.
Sideboard cards:
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armor, Weapons
Powers:
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, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1.
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#.
Convention Player Reward: Concordance Faction
[][] You may check a box that predeces 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:
[] 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.
Die Bumps: 1

Celeste - Robert |

Those dice do average 20, by my calculation, and yeah, that's a shockingly bad roll. (Pathfinder Adventures-level bad, I'd say.)
Ouch.
<OUT OF TURN HAND UPDATE>
Hand: Aqueous Orb, Augury, Fiery Glare, Blessing of Abadar, Rodrick, Scorching Ray
Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes: Blessing available. Note recharge. Preferentially save Abadar for barriers.
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [ ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [x ] 7
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 ([ ] or start) of your turn, you may recharge a card to examine the top card of another location deck.

wkover - Radovan |

OOT hand update. Forgot to include acquired cards in posting.
Hand: B of Abadar, Rapier 1, Thieves' Tools, Captain's Cutlass,
Displayed: Norge and Quang forms; Norge display: monsters [1 lvlB]; Quang display: boons + monsters []; Viridio display: monsters [] {only 2 forms active},
Deck: 5 Discard: 8 Buried: 1
Notes: Local chararacters have poison, fire, ranged combat damage reduced by 1.
Sideboard cards:
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armor, Weapons
Powers:
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, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1.
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#.
Convention Player Reward: Concordance Faction
[][] You may check a box that predeces 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:
[] 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.
Die Bumps: 1

Kasmir / khazkhaz |

It is the hour of the Gods.
Kasmir resumes exploring the Windward Isle.
Kasmir finds an Amulet of Fortitude.
Fortitude 5: 1d6 + 2 ⇒ (1) + 2 = 3
Not acquired.
Discarding Conch Shell to examine another location. Balazar is up next but since he's at my location I'll examine Tempest Cay instead where Celeste is. There's a Skeleton on top.
Conch Shell Perception Recharge 7: 1d8 + 2 ⇒ (4) + 2 = 6
At the end of my turn, discarding Belaying Pin to heal Bekah.
Shuffle X cards from Beka's discard: 1d4 ⇒ 2
Hand: Caltrops, Black Spot, Codex, Blessing of Pharasma, Frostbite, Amulet of Life,
Displayed: Snapping Turtle,
Deck: 8 Discard: 2 Buried: 0
Notes: You may use these from my hand: Blessing of Pharasma, Black Spot (reduce combat difficulty by 3).
Sideboard cards:
Dexterity d6
Constitution d6
Intelligence d10 +1
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d8
Favored Card: Blessing
Hand Size 6
Proficient with: Light Armours, Weapons
Powers:
At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 random cards from his discard pile into his deck.
When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
When you attempt a check to acquire or would banish a card that has the Healing trait, you may recharge a spell to gain the skill Divine: Intelligence +0
Cohort: Snapping Turtle
Display this card. While displayed, gain the skills Fortitude: Consitution +2 and Arcane: Intelligence +2.
While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4, or to 0 if you have a role card.

Bekah 12789 |

Posting Hand after Kasmir cured 2 cards (cure and Erastil)
Hand: zShortbow, Dilettante, CatONineTails
Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes: Able to inspire once at same location.
Strength d6 [ ] +1 [ ] +2
Dexterity d8 +1 [X] +2 [ ] +3
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [X] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +3
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors / Weapons
POWERS:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 ([ ]+1) to a check by another character at your location [X] or your check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
Middle {Order is not Known}: 1 BoErastil 1 BoSamurai 3 BoSamurai Gambeson Banner Burgler Surgeon Lightning Touch Cure Rage Wakizashi Fox Besmara's Tricorne
Recharged:
Discard Pile:
Buried Pile:
Season of Tapestry’s Tides Reward #3 - Sea Legs
When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

BR skizzerz |

Banishing 1 random card from Treasure Stack: 1d12 ⇒ 7 - Dehydrating Touch (Spell 2) :(
During This Scenario: Each player chooses a type of boon other than loot and draws 2 cards of that type from the box. Shuffle these cards together to form a single treasure stack.
When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
When you win the scenario, stash the treasure stack as plunder.
CHOOSE ANY CLASS 1 OR LOWER SHIP AS YOUR 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
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.
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.
Krelloort (Villain)
Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 16 THEN Combat 18
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince.
If you fail a check to defeat Krelloort, discard your hand.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
"The treasure of Mancatcher Cove belongs to me!"
-Krelloort
Sea Devil (Henchman)
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Sea Devil Prince (Summon)
Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 14 THEN Combat 17
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If you would fail a check to defeat the Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
"I smell your blood in the water, shorewalkers! Time to bleed some more!" -Sea Devil Prince
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.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
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.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Belaying Pin (Weapon B)
Weapon B
Traits: Club Melee Bludgeoning Swashbuckling Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.
Chanty Singer (Ally B)
Ally B
Traits: Half-Elf Bard Elite
To Acquire: Charisma Diplomacy 6
Reveal this card to avoid being moved to a location.
Discard this card to explore your location.
Coral Capuchin (Ally 1)
Ally 1
Traits: Animal Aquatic
To Acquire: Wisdom Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Royster McCleagh (Ally 2)
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.
Shortbow (Weapon B)
Weapon B
Traits: Bow Ranged Piercing 2-Handed Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
1. Ally
(BR Only)
A2kb19xSzvGCDiVgZibRDz7OxIDEyQ0ZNuCUJWGDYHJTZeIQ
1. Quarterstaff (Weapon B)
2. Dragon Pistol (Weapon B)
3. Cutlass (Weapon B)
4. Longsword (Weapon B)
5. Shock Musket +1 (Weapon 1)
6. Dragon Pistol +1 (Weapon 2)
7. Rage (Spell 1)
8. Jinx Eater (Ally B)
9. Fox (Ally C)
10. Blessing of Milani (Blessing B)
11. Blessing of the Gods (Blessing C)
Monster 1
Monster B
Traits: Merfolk Aquatic Basic
To Defeat: Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Monster 2
Monster C
Traits: Animal Aquatic Elite
To Defeat: Combat 13
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
This reptile lunges out of the placid water with shocking speed.
Monster 3
Monster C
Traits: Elemental Aquatic Basic
To Defeat: Combat 12
The Water Elemental is immune to the Mental and Poison traits.
If undefeated, move to a random other location.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Monster 4
Monster C
Traits: Giant Ogre Aquatic
To Defeat: Combat 14
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Barrier 1
Barrier 2
Traits: Trap Elite
To Defeat: Dexterity Disable 8 OR Wisdom Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
Barrier 2
Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Barrier 3
Barrier C
Traits: Task Fire Elite
To Defeat: Constitution Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Barrier 4
Barrier B
Traits: Skirmish Veteran
To Defeat: Strength Melee Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Barrier 5
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.
Weapon 1
Weapon B
Traits: Bow Ranged Piercing 2-Handed Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Weapon 2
Weapon B
Traits: Firearm Ranged Piercing Swashbuckling Magic Elite
To Acquire: Dexterity Ranged Craft 8
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 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Weapon 3
Weapon C
Traits: Polearm Melee Piercing 2-Handed Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. 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 B
Traits: Sword Melee Slashing Finesse Swashbuckling Magic Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 5
Weapon 2
Traits: Firearm Ranged Piercing 2-Handed Magic Elite
To Acquire: Dexterity Ranged Craft 11
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 3d6 and the Poison 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 Arcane Healing
To Acquire: Magic Arcane Healing 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Spell B
Traits: Magic Arcane Attack Force Basic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 3
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Spell 4
Spell 1
Traits: Magic Arcane Divine Attack Elite
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 5
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Armor 1
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor 2
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
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 B
Traits: Light Armor Swashbuckling Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, 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.
Armor 4
Armor 1
Traits: Light Armor Magic Swashbuckling Elite
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
Armor C
Traits: Light Armor Swashbuckling Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Item 1
Item B
Traits: Tool Alchemical Basic
To Acquire: Ranged Intelligence Craft 6
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.
Item 2
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 3
Item B
Traits: Accessory Swashbuckling Basic
To Acquire: Charisma Dexterity 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Item 4
Item B
Traits: Tool Elite
To Acquire: Dexterity Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Item 5
Item B
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.
Ally 1
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 2
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 3
Ally B
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 4
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 5
Ally C
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessing 1
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 2
Blessing B
Traits: Divine 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 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 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.
When encountering a random ship, roll 1d13 and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.
Ship 1: Goblin Weidling - Class 0
Ship P
Class 0
To Defeat: Dexterity Stealth 5 OR Wisdom Survival 4
To Repair: Strength 4
When Encountering This Ship: Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding This Ship (Normal): Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.
When Commanding This Ship (Wrecked): When you encounter a card, all other characters at this location move to a random closed location.
If they brings a tasty goat,
Peoples welcome on our boat!
You can gain the rank of private
After teaching us to drive it.
Ship 2: Merchantman - Class 0
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
To Repair: Craft 6
When Encountering This Ship: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding This Ship (Normal): When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
When Commanding This Ship (Wrecked): If you fail to defeat a bane that has the Pirate trait, bury a card.
A plucky merchant crew considers a ship valuable when its hold is laden with precious goods. So do the pirates in Port Peril. That's one of the few ideas that unites the denizens of the Shackles.
Ship 3: Shackles Pirate Ship - Class 0
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.
Over at Rickety's Squibs, the scoundrels in the Shackles celebrate the commissioning of a new ship with resounding joy. The ship's previous owners don't share their enthusiasm.
Ship 4: Man's Promise - Class 1
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 6
When Encountering This Ship: If the check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to explore your location.
When Commanding This Ship (Wrecked): Other characters may not move or be moved from your location.
The Man's Promise is a proud three-master of Rahadoumi vintage. Like many a merchant ship before her, she's proven that any vessel in pirate waters will eventually become a pirate vessel.
Ship 5: Truewind - Class 1
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
To Repair: Craft 7
When Encountering This Ship: You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to recharge a random card from your discard pile.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.
When pirates attack your ship, this fine Absalom barque is a vessel you'll want to see. Bedecked with ballistae, it intercedes when helpless sailors are about to have their vessels plundered.
Ship 6: Devil's Pallor - Class 2
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
To Repair: Craft 6
When Encountering This Ship: If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
A Shackles drekar of ill repute, the Devil's Pallor aims its ballistae at the innocent. The hobgoblin captain Gortus Svard commands it toward depravity, mischief, and destruction.
Ship 7: Thresher - Class 2
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, bury a random card from your discard pile.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
When Commanding This Ship (Wrecked): At the start of the turn, summon and encounter the henchman Hammerhead Shark.
A junk of the Dragon Empires, Inkskin's ship is home to human and sea devil draiders alike. If you see the Thresher, look behind you—longboats full of buccaneers are already boarding your vessel.
Ship 8: 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 9: 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 10: 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 11: 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 12: 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 13: 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 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.
Turn: 10 Balazar/TheGreatNateO
Top of Blessing Discard Pile:
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 Remaining: 20
Blessings Deck
Blessings Deck Card 11 - Turn 11 Celeste/elcoderdude
Blessing C
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 12 - Turn 12 Bekah/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 13 - Turn 13 Yoon/Matsu Kurisu
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 14 - Turn 14 Radovan/wkover
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 15 - Turn 15 Kasmir/khazkhaz
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 16 - Turn 16 Balazar/TheGreatNateO
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 17 - Turn 17 Celeste/elcoderdude
Blessing 2
Traits: Divine Hshurha
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 18 - Turn 18 Bekah/Zalarian
Blessing B
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 19 - Turn 19 Yoon/Matsu Kurisu
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 20 - Turn 20 Radovan/wkover
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 21 - Turn 21 Kasmir/khazkhaz
Blessing B
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Balazar/TheGreatNateO
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Celeste/elcoderdude
Blessing B
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 24 - Turn 24 Bekah/Zalarian
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 25 - Turn 25 Yoon/Matsu Kurisu
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 26 - Turn 26 Radovan/wkover
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 27 - Turn 27 Kasmir/khazkhaz
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 28 - Turn 28 Balazar/TheGreatNateO
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 29 Celeste/elcoderdude
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 30 - Turn 30 Bekah/Zalarian
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster 1
Traits: Animal Aquatic Basic
To Defeat: Combat 10
All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Monster B
Traits: Animal Swarm Elite
To Defeat: Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos. A swarm of rats is significantly less cute.
Weapon B
Traits: Knife Melee Piercing Finesse Offhand Swashbuckling Elite
To Acquire: Strength Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2.
Ally B
Traits: Human Captain Pirate Basic
To Acquire: Constitution Fortitude 4 THEN Charisma Diplomacy 6
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Barrier 2
Traits: Trap Elite
To Defeat: Dexterity Disable 8 OR Wisdom Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
Monster 1
Traits: Animal Aquatic
To Defeat: Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Item B
Traits: Accessory Swashbuckling Basic
To Acquire: Charisma Dexterity 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Weapon B
Traits: Bow Ranged Piercing 2-Handed Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Barrier 1
Traits: Task Aquatic Basic
To Defeat: Strength Constitution Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
Floating Shipyard
At This Location: Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence or Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Barrier C
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
Ally 1
Traits: Human Rogue Pirate
To Acquire: Strength Melee 6 OR Charisma Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
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 B
Traits: Animal Basic
To Defeat: Combat 8 OR Dexterity Stealth 6
If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.
Spell B
Traits: Magic Arcane Attack Force Basic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell C
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 3
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.
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.
Tempest Cay
At This Location: If your ship is dealt Structural damage, increase the damage by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude
Monster B
Traits: Undead Skeleton Basic
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Ally C
Traits: Animal Aquatic Basic
To Acquire: Wisdom Survival 5
Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
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.
Ally 1
Traits: Animal Aquatic
To Acquire: Wisdom Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Spell B
Traits: Magic Arcane Divine Mental Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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.
Spell C
Traits: Magic Divine Attack Fire Basic
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
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.
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.
Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Balazar/TheGreatNateO, Bekah/Zalarian, Kasmir/khazkhaz
Ally B
Traits: Dwarf Pirate Basic
To Acquire: Charisma Diplomacy 9
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Barrier 1
Traits: Task Elite
To Defeat: Intelligence Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Item B
Traits: Tool Basic
To Acquire: Dexterity Disable 4
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 16 THEN Combat 18
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince.
If you fail a check to defeat Krelloort, discard your hand.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
"The treasure of Mancatcher Cove belongs to me!"
-Krelloort
Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Weapon B
Traits: Club Melee Bludgeoning Swashbuckling Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.
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.
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.
Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
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.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Barrier B
Traits: Cache Basic
To Defeat: Intelligence Knowledge Wisdom Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Armor B
Traits: Shield Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Item 1
Traits: Accessory Magic Elite
To Acquire: Wisdom Divine 9
Reveal this card to add 1d6 to your check against a card with the Animal trait.
Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits: Human Captain Pirate Veteran Undead
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: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Barrier 1
Traits: Trap Basic
To Defeat: Dexterity Acrobatics 9 OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
Item C
Traits: Object Liquid Basic
To Acquire: Constitution Fortitude 7 OR Craft 5
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.
Monster B
Traits: Undead Skeleton Basic
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Monster 2
Traits: Animal Elite Undead
To Defeat: Combat 13
The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic Undead
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
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.
Monster B
Traits: Human Smuggler Basic Undead
To Defeat: Combat 9
Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Ally C
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Item B
Traits: Object
To Acquire: Wisdom Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Radovan/wkover
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 B
Traits: Animal Elite
To Defeat: Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone. Don't make it angry.
Ally C
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.
Barrier C
Traits: Task Pirate
To Defeat: None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Sea Fort
At This Location: 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.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Yoon/Matsu Kurisu
Weapon B
Traits: Sword Melee Slashing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; 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.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Location: If you defeat a monster during your exploration, you may immediately explore again.
Armor B
Traits: Light Armor Magic Swashbuckling Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor P
Traits: Shield Firearm
To Acquire: Dexterity Ranged 9 THEN Constitution Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
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.

BALAZAR 341416-1002 |

Turn Order - Yoon, Radovan, Kasmir, Balazar, Celeste, Bekah
Turn 10 Blessings Discard Deck - Blessing of the Gods
Give Card: None
Move: Windward Isle -> Cannibal Isle
Explore: Reveal Cannibal Isle Card 1 - Port Peril Corsair DC 19
Port Peril Corsair Combat Damage: 1d4 - 1 ⇒ (1) - 1 = 0 - 0 Damadge
I will Use Padrig and Display zVine Choker AD1, then Banish it to use 2d10 + 1d4 + 1, I will also Recharge my Blessing of the Ancients for 1 die. I will also need to use Kasmir - Black Spot to lower DC.
Port Peril Corsair - Combat DC 16: 3d10 + 1d4 + 1 ⇒ (7, 1, 6) + (3) + 1 = 18 - Success
Port Peril Corsair is added to my hand
Hand is at 6 and I will end my turn
Hand: Amulet Of Life, Clockwork Spy, zPort Peril Corsair AD 2, Tussah Silk Coat, Detect Magic, zShackles Pirate
Displayed: Padrig, Gambeson
Deck: 10 Discard: 1 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible: I can banish a Monister for 1d4 + AD Number for someone at my location.
zPort Peril Corsair AD 2, zShackles Pirate
Strength d4 [ ] +1
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [X] +1 [ ] +2 [ ]+3
- Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [ ] +1 [ ] +2 [ ] +3
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [ ] 7[ ] 8
Proficient With: Light Armors
POWERS:
After you play a spell tha has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box
When you defeat a monster and would banish it, you may add it to your hand instead
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location
[ ] or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number
[X] or to recharge a spell from your discard pile.
Middle {Order is not Known}: Good Omen Black Spot Enchanted Fang Sage's Journal Blackwing Librarian Blessing Of Abadar Blessing of Pharasma Augury
Recharged: Summon Minor Monster, Blessing Of The Ancients
Discard Pile:Researcher
Buried Pile:

Kasmir / khazkhaz |

Out of turn update
Black Spot Recharge 6: 1d10 + 3 ⇒ (2) + 3 = 5
Hand: Caltrops, Codex, Blessing of Pharasma, Frostbite, Amulet of Life,
Displayed: Snapping Turtle,
Deck: 8 Discard: 3 Buried: 0
Notes: You may use these from my hand: Blessing of Pharasma
Sideboard cards:
Dexterity d6
Constitution d6
Intelligence d10 +1
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d8
Favored Card: Blessing
Hand Size 6
Proficient with: Light Armours, Weapons
Powers:
At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 random cards from his discard pile into his deck.
When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
When you attempt a check to acquire or would banish a card that has the Healing trait, you may recharge a spell to gain the skill Divine: Intelligence +0
Cohort: Snapping Turtle
Display this card. While displayed, gain the skills Fortitude: Consitution +2 and Arcane: Intelligence +2.
While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4, or to 0 if you have a role card.

Celeste - Robert |

I do like adding roleplay to PBP, but... it's such a stretch for me, and I'm so slammed (yes, even today) I'm not mustering the energy.
Celeste at Tempest Cay.
Blessing is Abadar (!)(That's so fortuitous.)
SOT: Reveal ally Rodrick to use his power to recharge his buddy Alaeron from my discard pile.
Move to Sea Fort.
Play Augury, looking for: Armor.
Sea Fort card 1: Falcata, weapon B.
Sea Fort card 2: Sea Devil, henchman.
Sea Fort card 3: Magic Chain Shirt, armor B.
Celeste puts the Magic Chain Shirt on top of Sea Fort.
Sea Fort shuffles (all but the Magic Chain Shirt).
Celeste shuffles Augury into her deck by her power.
I know Yoon could take this in a walk in a couple turns, but I'm going to attempt the close so as not to "waste" a turn.
Explore.
Hey! It's a Magic Chain Shirt.
I've a d6 for a Con 5. (If only I had the Tricone :) ) I'll use Rodrick's ability to add a d8 to any acquire.
Discard Rodrick.
Con 5: 1d6 + 1d8 ⇒ (3) + (7) = 10
Magic Chain Shirt acquired.
Whew. I really feared I'd blow that and everyone would be thinking "Damn! He should have added a blessing."
Recharge Abadar to explore (due to Blessings discard match).
Card,ignore 3: 1d5 ⇒ 2
Sea Prince, henchman*.
Not fooling around, given Radovan's experience.
Play Aqueous Orb (discard for full power). Discard Fiery Glare to use Poison power.
Celeste blasts the Prince with water and bites him too.
Combat 13: 1d10 + 3d6 + 3 + 1d8 ⇒ (10) + (3, 4, 2) + 3 + (1) = 23
Sea Prince defeated.
The big die was huge, and the Poison bite negligible, but you never know. Could have worked the other way.
Shuffle Aqueous Orb into deck via Celeste's power.
Banish Magic Chain Shirt to close Sea Fort.
Sea Fort is closed.
For the rest of the scenario, the difficulty to defeat ships and Aquatic monsters is reduced by 2. Woo-hoo!
End of turn: one card in hand. Why not: I'll scout.
Mancatcher Cove looks horrible, and it seems a good spot for Yoon (given her Fort). Recharge Scorching Ray to examine Mancatcher Cove.
Mancatcher Cove card 1: Giant Moray Eel, monster 1
Hand: Sage's Journal, Blessing of the Elements, Blessing of the Ancients, Force Missile, Life Drain, Augury, Alaeron
Displayed:
Deck: 5 Discard: 4 Buried: 0
Notes: Blessing available. Note recharges. (I got Augury back due to shuffle power.)
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [ ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [x ] 7
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 ([ ] or start) of your turn, you may recharge a card to examine the top card of another location deck.
*What's amazing about this is I typed in the entire turn, including the henchman fight, before realizing (with a sinking feeling) that the deck had shuffled and I had to add a random-card-encountered roll.

BALAZAR 341416-1002 |

Hand Update for Ally Bury
Hand: Amulet Of Life, zPort Peril Corsair AD 2, Tussah Silk Coat, Detect Magic, zShackles Pirate
Displayed: Padrig, Gambeson
Deck: 10 Discard: 1 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible: I can banish a Monister for 1d4 + AD Number for someone at my location.
zPort Peril Corsair AD 2, zShackles Pirate
Strength d4 [ ] +1
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [X] +1 [ ] +2 [ ]+3
- Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [ ] +1 [ ] +2 [ ] +3
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [ ] 7[ ] 8
Proficient With: Light Armors
POWERS:
After you play a spell tha has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box
When you defeat a monster and would banish it, you may add it to your hand instead
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location
[ ] or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number
[X] or to recharge a spell from your discard pile.
Middle {Order is not Known}: Good Omen Black Spot Enchanted Fang Sage's Journal Blackwing Librarian Blessing Of Abadar Blessing of Pharasma Augury
Recharged: Summon Minor Monster, Blessing Of The Ancients
Discard Pile:Researcher
Buried Pile:Clockwork Spy

Bekah 12789 |

Turn 12 Blessing of the Gods
Use Power to put Dilettante on Top to draw unknown card (lightning touch) into hand
Give Card: None
Move: Windward Isle -> Scar Bay
Explore Scar Bay Card 1: Undead Pirate Captain. recharge shortbow due to monster, recharge lightning touch to inspire self and reveal scourge
Cat of Nine Tails DC14: 3d4 + 1d8 + 2 + 1d4 ⇒ (2, 1, 4) + (4) + 2 + (3) = 16 Success but ship takes 2 structural damage Yoon and Balazar have agreed to discard a card each (Coral Capuchin and Monster respectively).
Reset hand and end turn. Will display Gambeson at start of Yoon's turn
Recap: Card 1 of Scar Bay banished. Yoon and Balazar discarding a card each for structural damage
Hand: Dilettante, Banner, CatONineTails, Fox
Displayed: Gambeson
Deck: 11 Discard: 1 Buried: 0
Notes: Fox is available. I will display banner for next fight
Strength d6 [ ] +1 [ ] +2
Dexterity d8 +1 [X] +2 [ ] +3
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [X] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +3
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors / Weapons
POWERS:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 ([ ]+1) to a check by another character at your location [X] or your check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
Middle {Order is not Known}: 1 BoErastil 1 BoSamurai 3 BoSamurai Burgler Surgeon Cure Rage Wakizashi Besmara's Tricorne
Recharged: zShortbow, Lightning Touch
Discard Pile:
Buried Pile:
Season of Tapestry’s Tides Reward #3 - Sea Legs
When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

Bekah 12789 |

Celeste seemed to have concerns going to Scar Bay due to all the undead lurking there. Bekah did not have any problem with this and sailed directly there. A dilapidated vessel rammed into her ship followed by a crew of undead lead by a powerful ghoul-like captain intent on seeking treasure and souls. Bekah scrambled up the rigging and swung over to the other boat and began dueling the ghoul. The ship of the undead was barely seaworthy and she knew this fight could not go long or the captain would have the advantage seeing as it did not need to breathe. Rather than fighting the beast directly, Bekah maneuvered it in front of the ship's goblin cannon and barked a command to the crew, "Fire!!!". Bekah ducked before the cannon took the captain's head cleanly off. The crew then pushed the ship away and continued onward to the bay.

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Yoon - 13 Blessing of the Gods
Move to at Mancatcher Cove.
Free explore=1: Giant Moray Eel. Combat 10. Aquatic DC-2
Reveal Sword Cane(Stealth) 1d8+2+1d6. S
Combat 8(10-2): 1d8 + 2 + 1d6 ⇒ (6) + 2 + (6) = 14 = Defeated
Discard Blessing of the Spy explore=2: Rat Swarm. Extra die on all checks from BoSpy. Combat 8.
Reveal Sword Cane(Stealth) 1d8+2+1d6. BoSpy +1d8
Combat 8: 1d8 + 2 + 1d6 + 1d8 ⇒ (4) + 2 + (3) + (5) = 14 = Defeated by more than 4. Card banished
Discard Blessing of the Gods explore=3:Main-Gauche Weapon B
Strength 5: 1d6 ⇒ 6 - Success.
End of Turn. Recharge Blessing of the Gods. Discard Main-Gauche Weapon. Draw up Blessing of the Gods 2, Elemental Ascetic, Lookout
Summary Mancatcher Cove: Cards 1-2 banished. Card 3 Acquired
Hand: Sword Cane, Captain's Cutlass, Blessing of the Gods 2, Elemental Ascetic, Lookout, ,
Displayed: Gambeson, , , , , ,
Deck: 7 Discard: 4 Buried: 0
Notes: Lookout +1d6 on ANY perception check. Blessing NOT available
Dexterity d8 +0
Constitution d10 +1
Intelligence d6 +0
Wisdom d4 +0
Charisma d8 +0
Acrobatics: Dexterity +1
Stealth: Dexterity +2
Fortitude: Constitution +2
Favored Card: Blessing
Hand Size: 5
Proficient With: Light Armors
POWERS:
You may recharge([~] or shuffle into your deck) a blessing to add your Fortitude skill and the fire trait to your combat check. You may additionally discard any number of cards to add 1d6 ([ ] 1d8) for each card discarded.
When you are dealt Acid, Cold, Electricity or Fire damage, you may reveal a card that has a trait matching that type to reduce damage by 3.
At the end of your turn, you may recharge a blessing from your discard pile.
Player Reward 3: Grand Lodge Reward
[ ] [ ] Society Agent (Grand Lodge Faction Reward): You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Acquire an ally that lists Diplomacy in its check to acquire.
[ ] Close a location on the first turn of a scenario.

Bekah 12789 |

Keep in mind that Banner is displayed. +1 combat until we fail roll on bane.
Hand: Dilettante, CatONineTails, Fox
Displayed: Gambeson, banner
Deck: 11 Discard: 1 Buried: 0
Notes: Fox is available. banner is displayed.
Strength d6 [ ] +1 [ ] +2
Dexterity d8 +1 [X] +2 [ ] +3
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [X] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +3
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors / Weapons
POWERS:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 ([ ]+1) to a check by another character at your location [X] or your check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
Middle {Order is not Known}: 1 BoErastil 1 BoSamurai 3 BoSamurai Burgler Surgeon Cure Rage Wakizashi Besmara's Tricorne
Recharged: zShortbow, Lightning Touch
Discard Pile:
Buried Pile:
Season of Tapestry’s Tides Reward #3 - Sea Legs
When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

wkover - Radovan |

For decades, Mancatcher Cove has put the quake into the boots of many a pathfinder. But it's unclear why, since it seems to be a catch-and-release locale - unlike Cannibal Isle, in which catch-and-ingest is the special of the day.
Interest piqued, Radovan investigates the Cove. What's the fuss?
Follow Yoon to Mancatcher Cove and explore.
One foot off the boat, Radovan is greeted by a captain looking to fill his ship's roster. Let's see if we can turn the tables and recruit him to our cause instead. Note that this is a *then* check to acquire
Fort 4 w/ Norge: 1d8 + 2 ⇒ (2) + 2 = 4
Dip 6 w/ recharged Cutlass: 1d8 + 2 + 1d6 ⇒ (6) + 2 + (2) = 10
So far we're doing the man-catching. Hopefully the trend continues. Discard Captain to explore.
Terrorizers are lying in wait, and have sprung a trap meant to impale and behead the innocent.
Spiked log trap. Uh oh. This could almost kill me, so better just handle it. Thieves' Tools discarded to auto-defeat barrier. Disable 8- Recharged?: 1d8 + 2 ⇒ (5) + 2 = 7. Nope - discarded.
Hand reset:
Hand: B of Abadar, Red Leathers, Rapier 1, Clockwork Spy, Harrow Deck,
Displayed: Norge and Quang forms; Norge display: monsters [1 lvlB]; Quang display: boons + monsters []; Viridio display: monsters [] {only 2 forms active},
Deck: 3 Discard: 10 Buried: 1
Notes: Local chararacters have poison, fire, ranged combat damage reduced by 1.
Sideboard cards:
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armor, Weapons
Powers:
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, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1.
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#.
Convention Player Reward: Concordance Faction
[][] You may check a box that predeces 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:
[] 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.
Die Bumps: 1
Not sure if there's any healing available, but I could use some.

wkover - Radovan |

OUT OF TURN. I'll go ahead and Harrow the Mancatcher Cove. Hopefully I can bring the Henchman to the top and help close another location.
Bury Harrow Deck. Reorder top 3 cards (6-8) of Cove: Giant Rock Crab, Eye Patch, Heavy Crossbow. I'll reorder as: Eye Patch, Heavy Crossbow, Giant Rock Crab.
Hand: B of Abadar, Red Leathers, Rapier 1, Clockwork Spy,
Displayed: Norge and Quang forms; Norge display: monsters [1 lvlB]; Quang display: boons + monsters []; Viridio display: monsters [] {only 2 forms active},
Deck: 3 Discard: 10 Buried: 2
Notes: Blessings not available until I've been healed. Local chararacters have poison, fire, ranged combat damage reduced by 1.
Sideboard cards:
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armor, Weapons
Powers:
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, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1.
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#.
Convention Player Reward: Concordance Faction
[][] You may check a box that predeces 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:
[] 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.
Die Bumps: 1

Kasmir / khazkhaz |

It is the hour of Besmara.
Kasmir senses Radovan's distress and heads to Mancatcher Cove to provide aid. He nods to Yoon as he arrives.
Kasmir checks for danger in the surroundings, and chances upon an Eye Patch.
Charisma 5: 1d8 ⇒ 5
Kasmir dons the Eye Patch.
Kasmir calls Radovan over for healing.
Discarding Eye Patch.
Healing Radovan: 1d4 ⇒ 3
Resetting hand and ending my turn.
Hand: Caltrops, Codex, Confusion, Blessing of Pharasma, Frostbite, Lightning Touch,
Displayed: Snapping Turtle,
Deck: 6 Discard: 5 Buried: 0
Notes: You may use these from my hand: Blessing of Pharasma
Sideboard cards:
Dexterity d6
Constitution d6
Intelligence d10 +1
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d8
Favored Card: Blessing
Hand Size 6
Proficient with: Light Armours, Weapons
Powers:
At the end of your explore step, you may discard a card to choose another character at your location to shuffle 1d4 random cards from his discard pile into his deck.
When you attempt a check to acquire or recharge a spell, you may recharge a card to reduce the difficulty of that check by 1 plus the recharged card's adventure deck number.
When you attempt a check to acquire or would banish a card that has the Healing trait, you may recharge a spell to gain the skill Divine: Intelligence +0
Cohort: Snapping Turtle
Display this card. While displayed, gain the skills Fortitude: Consitution +2 and Arcane: Intelligence +2.
While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4, or to 0 if you have a role card.

wkover - Radovan |

OOT update.
A witch visits and pours medicinal tea. Radovan's spirits are lifted.
Thanks for the heals! Random cards healed: Captain, Royster McCleagh, Short Sword +1.
Hand: B of Abadar, Red Leathers, Rapier 1, Clockwork Spy,
Displayed: Norge and Quang forms; Norge display: monsters [1 lvlB]; Quang display: boons + monsters []; Viridio display: monsters [] {only 2 forms active},
Deck: 6 Discard: 7 Buried: 2
Notes: Blessings available. Local chararacters have poison, fire, ranged combat damage reduced by 1.
Sideboard cards:
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armor, Weapons
Powers:
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, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1.
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#.
Convention Player Reward: Concordance Faction
[][] You may check a box that predeces 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:
[] 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.
Die Bumps: 1

BALAZAR 341416-1002 |

Turn Order - Yoon, Radovan, Kasmir, Balazar, Celeste, Bekah
Turn 16 Blessings Discard Deck Card 16 - Blessing of the Gods
Give Card: None
Move: Stay at Cannibal Isle
Explore: Reveal Cannibal Isle Card 2 - Constrictor Snake Combat 11
For Combat I will reveal zPort Peril Corsair AD 2 to use Padrig power, and then Banish zPort Peril Corsair AD 2 for 1d4
Constrictor Snake - Combat DC 11: 2d10 + 1d4 + 4 ⇒ (1, 1) + (3) + 4 = 9 - Fail (2 Damage)
I will Recharge my Tussah Silk Coat to reduce damage by 2, Constrictor Snake stays at the top of Cannibal Isle. I bury my top card of my deck - Blackwing Librarian.
I will reset my hand to 6, I have no Allies in my hand to bury, and end my turn.[ooc]
Hand: Amulet Of Life, Detect Magic, Augury, Blessing Of Abadar, Enchanted Fang, Black Spot
Displayed: Padrig, Gambeson
Deck: 6 Discard: 2 Buried: 2
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible: I can banish a Monister for 1d4 + AD Number for someone at my location.
Black Spot, Blessing Of Abadar
Be sure to confirm before using card Blessing Of Abadar and beyond
Strength d4 [ooc][ ] +1
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [X] +1 [ ] +2 [ ]+3
- Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d12 [ ] +1 [ ] +2 [ ] +3
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [ ] 7[ ] 8
Proficient With: Light Armors
POWERS:
After you play a spell tha has the Attack trait, bury it.
You may recharge a spell to draw a random monster from the box
When you defeat a monster and would banish it, you may add it to your hand instead
You may banish a monster from your hand to add 1d4 plus the monster's adventure deck number to a combat check by a character at your location
[ ] or to reduce damage dealt to a character at your location by 1 plus the monster's adventure deck number
[X] or to recharge a spell from your discard pile.
Middle {Order is not Known}: Good Omen Sage's Journal Blessing of Pharasma
Recharged: Summon Minor Monster, Blessing Of The Ancients, Tussah Silk Coat
Discard Pile:Researcher, zShackles Pirate
Buried Pile:Clockwork Spy, Blackwing Librarian

Bekah 12789 |

<OUT OF TURN UPDATE>
To all:Banner is buried.
Hand: Dilettante, CatONineTails, Fox
Displayed: Gambeson
Deck: 11 Discard: 1 Buried: 1
Notes: Fox is available. banner is displayed.
Strength d6 [ ] +1 [ ] +2
Dexterity d8 +1 [X] +2 [ ] +3
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [X] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +3
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors / Weapons
POWERS:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 ([ ]+1) to a check by another character at your location [X] or your check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
Middle {Order is not Known}: 1 BoErastil 1 BoSamurai 3 BoSamurai Burgler Surgeon Cure Rage Wakizashi Besmara's Tricorne
Recharged: zShortbow, Lightning Touch
Discard Pile:
Buried Pile:
Season of Tapestry’s Tides Reward #3 - Sea Legs
When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

BR skizzerz |

During This Scenario: Each player chooses a type of boon other than loot and draws 2 cards of that type from the box. Shuffle these cards together to form a single treasure stack.
When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
When you win the scenario, stash the treasure stack as plunder.
CHOOSE ANY CLASS 1 OR LOWER SHIP AS YOUR 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
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.
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.
Krelloort (Villain)
Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 16 THEN Combat 18
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince.
If you fail a check to defeat Krelloort, discard your hand.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
"The treasure of Mancatcher Cove belongs to me!"
-Krelloort
Sea Devil (Henchman)
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Sea Devil Prince (Summon)
Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 14 THEN Combat 17
Before you act, another character at your location must summon and encounter the henchman Sea Devil.
If you would fail a check to defeat the Sea Devil Prince, the damage dealt by the Sea Devil Prince is increased by 5.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
"I smell your blood in the water, shorewalkers! Time to bleed some more!" -Sea Devil Prince
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.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
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.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Belaying Pin (Weapon B)
Weapon B
Traits: Club Melee Bludgeoning Swashbuckling Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.
Captain (Ally B)
Ally B
Traits: Human Captain Pirate Basic
To Acquire: Constitution Fortitude 4 THEN Charisma Diplomacy 6
Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Chanty Singer (Ally B)
Ally B
Traits: Half-Elf Bard Elite
To Acquire: Charisma Diplomacy 6
Reveal this card to avoid being moved to a location.
Discard this card to explore your location.
Coral Capuchin (Ally 1)
Ally 1
Traits: Animal Aquatic
To Acquire: Wisdom Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Eye Patch (Item B)
Item B
Traits: Accessory Swashbuckling Basic
To Acquire: Charisma Dexterity 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Main-Gauche (Weapon B)
Weapon B
Traits: Knife Melee Piercing Finesse Offhand Swashbuckling Elite
To Acquire: Strength Melee 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2.
Royster McCleagh (Ally 2)
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.
Shortbow (Weapon B)
Weapon B
Traits: Bow Ranged Piercing 2-Handed Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
1. Ally
(BR Only)
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1. Quarterstaff (Weapon B)
2. Dragon Pistol (Weapon B)
3. Cutlass (Weapon B)
4. Longsword (Weapon B)
5. Shock Musket +1 (Weapon 1)
6. Dragon Pistol +1 (Weapon 2)
7. Rage (Spell 1)
8. Jinx Eater (Ally B)
9. Fox (Ally C)
10. Blessing of Milani (Blessing B)
11. Blessing of the Gods (Blessing C)
Monster 1
Monster B
Traits: Merfolk Aquatic Basic
To Defeat: Combat 8
If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Monster 2
Monster C
Traits: Animal Aquatic Elite
To Defeat: Combat 13
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
This reptile lunges out of the placid water with shocking speed.
Monster 3
Monster C
Traits: Elemental Aquatic Basic
To Defeat: Combat 12
The Water Elemental is immune to the Mental and Poison traits.
If undefeated, move to a random other location.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Monster 4
Monster C
Traits: Giant Ogre Aquatic
To Defeat: Combat 14
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Barrier 1
Barrier 2
Traits: Trap Elite
To Defeat: Dexterity Disable 8 OR Wisdom Perception 10
If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.
Barrier 2
Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Barrier 3
Barrier C
Traits: Task Fire Elite
To Defeat: Constitution Fortitude 6
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.
Barrier 4
Barrier B
Traits: Skirmish Veteran
To Defeat: Strength Melee Dexterity 5
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.
Barrier 5
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.
Weapon 1
Weapon B
Traits: Bow Ranged Piercing 2-Handed Basic
To Acquire: Dexterity Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Weapon 2
Weapon B
Traits: Firearm Ranged Piercing Swashbuckling Magic Elite
To Acquire: Dexterity Ranged Craft 8
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 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Weapon 3
Weapon C
Traits: Polearm Melee Piercing 2-Handed Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. 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 B
Traits: Sword Melee Slashing Finesse Swashbuckling Magic Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 5
Weapon 2
Traits: Firearm Ranged Piercing 2-Handed Magic Elite
To Acquire: Dexterity Ranged Craft 11
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 3d6 and the Poison 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 Arcane Healing
To Acquire: Magic Arcane Healing 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Spell B
Traits: Magic Arcane Attack Force Basic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 3
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Spell 4
Spell 1
Traits: Magic Arcane Divine Attack Elite
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 5
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Armor 1
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Armor 2
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
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 B
Traits: Light Armor Swashbuckling Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 1, 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.
Armor 4
Armor 1
Traits: Light Armor Magic Swashbuckling Elite
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
Armor C
Traits: Light Armor Swashbuckling Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Item 1
Item B
Traits: Tool Alchemical Basic
To Acquire: Ranged Intelligence Craft 6
Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.
Item 2
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 3
Item B
Traits: Accessory Swashbuckling Basic
To Acquire: Charisma Dexterity 5
Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.
Item 4
Item B
Traits: Tool Elite
To Acquire: Dexterity Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Item 5
Item B
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.
Ally 1
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 2
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 3
Ally B
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 4
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 8
Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Ally 5
Ally C
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Blessing 1
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 2
Blessing B
Traits: Divine 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 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 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.
When encountering a random ship, roll 1d13 and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.
Ship 1: Goblin Weidling - Class 0
Ship P
Class 0
To Defeat: Dexterity Stealth 5 OR Wisdom Survival 4
To Repair: Strength 4
When Encountering This Ship: Before you act, summon and encounter the henchman Riptide Grindylow.
When Commanding This Ship (Normal): Instead of your first exploration each turn, you may choose another character at your location and add 1 random card from his discard pile to your hand.
When Commanding This Ship (Wrecked): When you encounter a card, all other characters at this location move to a random closed location.
If they brings a tasty goat,
Peoples welcome on our boat!
You can gain the rank of private
After teaching us to drive it.
Ship 2: Merchantman - Class 0
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
To Repair: Craft 6
When Encountering This Ship: If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
When Commanding This Ship (Normal): When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
When Commanding This Ship (Wrecked): If you fail to defeat a bane that has the Pirate trait, bury a card.
A plucky merchant crew considers a ship valuable when its hold is laden with precious goods. So do the pirates in Port Peril. That's one of the few ideas that unites the denizens of the Shackles.
Ship 3: Shackles Pirate Ship - Class 0
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.
Over at Rickety's Squibs, the scoundrels in the Shackles celebrate the commissioning of a new ship with resounding joy. The ship's previous owners don't share their enthusiasm.
Ship 4: Man's Promise - Class 1
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 6
When Encountering This Ship: If the check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to explore your location.
When Commanding This Ship (Wrecked): Other characters may not move or be moved from your location.
The Man's Promise is a proud three-master of Rahadoumi vintage. Like many a merchant ship before her, she's proven that any vessel in pirate waters will eventually become a pirate vessel.
Ship 5: Truewind - Class 1
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
To Repair: Craft 7
When Encountering This Ship: You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to recharge a random card from your discard pile.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally that has the Pirate trait is increased by 2.
When pirates attack your ship, this fine Absalom barque is a vessel you'll want to see. Bedecked with ballistae, it intercedes when helpless sailors are about to have their vessels plundered.
Ship 6: Devil's Pallor - Class 2
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
To Repair: Craft 6
When Encountering This Ship: If defeated, discard a card. Do not roll for the plunder card type; stash a random weapon instead.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon, or 2d12 if the boon is a spell that has the Attack trait or a weapon.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
A Shackles drekar of ill repute, the Devil's Pallor aims its ballistae at the innocent. The hobgoblin captain Gortus Svard commands it toward depravity, mischief, and destruction.
Ship 7: Thresher - Class 2
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, bury a random card from your discard pile.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
When Commanding This Ship (Wrecked): At the start of the turn, summon and encounter the henchman Hammerhead Shark.
A junk of the Dragon Empires, Inkskin's ship is home to human and sea devil draiders alike. If you see the Thresher, look behind you—longboats full of buccaneers are already boarding your vessel.
Ship 8: 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 9: 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 10: 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 11: 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 12: 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 13: 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 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.
Turn: 17 Celeste/elcoderdude
Top of Blessing Discard Pile:
Blessing 2
Traits: Divine Hshurha
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 13
Blessings Deck
Blessings Deck Card 18 - Turn 18 Bekah/Zalarian
Blessing B
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 19 - Turn 19 Yoon/Matsu Kurisu
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 20 - Turn 20 Radovan/wkover
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 21 - Turn 21 Kasmir/khazkhaz
Blessing B
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Balazar/TheGreatNateO
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Celeste/elcoderdude
Blessing B
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 24 - Turn 24 Bekah/Zalarian
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 25 - Turn 25 Yoon/Matsu Kurisu
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 26 - Turn 26 Radovan/wkover
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 27 - Turn 27 Kasmir/khazkhaz
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 28 - Turn 28 Balazar/TheGreatNateO
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 29 Celeste/elcoderdude
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 30 - Turn 30 Bekah/Zalarian
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Mancatcher Cove
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Kasmir/khazkhaz, Radovan/wkover, Yoon/Matsu Kurisu
Weapon B
Traits: Bow Ranged Piercing 2-Handed Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Monster 1
Traits: Animal Aquatic
To Defeat: Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Barrier 1
Traits: Task Aquatic Basic
To Defeat: Strength Constitution Craft 7
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.
Floating Shipyard
At This Location: Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence or Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Barrier C
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.
Ally 1
Traits: Human Rogue Pirate
To Acquire: Strength Melee 6 OR Charisma Diplomacy 7
Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Armor B
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
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 B
Traits: Animal Basic
To Defeat: Combat 8 OR Dexterity Stealth 6
If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.
Spell B
Traits: Magic Arcane Attack Force Basic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell C
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 3
Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.
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.
Tempest Cay
At This Location: If your ship is dealt Structural damage, increase the damage by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits: Undead Skeleton Basic
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Ally C
Traits: Animal Aquatic Basic
To Acquire: Wisdom Survival 5
Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
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.
Ally 1
Traits: Animal Aquatic
To Acquire: Wisdom Survival 6
Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.
Spell B
Traits: Magic Arcane Divine Mental Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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.
Spell C
Traits: Magic Divine Attack Fire Basic
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
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.
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.
Windward Isle
At This Location: If you move here, you may draw a card.
When Closing: Succeed at a Wisdom or Perception 7 check.
When Permanently Closed: On closing, draw a card.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Ally B
Traits: Dwarf Pirate Basic
To Acquire: Charisma Diplomacy 9
Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Barrier 1
Traits: Task Elite
To Defeat: Intelligence Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Item B
Traits: Tool Basic
To Acquire: Dexterity Disable 4
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Villain 2
Type: Monster
Traits: Merfolk Aquatic Mutant
To Defeat: Combat 16 THEN Combat 18
Before you act, if there are other cards in the location deck, put Krelloort on the bottom of the location deck, then summon and encounter the villain Sea Devil Prince.
If you fail a check to defeat Krelloort, discard your hand.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
"The treasure of Mancatcher Cove belongs to me!"
-Krelloort
Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Weapon B
Traits: Club Melee Bludgeoning Swashbuckling Basic
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.
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.
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.
Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
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.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Barrier B
Traits: Cache Basic
To Defeat: Intelligence Knowledge Wisdom Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Armor B
Traits: Shield Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Item 1
Traits: Accessory Magic Elite
To Acquire: Wisdom Divine 9
Reveal this card to add 1d6 to your check against a card with the Animal trait.
Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Bekah/Zalarian
Barrier 1
Traits: Trap Basic
To Defeat: Dexterity Acrobatics 9 OR Disable 6
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
Item C
Traits: Object Liquid Basic
To Acquire: Constitution Fortitude 7 OR Craft 5
Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.
Monster B
Traits: Undead Skeleton Basic
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.
Monster 2
Traits: Animal Elite Undead
To Defeat: Combat 13
The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic Undead
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
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.
Monster B
Traits: Human Smuggler Basic Undead
To Defeat: Combat 9
Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Ally C
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.
Item B
Traits: Object
To Acquire: Wisdom Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Balazar/TheGreatNateO
Monster B
Traits: Animal Elite
To Defeat: Combat 11
If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone. Don't make it angry.
Ally C
Traits: Elf Pirate Basic
To Acquire: Charisma Diplomacy 6
Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.
Barrier C
Traits: Task Pirate
To Defeat: None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.
Henchman 2
Type: Monster
Traits: Merfolk Aquatic
To Defeat: Combat 13
Damage dealt by the Sea Devil is increased by 2.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When a monster that has the Aquatic trait is undefeated, banish 1d4 cards from the treasure stack.
Blessing B
Traits: Divine Achaekek
To Acquire: Intelligence Craft 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Sea Fort
Closed
At This Location: 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: Celeste/elcoderdude

Celeste - Robert |

Here goes nuthin'.
Celeste at Sea Fort.
Blessing is Hshurha (and no one has Gods, except Yoon, which is the same as no one.)
SOT: Reveal Alaeron to recharge his buddy Rodrick from my discard pile. (Yep, they do this for each other.)
Move to Mancatcher Cove.
Explore.
Heavy Crossbow.
Dex 7: 1d8 ⇒ 8
Heavy Crossbow acquired.
That's ridiculous. We see 1,1 on 2d8 and 2d10, then I max this. And I almost threw a blessing at it due to the location's forced bury after the close.
Cast Augury, looking for: Monster.
Mancatcher Cove card 2: Giant Rock Crab, monster.
Mancatcher Cove card 3: Sea Devil, monster, henchman.
Mancatcher Cove card 4: Taking on Water, barrier.
I put Sea Devil, and Giant Rock Crab next, which puts the barrier last. Shuffle Augury into my deck.
Discard Blessing of the Ancients to examine the deck -- oh, look, it's the Sea Devil -- and explore.
Play Life Drain. Reveal Sage's Journal. Then discard that same Sage's Journal for my Poison bite.
Combat 13-2:11: 1d10 + 3d4 + 3 + 1d8 ⇒ (3) + (4, 1, 3) + 3 + (2) = 16
Sea Devil defeated.
Hmm. Guess I had a much better margin than I thought. Y'all have me paranoid.
Life Drain's heal recharges Marian Rass ally, then I shuffle Life Drain into my deck.
Attempting close: it's another Sea Devil fight. Not having learned anything, I throw the kitchen sink, since it's for a close.
Play Force Missile. Discard Alearon for my Poison bite, which means I can also recharge my Blessing of the Elements.
Combat 13-2:11: 1d10 + 2d4 + 3 + 1d8 + 1d10 ⇒ (9) + (4, 1) + 3 + (2) + (2) = 21
Sea Devil defeated. Mancatcher Cove is closed.
(Yes, I wrote the d10s separately to avoid the Curse of Snakeyes.)
Shuffle Force Missile into my deck.
Permanently closed forces a Con check:
Con 6: 1d6 ⇒ 1
Failed. Bury the Heavy Crossbow I miraculously acquired.
My hand's empty, so I can't scout.
Hand: Scorching Ray, Augury, Force Missile, Blessing of Pharasma, Aqueous Orb, Rodrick, Blessing of the Elements
Displayed:
Deck: 4 Discard: 5 Buried: 1
Notes: Blessings available, but my health is low so try to recharge 'em. (And I hope I don't have to say: I shuffled. That's why.)
Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [ ] +2 [ ] +3
- Knowledge: Intelligence +2
- Survival: Intelligence+3
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
- Arcane: Charisma +2
Favored Card: Spell
Hand Size: 6 [x ] 7
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 ([ ] or start) of your turn, you may recharge a card to examine the top card of another location deck.

Bekah 12789 |

Turn Order - Yoon, Radovan, Kasmir, Balazar, Celeste, Bekah
Turn 18 Blessing of Gozreh
Use Power to put Dilettante on Top to draw lightning touch into hand
Give Card: None
Move: Stay at Scar Bay
Explore Scar Bay Card 1: Harpoon trap. recharge Lightning Touch to inspire self
Dexterity Check DC9: 1d8 + 1 + 1d4 ⇒ (8) + 1 + (4) = 13 Deftly avoided
reset hand and end turn
Recap: Card 1 at Scar Bay is banished
Bekah notices the signal flares and flags from the others and is glad to learn that they are close to defeating the merfolk leader. All she needed to do is make sure Krelloort does not enter this bay. In order to do this she ponders and thinks of various crafty ways to do just that. While doing that, she notices a form next to the ship's own harpoon gun and Bekah dodged out of the way before the merfolk that snuck onto the ship jumped overboard and was gone. Bekah is enraged that Krelloort resorted to assassination!
Hand: CatONineTails, Cure, 3 BoSamurai, Fox, Dilettante
Displayed: Gambeson
Deck: 9 Discard: 1 Buried: 1
Notes: Need to determine if fox and Blessing available
Strength d6 [ ] +1 [ ] +2
Dexterity d8 +1 [X] +2 [ ] +3
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [X] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +3
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors / Weapons
POWERS:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 ([ ]+1) to a check by another character at your location [X] or your check.
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.
Middle {Order is not Known}: 1 BoErastil 1 BoSamurai Burgler Surgeon Rage Wakizashi Besmara's Tricorne
Recharged: zShortbow, Lightning Touch
Discard Pile:
Buried Pile:
Season of Tapestry’s Tides Reward #3 - Sea Legs
When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

wkover - Radovan |

For what it's worth, I posted a possible play-by-play for finishing up the scenario. It's in the Discussion thread. Feel free to criticize or post your own. :)

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Yoon - 19 Blessing of Milani
Start at Mancatcher Cove.
Fortitude 6: 1d10 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Move to Windward Isle, Bringing Kasmir/khazkhaz, Radovan/wkover, Celeste/elcoderdude.
Kasmir/khazkhaz, Radovan/wkover, Celeste/elcoderdude DRAW A CARD. Yoon Draws Blessing of the Gods 3 :-)
Free explore=1: Boatswain. Ally B Charisma 9. Auto fail.
Discard Lookout explore = 2: Goose in the Rigging.
BYA Str 6: 1d6 ⇒ 4 - Failed DC +3
Int 1d6, Bane power recharge(Elemental Ascetic) +1d4. Blessing of the Gods 3 +1d6
Intelligence 10(7+3): 1d6 + 1d4 + 1d6 ⇒ (4) + (2) + (5) = 11= Defeated.
End of Turn. Recharge Blessing of the Gods 3. Draw up Kami Medium, Gom-Gom
Summary Windward Isle: Cards 1-2 banished.
Hand: Sword Cane, Captain's Cutlass, Blessing of the Gods 2, Kami Medium, Gom-Gom, ,
Displayed: Gambeson, , , , , ,
Deck: 6 Discard: 5 Buried: 0
Notes:
Dexterity d8 +0
Constitution d10 +1
Intelligence d6 +0
Wisdom d4 +0
Charisma d8 +0
Acrobatics: Dexterity +1
Stealth: Dexterity +2
Fortitude: Constitution +2
Favored Card: Blessing
Hand Size: 5
Proficient With: Light Armors
POWERS:
You may recharge([~] or shuffle into your deck) a blessing to add your Fortitude skill and the fire trait to your combat check. You may additionally discard any number of cards to add 1d6 ([ ] 1d8) for each card discarded.
When you are dealt Acid, Cold, Electricity or Fire damage, you may reveal a card that has a trait matching that type to reduce damage by 3.
At the end of your turn, you may recharge a blessing from your discard pile.
Player Reward 3: Grand Lodge Reward
[ ] [ ] Society Agent (Grand Lodge Faction Reward): You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Acquire an ally that lists Diplomacy in its check to acquire.
[ ] Close a location on the first turn of a scenario.

wkover - Radovan |

I forget: In PACG, is there a difference between moving and being moved? If we're "being moved", the rest of us may not be able to draw a card when Yoon moves to Windward Isle. @Skizzerz - Would you mind clarifying?

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1 person marked this as a favorite. |

I forget: In PACG, is there a difference between moving and being moved? If we're "being moved", the rest of us may not be able to draw a card when Yoon moves to Windward Isle. @Skizzerz - Would you mind clarifying?
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.Quote:
My reading is that it is a normal movement for the other characters i.e. you will have an option to draw a card

wkover - Radovan |

Sounds good. Thanks, Yoon. This time, I'll skip the Isle card draw for movement. My turn will be quick, since there's only one non-villain card left at the Isle and it has to be an Item.
With a pirate flair, Yoon circum-sneaks around the captain and frees a goose. All in a day's work on the good ship Weidling.
Surely there's something interesting for me to do?
Explore Isle. OK, the universe has a sense of humor. I uncover a Thieves' Tools *after* we just encountered a barrier. Not helpful, universe!
Disable 4: 1d8 + 2 ⇒ (4) + 2 = 6
Tools acquired and displayed beside Quang form. Next, display CW spy, examine villain. DO NOT explore (which is optional after examine).
Hand reset:
Hand: B of Abadar, Red Leathers, Rapier 1, Captain's Cutlass, Captain,
Displayed: CW Spy; Norge and Quang forms; Norge display: monsters [1 lvlB]; Quang display: boons + monsters [1 lvlB]; Viridio display: monsters [] {only 2 forms active},
Deck: 4 Discard: 7 Buried: 2
Notes: Blessings available. Local chararacters have poison, fire, ranged combat damage reduced by 1.
Sideboard cards:
Dexterity d8 []+1 []+2 []+3 []+4
Disable: Dexterity +2
Stealth: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d4 [ ]+1
Wisdom d6 []+1
Charisma d8 []+1 []+2
Diplomacy: Charisma +2
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light Armor, Weapons
Powers:
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, display a monster from the box next to a displayed devil form.
Add 1d4 ([ ] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon.
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1.
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#.
Convention Player Reward: Concordance Faction
[][] You may check a box that predeces 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:
[] 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.
Die Bumps: 1