
Kasmir / khazkhaz |

It is the hour of Sivanah.
Kasmir moves to the Floating Shipyard. He explores the surroundings. As he does so, a Storm rolls in.
Storm is displayed next to Floating Shipyard.
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.

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.
"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.
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.
"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.
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.
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.
Heavy Crossbow (Weapon B)
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.
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.
Thieves' Tools (Item B)
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.
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: 22 Balazar/TheGreatNateO
Top of Blessing Discard Pile:
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 Remaining: 8
Blessings Deck
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
Closed
At This Location: At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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: 1 W: 0 Sp: 2 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Kasmir/khazkhaz, Storm
Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Barrier 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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude, Radovan/wkover, Yoon/Matsu Kurisu
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: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Bekah/Zalarian
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: None

BALAZAR 341416-1002 |

Turn Order - Yoon, Radovan, Kasmir, Balazar, Celeste, Bekah
Turn 22 Blessings Discard - Blessing of Besmara
Give Card: None
Move: Stay at Cannibal Isle
I will recharge Detect Magic to draw a random Monster from the box Random Monsters Card 1 - Merfolk.
I will use Augury and select Blessing -
Cannibal Isle Card 1 - Constrictor Snake (Monster B)
Cannibal Isle Card 2 - Lookout (Ally C)
Cannibal Isle Card 3 - Pirate Hunting (Barrier C)
No Blessing Found location is shuffled
Will try and recharge Augury
Recharge Augury Attempt - Arcane 8: 1d12 + 2 ⇒ (7) + 2 = 9 - Recharged
Will roll for random location card after shuffle.
Cannibal Isle Card: 1d6 ⇒ 1 - Constrictor Snake - Combat 11
I will reveal Black Spot to use Padrig power, then banish zMerfolk for 1d4, as well as use Enchanted Fang.
Constrictor Snake - Combat 11: 2d10 + 2d4 ⇒ (9, 5) + (2, 1) = 17 - Success
Will try and recharge Enchanted Fang
Recharge Enchanted Fang Attempt: 1d12 + 2 ⇒ (3) + 2 = 5 - Discarded
I will reset my hand to 6 and end my turn
Hand: Amulet Of Life, Good Omen, Blessing of Pharasma, Blessing Of Abadar, Sage's Journal, Black Spot
Displayed: Padrig, Gambeson
Deck: 5 Discard: 3 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.
Amulet Of Life, Blessing of Pharasma, Blessing Of Abadar, Sage's Journal, Black Spot
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}:
Recharged: Summon Minor Monster, Blessing Of The Ancients, Tussah Silk Coat, Detect Magic, Augury
Discard Pile:Researcher, zShackles Pirate, Enchanted Fang
Buried Pile:Clockwork Spy, Blackwing Librarian

Celeste - Robert |

Celeste at Windward Isle.
SOT: Reveal Rodrick to recharge Alaeron.
Move to Tempest Cay.
Play Augury, calling Spell:
Tempest Cay card 1: Skeleton, monster.
Tempest Cay card 2: Turtle, ally.
Tempest Cay card 3: Sea Devil, henchman, monster.
Well, dang.
Tempest Cay shuffles.
Auto-recharge Augury (no shuffle).
It's anticlimactic, but with my low health there's no point in exploring.
I can do this though: Discard ally Rodrick to use his power to draw a card from my discard pile. Longshot taught me that when you draw from a face-up pile, you pick the card (it's in the rulebook). Draw Blessing of the Ancients.
EOT: Recharge Force Missile to examine Raker Shoals, because Yoon is heading there and it looks boon-heavy.
Raker Shoals card 1: Belaying Pin, Weapon B
Hand: Scorching Ray, Life Drain, Compass, Blessing of Pharasma, Aqueous Orb, Blessing of the Ancients, Blessing of the Elements
Displayed:
Deck: 5 Discard: 4 Buried: 1
Notes: Blessings available. I figure I'll need one for my own close (d8+3 to make 7).
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 24 Blessing of Zogmugot
Give Card: None
Move: Stay at Scar Bay
Explore Scar Bay Card 2: Rum Bottle.
Fortitude Check DC 7: 1d8 + 2 ⇒ (1) + 2 = 3 Failed to acquire
discard Cure, Reset Hand, and end turn. Will post temp close below for when needed before/if she goes again
Summary: Card 1 Banished at Scar Bay, Temp Close spoiler below
Hand: CatONineTails, Wakizashi, 3 BoSamurai, Fox, Dilettante
Displayed: Gambeson
Deck: 8 Discard: 2 Buried: 1
Notes: Fox is available for temp close
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 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.
Using Blessing, Dilettante, and Inspire Self with Scourge. Wakizashi available for ship damage.
Divine Check DC8: 2d8 + 2d4 + 2 ⇒ (8, 4) + (1, 4) + 2 = 19

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Yoon - 25 Blessing of Zogmugot
Start at Windward Isle.
Hearing Celeste say the top card is a Weapon, Yoon moves to the Raker Shoals and explores.
Move to Raker Shoals. Not bringing anyone.
Free explore=1: Belaying Pin Weapon B Strength 3
BYA Str 6: 1d6 ⇒ 5 - Success
End of Turn. Recharge Blessing of the Spy. Discard Belaying Pin
Sword Cane, Captain's Cutlass, Kami Medium, Gom-Gom
Draw up Blessing of the Ancients, Clockwork Spy, Blessing of the Spy 2, Blessing of the Gods
SummaryRaker Shoals: Cards 1 acquired.
Have three blessings available for support and two cards to discard to structural damage. Will need two more from others for the temp close.
Hand: Blessing of the Gods 2, Blessing of the Ancients, Clockwork Spy, Blessing of the Spy 2, Blessing of the Gods, ,
Displayed: Gambeson, , , , , ,
Deck: 3 Discard: 9 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 |

Bekah temp closes Scar Bay (from spoiler text above):
Using Blessing, Dilettante, and Inspire Self with Scourge. Wakizashi available for ship damage. Divine Check DC8: 2d8 + 2d4 + 2 ⇒ (8, 4) + (1, 4) + 2 = 19
Balazar temp closes by revealing Padrig and using Good Omen. Auto-succeed: 10+2(Arcane) to get a 3 (6-3 for Good Omen).

Kasmir / khazkhaz |

Intelligence 8 (using Bekah’s and Balazar’s blessings): 1d10 + 1 + 2d10 ⇒ (7) + 1 + (4, 2) = 14

Bekah 12789 |

Posting hand. My blessing can come from Celeste or Yoon as needed. Whatever is needed to allow multiple blessings where needed.
Hand: Wakizashi
Displayed: Gambeson
Deck: 12 Discard: 3 Buried: 1
Notes: Fox is available for temp close
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 Besmara's Tricorne zRum Bottle
Recharged: zShortbow, Lightning Touch, Fox, Dilettante, CatONineTails
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 |

Summary of blessings used in temp closes:
Balazar: No blessings used
Kasmir used blessings from Bekah and Balazar
Bekah used blessing from Celeste, Yoon
Celeste temp close auto-succeeds with 3 blessings (Radovan, Celeste, Yoon): 4d8+3 to get a 7.
Now group discards 5 cards for Yoon's temp close. Radovan contributes 2, Celeste contributes 2, Yoon contributes 1.
Now for my combat! Combat 14 THEN Combat 16.
Small, servile crustaceans scatter to the darkness as I advance on Krelloort’s quartzite throne. The mer-king grimaces and draws a trident – one rusted from the blood of previous foes. His spiny dorsal is impressive, and his spliced figure is unnerving. He’s like a billfish without the bill. Or a human without a heart.
Combat 14 w/ Rapier, CW spy: 1d8 + 3d4 + 1d6 + 3 ⇒ (4) + (2, 3, 2) + (2) + 3 = 16
Combat 13 (16-3 Black Spot) w/ discarded rapier, banishing Norge display, one blessing: 3d8 + 4d4 + 3 ⇒ (7, 1, 3) + (1, 4, 2, 2) + 3 = 23
VILLAIN DEFEATED. SCENARIO COMPLETED. WE WIN!!!!

BR skizzerz |

Development
Aye, the matriarch’s been reunited with her young’uns now. It brings a tear to me eye, it does. And those dastardly eggstealin’, leg-breakin’, skulking sea devils are no more! I’ve seen some loathsome down-and-dirty pirates in my time, but no one sinks lower than sea devils! ’Tis good to know yer course is on an even keel.
Reward
Each character chooses item or armor and draws a card of that type from the box.
Acquired Cards
(* = Plunder, ! = Treasure Stack)
!Dragon Pistol +1 (Weapon 2)
!Shock Musket +1 (Weapon 1)
Belaying Pin (Weapon B) x2
Heavy Crossbow (Weapon B)
Main-Gauche (Weapon B)
Shortbow (Weapon B)
!Quarterstaff (Weapon B)
!Dragon Pistol (Weapon B)
!Cutlass (Weapon B)
!Longsword (Weapon B)
!Rage (Spell 1)
Eye Patch (Item B)
Thieves' Tools (Item B)
Royster McCleagh (Ally 2)
Coral Capuchin (Ally 1)
Captain (Ally B)
*Old Salt (Ally B)
Chanty Singer (Ally B)
!Jinx Eater (Ally B)
!Fox (Ally C)
!Blessing of Milani (Blessing B)
!Blessing of the Gods (Blessing C)

BR skizzerz |
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0-2D: WHO RULES HELL HARBOR?
The Pirate’s Council has almost thirty councilors, and they’ve been hearing tales of your exploits. You’ve already earned the patronage of a wealthy dowager: the lovely Lady Smithee, recently betrothed to a handsome scoundrel named Heartbreak Hinsin. Impressing some pirate lords next would be a savvy idea, especially if you’ve got designs on becoming one of them. There’s plenty o’ ways to do that, but there’s one that everyone knows best: winning the Free Captains’ Regatta. The sailor who wins it is the next lucky soul to join the council.
Some pirates seek plunder or infamy, but there’s no shortage of ambitious souls who train all year for that one race. Know this: The cronies of the Pirate’s Council love to sponsor races. And wealthy aristocrats who’ve just been wed love to host lavish festivals and parties. It just so happens that Lady Smithee and her husband, Hinsin, are doing both: they’re hosting a regatta to celebrate their nuptials. The winner stands to gain some plunder: a pile o’ doubloons and a swift ship.
Most of the competition is the usual riffraff, but you do have one formidable competitor. His name is Gortus Svard. The few who’ve sailed against him and lived say he’ll do anything to win. If he can’t take the prize, he’ll surely take your lives. Now here’s your chance to show the council what a true crew of pirates can do. Gortus Svard’s loss could be your gain. Let the race begin!

BR skizzerz |

For sake of expediency, I'm going to roll up what ships everyone has on your behalf. This will let me customize the scenario updates more easily to provide relevant information for ship encounters.
Ship List:
1. Goblin Weidling
2. Merchantman
3. Shackles Pirate Ship
4. Man's Promise
5. Truewind
6. Thresher
7. Sea Chanty
Rolls (skipping previously chosen ships)
1. Kasmir/khazkhaz 1d7 ⇒ 1 => Goblin Weidling
2. Balazar/TheGreatNateO 1d6 ⇒ 2 => Shackles Pirate Ship
3. Celeste/elcoderdude 1d5 ⇒ 1 => Merchantman
4. Bekah/Zalarian 1d4 ⇒ 4 => Sea Chanty
5. Yoon/Matsu Kurisu 1d3 ⇒ 1 => Man's Promise
6. Radovan/wkover 1d2 ⇒ 2 => Thresher
Everyone still needs to roll their own plunder though (and I do mean everyone; each player gets their own plunder stash, and it starts off with 1 card each) :)

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Yoon - Starting status
Ship = Man's Promise
Starting Plunder: 1d6 ⇒ 5 - Ally
Start at Default location :-).
Hand: Blessing of the Gods 3, Kami Medium, Elemental Ascetic, Clockwork Spy, Captain's Cutlass, ,
Displayed: , , , , , ,
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.

BR skizzerz |

During This Scenario: At the start of the scenario, display the Devil’s Pallor next to this scenario card; each character randomly chooses a ship of Class 3 or lower and stashes a plunder card under that ship; then return the Devil’s Pallor to the fleet stack. The ship you randomly choose is your ship. On your turn, you are commanding your own ship. You are only on your ship, and you cannot move with another character when she moves during her move step. When your ship is dealt Structural damage, only you can discard cards to reduce damage to your ship. When you would encounter a non-villain monster, banish it and roll 1d8 on the table below; summon and encounter that ship (listed on the next page) instead.
1. a random ship from the fleet stack
2. Burnt Saffron
3. Cetaceal
4. Hu-Hazhong
5. Impervious
6. Kraken’s Spite
7. Mark of Yunnarius
8. Ravishing Ruby
Fleet Stack (roll 1d7):
1. Truewind
2. Devil's Pallor
3. Mistmourn
4. Wormwood
5. Dominator
6. Magpie Princess
7. Deathknell
When you earn a deck upgrade from this scenario, you may choose from either your own plunder or the party’s acquired cards.
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.
Gortus Svard (Villain)
Villain
Type: Monster
Traits: Hobgoblin Rogue Captain Pirate
To Defeat: Combat 15
Before you act, recharge a card. Then summon and encounter the ship Devil's Pallor.
If you are the only character at your location, the difficulty of the check to defeat the villain is increased by 1d6.
"Put your backs into it, you sons of dogs! There may be no honor among thieves, but they'll not take our prize from us today!" -Free Captain Gortus Svard
Shipwreck (Henchman)
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Pirate Shade Haunt (Summon)
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card.
For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
Riptide Grindylow (Summon)
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Scenario Ship: Kraken’s Spite
Ship 2
To Defeat: Strength Melee 12 OR Wisdom Survival 10
When Encountering This Ship: If defeated, stash an additional plunder.
Scenario Ship: Cetaceal
Ship 2
To Defeat: Dexterity Acrobatics 8 OR Wisdom Perception Survival 10
When Encountering This Ship: Before you act, discard any cards that have the Pirate trait. For each such card discarded, the difficulty of your check to defeat is increased by 3.
Scenario Ship: Burnt Saffron
Ship 2
To Defeat: Constitution Fortitude 10 OR Wisdom Survival 8
When Encountering This Ship: Before you act, display all your allies. If undefeated, bury them; otherwise, after you act, return them to your hand.
Scenario Ship: Impervious
Ship 2
To Defeat: Dexterity Ranged 11 OR Wisdom Survival 8
When Encountering This Ship: If you are the only character at your location and the Impervious would be defeated, it is undefeated instead.
Scenario Ship: Mark of Yunnarius
Ship 2
To Defeat: Wisdom Survival 10 OR Divine 8
When Encountering This Ship: Before you act, a random character at your location summons and encounters the henchman Pirate Shade Haunt, which may not be evaded; that character displays it next to her deck.
Scenario Ship: Ravishing Ruby
Ship 2
To Defeat: Wisdom Survival 10 OR Charisma Diplomacy 8
When Encountering This Ship: If the check to defeat does not have the Swashbuckling trait, the difficulty is increased by 3.
Scenario Ship: Hu-Hazhong
Ship 2
To Defeat: Intelligence Knowledge 10 OR Wisdom Survival 7
When Encountering This Ship: Before you act, your ship is dealt 1 Structural damage.
After you act, you are dealt 1 Mental damage.
Turn: 0
Top of Blessing Discard Pile:
Blessings Remaining: 30
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
Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Fog Bank
At This Location: After you play a card or use a power that examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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
Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

BALAZAR 341416-1002 |

Starting Plunder: 1d6 ⇒ 2 - Spell
Balazar will start at the Habor
Hand: Sage's Journal, Black Spot, Good Omen, Riftwarden, Clockwork Spy
Displayed: Padrig, Gambeson
Deck: 10 Discard: 0 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.
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}: Detect Magic Enchanted Fang Summon Minor Monster Blackwing Librarian Blessing of The Ancients Blessing of Abadar Tussah Silk Coat Blessing of Pharasma Augury Cockroach Coat
Recharged:
Discard Pile:
Buried Pile:
Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.
Over at Rickety's Squibs, the scoundrels in the Shackles celebrate the commissioning of a new ship with resounding joy. The ship's previous owners don't share their enthusiasm.

wkover - Radovan |

Starting plunder: 1d6 ⇒ 3 - Armor
Starting location: Harbor.
I'll immediately move to Shark Island and start exploring. General note: Per the Harbor location effect, if anyone acquires a boon at the Harbor, assume I move away from Shark Island to the first unoccupied location (in the location list) that doesn't have a horrible start of turn effect. Starting hand:
Hand: Harrow Deck, B of Elements, Captain's Cutlass, Marianix Karn, Short Sword +1,
Displayed: Norge and Quang forms; Norge display: monsters []; Quang display: boons + monsters []; Viridio display: monsters [] {only 2 forms active},
Deck: 11 Discard: 0 Buried: 0
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
I plan to explore twice at Shark Island, then bury Harrow Deck to search for henchman - unless someone has better ideas for the Harrowing.

Celeste - Robert |

Celeste will start at the Harbor.
Aiming to head over to Shipwreck Graveyard -- where I auto the SOT - and close it while my health isn't too bad (given the Permanently Closed effect).
We should try to pair up for a while due to that you-can't-defeat-it-if-alone ship.
Bekah is taking the Tricorne.
<OPENING HAND>
Hand: Blessing of the Spellbound, Thieves Tools, Life Drain, Alaeron, Force Missile, Scorching Ray, Fiery Glare
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
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.
Wrong time to take the Spellbound, I notice belatedly... unlikely to make many Arcane checks here.

Kasmir / khazkhaz |

Replacing Frigid Blast with Stone Skin.
Choosing Daji as my Cohort.
Plunder: 1d6 ⇒ 1 Weapon
Kasmir commands the Gobin Weidling. He starts at Harbour.
Hand: Stone Skin, Caltrops, Conch Shell, Frostbite, Blessing of Pharasma, Lightning Touch,
Displayed: Daji,
Deck: 10 Discard: 0 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.

Bekah 12789 |

Bekah will start in the harbor as well and will move to where Celeste is located.

BR skizzerz |

During This Scenario: At the start of the scenario, display the Devil’s Pallor next to this scenario card; each character randomly chooses a ship of Class 3 or lower and stashes a plunder card under that ship; then return the Devil’s Pallor to the fleet stack. The ship you randomly choose is your ship. On your turn, you are commanding your own ship. You are only on your ship, and you cannot move with another character when she moves during her move step. When your ship is dealt Structural damage, only you can discard cards to reduce damage to your ship. When you would encounter a non-villain monster, banish it and roll 1d8 on the table below; summon and encounter that ship (listed on the next page) instead.
1. a random ship from the fleet stack
2. Burnt Saffron
3. Cetaceal
4. Hu-Hazhong
5. Impervious
6. Kraken’s Spite
7. Mark of Yunnarius
8. Ravishing Ruby
Fleet Stack (roll 1d7):
1. Truewind
2. Devil's Pallor
3. Mistmourn
4. Wormwood
5. Dominator
6. Magpie Princess
7. Deathknell
When you earn a deck upgrade from this scenario, you may choose from either your own plunder or the party’s acquired cards.
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.
Gortus Svard (Villain)
Villain
Type: Monster
Traits: Hobgoblin Rogue Captain Pirate
To Defeat: Combat 15
Before you act, recharge a card. Then summon and encounter the ship Devil's Pallor.
If you are the only character at your location, the difficulty of the check to defeat the villain is increased by 1d6.
"Put your backs into it, you sons of dogs! There may be no honor among thieves, but they'll not take our prize from us today!" -Free Captain Gortus Svard
Shipwreck (Henchman)
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Pirate Shade Haunt (Summon)
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card.
For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
Riptide Grindylow (Summon)
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Kasmir - Goblin Weidling
1. Weapon
Balazar - Shackles Pirate Ship
1. Spell
Celeste - Merchantman
1. Spell
Bekah - Sea Chanty
1. ???
Yoon - Man's Promise
1. Ally
Radovan - Thresher
1. Armor
(BR Only)
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Monster 1
Monster 2
Traits: Animal Aquatic Elite
To Defeat: Combat 13
The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.
Monster 2
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 3
Monster B
Traits: Human Captain Pirate Veteran
To Defeat: Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Monster 4
Monster C
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 5
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.
Barrier 1
Barrier C
Traits: Obstacle Aquatic Basic
To Defeat: Dexterity 7
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
Barrier 2
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 3
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.
Barrier 4
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.
Barrier 5
Barrier B
Traits: Cache Task Veteran
To Defeat: Intelligence Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Weapon 1
Weapon B
Traits: Mace Melee Bludgeoning Basic
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Weapon 2
Weapon B
Traits: Sword Melee Piercing Finesse Swashbuckling Basic
To Acquire: Strength Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 3
Weapon B
Traits: Sword Melee Piercing Finesse Basic
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 4
Weapon 2
Traits: Firearm Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged Craft 12
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. 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.
Recharge this card to add 1d6 and this card's traits to another character's combat check at this location.
Weapon 5
Weapon B
Traits: Firearm Ranged Piercing Swashbuckling Basic
To Acquire: Dexterity Ranged Craft 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; 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 1-2, shuffle this card into your deck.
Spell 1
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
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.
Spell 3
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 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 C
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
Armor 1
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 2
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.
Armor 3
Armor B
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor 4
Armor B
Traits: Shield Magic Elite
To Acquire: Constitution Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 5
Armor B
Traits: Shield Magic Elite
To Acquire: Constitution Fortitude 6
Recharge this card to reduce 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.
Item 1
Item C
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Craft check.
Item 2
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Item 3
Item B
Traits: Object Magic
To Acquire: Intelligence 7
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.
Item 4
Item C
Traits: Liquid Attack Fire Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Item 5
Item 2
Traits: Object
To Acquire: Wisdom Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
Ally 1
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.
Ally 2
Ally B
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.
Ally 3
Ally C
Traits: Animal Basic
To Acquire: Wisdom Survival 7
Recharge this card to add 1d4 to any Intelligence or Wisdom check.
Discard this card to explore your location.
Ally 4
Ally B
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.
Ally 5
Ally C
Traits: Human Veteran
To Acquire: Charisma Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Blessing 1
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 3
Blessing B
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 5
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Scenario Ship: Kraken’s Spite
Ship 2
To Defeat: Strength Melee 12 OR Wisdom Survival 10
When Encountering This Ship: If defeated, stash an additional plunder.
Scenario Ship: Cetaceal
Ship 2
To Defeat: Dexterity Acrobatics 8 OR Wisdom Perception Survival 10
When Encountering This Ship: Before you act, discard any cards that have the Pirate trait. For each such card discarded, the difficulty of your check to defeat is increased by 3.
Scenario Ship: Burnt Saffron
Ship 2
To Defeat: Constitution Fortitude 10 OR Wisdom Survival 8
When Encountering This Ship: Before you act, display all your allies. If undefeated, bury them; otherwise, after you act, return them to your hand.
Scenario Ship: Impervious
Ship 2
To Defeat: Dexterity Ranged 11 OR Wisdom Survival 8
When Encountering This Ship: If you are the only character at your location and the Impervious would be defeated, it is undefeated instead.
Scenario Ship: Mark of Yunnarius
Ship 2
To Defeat: Wisdom Survival 10 OR Divine 8
When Encountering This Ship: Before you act, a random character at your location summons and encounters the henchman Pirate Shade Haunt, which may not be evaded; that character displays it next to her deck.
Scenario Ship: Ravishing Ruby
Ship 2
To Defeat: Wisdom Survival 10 OR Charisma Diplomacy 8
When Encountering This Ship: If the check to defeat does not have the Swashbuckling trait, the difficulty is increased by 3.
Scenario Ship: Hu-Hazhong
Ship 2
To Defeat: Intelligence Knowledge 10 OR Wisdom Survival 7
When Encountering This Ship: Before you act, your ship is dealt 1 Structural damage.
After you act, you are dealt 1 Mental damage.
Turn: 1 Kasmir/khazkhaz
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 29
Blessings Deck
Blessings Deck Card 2 - Turn 2 Balazar/TheGreatNateO
Blessing C
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 3 - Turn 3 Celeste/elcoderdude
Blessing C
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 4 - Turn 4 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 5 - Turn 5 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 6 - Turn 6 Radovan/wkover
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 7 - Turn 7 Kasmir/khazkhaz
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 Balazar/TheGreatNateO
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 9 - Turn 9 Celeste/elcoderdude
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 10 - Turn 10 Bekah/Zalarian
Blessing B
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 11 - Turn 11 Yoon/Matsu Kurisu
Blessing C
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 12 - Turn 12 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 13 - Turn 13 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 14 - Turn 14 Balazar/TheGreatNateO
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 15 - Turn 15 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 16 - Turn 16 Bekah/Zalarian
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 17 - Turn 17 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 18 - Turn 18 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 19 - Turn 19 Kasmir/khazkhaz
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 20 - Turn 20 Balazar/TheGreatNateO
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 Celeste/elcoderdude
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Bekah/Zalarian
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Yoon/Matsu Kurisu
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 24 - Turn 24 Radovan/wkover
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 25 - Turn 25 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 26 - Turn 26 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 27 - Turn 27 Celeste/elcoderdude
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 28 - Turn 28 Bekah/Zalarian
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 29 - Turn 29 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 30 - Turn 30 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.
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:
Spell B
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
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.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
This rat has glowing red eyes and is of an unusual size.
Monster B
Traits: Hag Aquatic
To Defeat: Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Barrier 2
Traits: Obstacle Pirate Veteran
To Defeat: Strength Ranged Constitution Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 2
During your turn, discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
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 4 check to recharge this card isntead of discarding it.
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.
Armor C
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
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.
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.
Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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 you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
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.
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
A random character at your location encounters the Giant Frog.
If the check to defeat has the Electricity trait, add 1d8 to it.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
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.
Monster B
Traits: Bunyip Aquatic Elite
To Defeat: Combat 9
Damage dealt by the Bunyip may not be reduced.
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
The brown-furred bunyip is a disturbing combination of shark and seal. Wherever you find large bodies of water, you might find bunyips.
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.
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.
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
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.
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.
Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Monster 1
Traits: Animal Aquatic Elite
To Defeat: Combat 11
If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Weapon C
Traits: Sword Melee Slashing Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
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.
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.
Item C
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.
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.
Spell B
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.
Barrier 1
Traits: Obstacle Aquatic Veteran
To Defeat: Intelligence Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Fog Bank
At This Location: After you play a card or use a power that examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
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 you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
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.
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Barrier 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.
Monster C
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 you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
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.
Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Monster 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.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Spell 1
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 7
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 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.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
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.
Blessing C
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Monster B
Traits: Undead Incorporeal Ghost Elite
To Defeat: Combat 12 OR Wisdom Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist.
Weapon B
Traits: Sword Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; 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.
Armor B
Traits: Shield Firearm Basic
To Acquire: Dexterity Ranged 5 THEN Constitution Fortitude 5
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
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.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
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 you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Armor C
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.
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 you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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 you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
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.
Barrier B
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.
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.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Weapon B
Traits: Firearm Ranged Piercing 2-Handed Alchemical Elite
To Acquire: Dexterity Ranged Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Villain 2
Type: Monster
Traits: Hobgoblin Rogue Captain Pirate
To Defeat: Combat 15
Before you act, recharge a card. Then summon and encounter the ship Devil's Pallor.
If you are the only character at your location, the difficulty of the check to defeat the villain is increased by 1d6.
"Put your backs into it, you sons of dogs! There may be no honor among thieves, but they'll not take our prize from us today!"
-Free Captain Gortus Svard
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 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.
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
Barrier B
Traits: Cache Lock Veteran
To Defeat: Strength Melee 10 OR Dexterity Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Spell B
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
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.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
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.
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Spell C
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.
Ally C
Traits: Animal Elite
To Acquire: Wisdom Survival 5
Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.
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.
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.
Monster B
Traits: Hag Aquatic
To Defeat: Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Balazar/TheGreatNateO, Bekah/Zalarian, Celeste/elcoderdude, Kasmir/khazkhaz, Radovan/wkover, Yoon/Matsu Kurisu
Item 2
Traits: Accessory Magic
To Acquire: Wisdom Divine Melee 8
Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.
Weapon 2
Traits: Polearm Melee Piercing Magic Elite
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Weapon B
Traits: Mace Melee Bludgeoning Basic
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman C
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Barrier P
Traits: Skirmish Goblin Pirate Veteran
To Defeat: Constitution Fortitude 5 OR Wisdom Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.
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.
Item C
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Craft check.
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.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.

Bekah 12789 |

Sea Chanty Plunder: 1d6 ⇒ 3 Armor
Starting Hand. Chose Item. Replaced Banner with Tricorne.
Hand: Deathbane Light Crossbow +1, Burgler, Besmara's Tricorne, 1 BoSamurai, Fox
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Possibly have Tricorne and Weapon for support reasons. Blessing is available with preference to recharge unless Tricorne is bottom card. Fox is available unless Tricorne already bottom card.
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 ([X]+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 2 BoSamurai 3 BoSamurai Gambeson Blood Periapt Dilettante Surgeon Lightning Touch Cure Rage CatONineTails
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.

Kasmir / khazkhaz |

It is the hour of Abadar. Kasmir is at the Harbour on his Ship, with the fleet of his comrades.
Kasmir learns of treasure to be had. It is a Crown of Swords.
Wisdom 8 (Using Bekah's Tricorne and Fox): 1d8 + 1d8 + 1d4 ⇒ (4) + (4) + (2) = 10
Acquired.
Kasmir moves to the Fog Bank.
Using Conch Shell on Shipwreck Graveyard. There is a Force Missile on top.
Conch Shell Recharge 7: 1d8 + 2 ⇒ (1) + 2 = 3
Hand: Stone Skin, Caltrops, Blessing of the Gods, Frostbite, Blessing of Pharasma, Black Spot,
Displayed: Daji,
Deck: 6 Discard: 3 Buried: 0
Notes: You may use these from my hand: Blessing of Pharasma, Black Spot, Stone Skin
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 due to support granted during Kasmir's turn.
Hand: Deathbane Light Crossbow +1, Burgler, 1 BoSamurai
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Blessing is available in dire situations but preferably not to recharge due to wanting to get tricorne back in hand.
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 ([X]+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 2 BoSamurai 3 BoSamurai Gambeson Blood Periapt Dilettante Surgeon Lightning Touch Cure Rage CatONineTails
Recharged: Fox, Besmara's Tricorne
Discard Pile:
Buried Pile:

BALAZAR 341416-1002 |

Turn Order - Kasmir, Balazar, Celeste, Bekah, Yoon, Radovan
Turn 2 Blessings Discard Deck Card 1 - Blessing of Erastil
Give Card: None
Move: Stay at Harbor
Explore: Reveal Harbor Card 2 - Trident +1 (2)
I will recharge Sage's Journal to use Padrig power for Strength check, and use Radovan Blessing of the Elements for an added die
Acquire Trident +1 - Strength DC 10: 2d12 + 2 ⇒ (5, 11) + 2 = 18 - Acquired
Trident +1 is added to my hand
I will display my Clockwork Spy to examine Harbor Card 3 - Mace (B)
I will explore and encounter Mace
Acquire Mace - Strength DC 4: 1d4 ⇒ 4 - Acquired
I acquired 2 boons so 2 characters may move to another location, I believe Bekah will be using 1 of them
I will reset my hand to 6 and end my turn
So a ship race is it. Not really a sea guy but I think I will manage just fine. I board my ship that I was told to use. Not really sure if Padrig will like racing. As we get on board, I notice some weapons in a trunk. I lock it, because my friends will want these. I have Padrig and no need for such items. No I need to hurry and get the ship ready for the race.
Hand: zTrident +1, zMace, Black Spot, Good Omen, Riftwarden, Blessing of The Ancients
Displayed: Padrig, Gambeson, Clockwork Spy
Deck: 10 Discard: 0 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.Please Use Blessing of the Ancients if Basic Blessing
Black Spot, Blessing of The Ancients, Good Omen
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}: Detect Magic Enchanted Fang Summon Minor Monster Blackwing Librarian Blessing of Abadar Tussah Silk Coat Blessing of Pharasma Augury Cockroach Coat
Recharged: Sage's Journal
Discard Pile:
Buried Pile:
Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.
Over at Rickety's Squibs, the scoundrels in the Shackles celebrate the commissioning of a new ship with resounding joy. The ship's previous owners don't share their enthusiasm.

Bekah 12789 |

With a wild look in her eye, Bekah uses the favorable wind from the harbor to speed off to shipwreck graveyard.
Bekah moved from Balazar acquiring boon.

Celeste - Robert |

Celeste at Harbor.
Blessing is Cayden Cailean.
Moving to Shipwreck Graveyard. (Really hoping Bekah isn't slammed by that SOT effect, since I was wrong about needing her here.)
Explore.
Force Missile, spell B.
Hmm. Really torn about acquiring this. It's nearly useless in 2D and blocks my more useful cards. But, I'm expecting to lose many cards.
Acquired Force Missile.
That's automatic (d10+3 for Arcane 4).
Discard Alearon to explore.
Water Elemental, Monster C.
Hold that thought - really it is:
Scenaro Ship: 1d8 ⇒ 2
Burnt Saffron.
BYA: Display allies. None in hand.
Discarding my Blessing of the Spellbound.
Survival 8: 2d8 + 4 ⇒ (4, 7) + 4 = 15
Ship defeated.
Plunder: 1d6 ⇒ 6
Given a choice, I choose: Spell.
End of turn. Sorry I'm not in the Hangout during work hours, so don't know where to search.
Not knowing, I'll examine Rocky Cliff, as it seems a more closeable location than some.
Recharge Force Missile 2 (acquired) to examine Rocky Cliff.
Rocky Cliff card 1: Shipwreck Henchman.
Bingo. That's tailor-made for Yoon: It's a Con/Fort 7 barrier.
Note it grants Plunder directly to your hand if defeated.
Hand: Mirian Rass, Thieves Tools, Life Drain, Sage's Journal, Force Missile, Scorching Ray, Fiery Glare
Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: Got nothing.
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: blessing discarded for weapon 2 acquisition.
Hand: Harrow Deck, Captain's Cutlass, Marianix Karn, Short Sword +1,
Displayed: Norge and Quang forms; Norge display: monsters []; Quang display: boons + monsters []; Viridio display: monsters [] {only 2 forms active},
Deck: 11 Discard: 1 Buried: 0
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

Bekah 12789 |

Turn Order - Kasmir, Balazar, Celeste, Bekah, Yoon, Radovan
Turn 4 Blessings Deck Card 4 - Blessing of the Gods
Use Power to put Burgler on Top to draw Tricorne into hand. Then reveal Tricorne and recharge crossbow for Start of Turn DC5
Wisdom Check DC5: 2d6 + 1d4 + 1 ⇒ (1, 6) + (1) + 1 = 9 Success
Give Card Tricorne to Celeste
Move from Shipwreck Graveyard -> Fog Bank
Encounter Fog Bank Card 1: Merfolk -> Ship
Random Ship: 1d8 ⇒ 11d7 ⇒ 2 Random Fleet Stack - Devil's Pallor
Discard Samurai blessing for fortitude Check
Fortitude Check DC9: 2d8 + 2 ⇒ (5, 8) + 2 = 15 Defeated. Since hand is empty no cards to discard. Bekah gains weapon for plunder.
Reset Hand and end turn. Will Display Gambseson at start of Celeste Turn.
Summary Celeste has Tricorne. Card 1 of Fog Bank has been banished. Bekah has a weapon for plunder.
Hand: Cure, Dilettante, 3 BoSamurai, Lightning Touch
Displayed: Gambeson
Deck: 9 Discard: 1 Buried: 0
Notes: Whole hand is available should someone be at my 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 ([X]+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 2 BoSamurai Blood Periapt Surgeon Rage CatONineTails
Recharged: Fox, Deathbane Light Crossbow +1
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.
Sea Chanty
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 5
When Encountering This Ship: You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire a boon is increased by 1.
This Sargavan galleon out of Eleder is often stocked with trade goods and luxuries. It's suffered many a clash with freebooting vessels and survived to brave the shipping lanes anew.

Bekah 12789 |

Bekah's bold moves tacking towards the shipwreck has decidedly put her in the lead but it nearly cost her her ship.
"The Sea Chanty will hold!" Bekah can be heard barking at the crew as excessive water began to fill up the holds. The ship then docks next to the Merchantman vessel in order to unload some plunder. "If I dump the plunder for this race, then the crew will mutiny. Better to share the load to keep both of our vessels light and agile. May the best captain win...other than that Hobgoblin captain of course. I am going to use the cover of the fog to cover more ground. Good luck in your path around the graveyard." Bekah departs the Naga and her crew and sets sail towards the large and roiling clouds of fog. A keen crewman saw the other ship. "Captain, It isn't Gortus's main ship but it be one of his flotilla!" says the man from the crow's nest. Bekah urged the ship to close with the ship called the Devil's Pallor and eventually caught up with it in the fog. Eventually, the two ships were neck and neck before the superior Sea Chanty took the lead leaving the other captain dejected at its loss.

Bekah 12789 |

Posting Corrected Hand..since I put burgler on top, it should have been first card I drew.
Hand: Cure, Dilettante, 3 BoSamurai, Burgler
Displayed: Gambeson
Deck: 9 Discard: 1 Buried: 0
Notes: Cure is available if at location. Samurai Blessing available if used for Henchman, Villains or location closing.
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 ([X]+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 2 BoSamurai Blood Periapt Surgeon Lightning Touch Rage CatONineTails
Recharged: Fox, Deathbane Light Crossbow +1
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.
"
Sea Chanty
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 5
When Encountering This Ship: You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire a boon is increased by 1.
This Sargavan galleon out of Eleder is often stocked with trade goods and luxuries. It's suffered many a clash with freebooting vessels and survived to brave the shipping lanes anew.

BR skizzerz |

During This Scenario: At the start of the scenario, display the Devil’s Pallor next to this scenario card; each character randomly chooses a ship of Class 3 or lower and stashes a plunder card under that ship; then return the Devil’s Pallor to the fleet stack. The ship you randomly choose is your ship. On your turn, you are commanding your own ship. You are only on your ship, and you cannot move with another character when she moves during her move step. When your ship is dealt Structural damage, only you can discard cards to reduce damage to your ship. When you would encounter a non-villain monster, banish it and roll 1d8 on the table below; summon and encounter that ship (listed on the next page) instead.
1. a random ship from the fleet stack
2. Burnt Saffron
3. Cetaceal
4. Hu-Hazhong
5. Impervious
6. Kraken’s Spite
7. Mark of Yunnarius
8. Ravishing Ruby
Fleet Stack (roll 1d7):
1. Truewind
2. Devil's Pallor
3. Mistmourn
4. Wormwood
5. Dominator
6. Magpie Princess
7. Deathknell
When you earn a deck upgrade from this scenario, you may choose from either your own plunder or the party’s acquired cards.
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.
Gortus Svard (Villain)
Villain
Type: Monster
Traits: Hobgoblin Rogue Captain Pirate
To Defeat: Combat 15
Before you act, recharge a card. Then summon and encounter the ship Devil's Pallor.
If you are the only character at your location, the difficulty of the check to defeat the villain is increased by 1d6.
"Put your backs into it, you sons of dogs! There may be no honor among thieves, but they'll not take our prize from us today!" -Free Captain Gortus Svard
Shipwreck (Henchman)
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Pirate Shade Haunt (Summon)
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card.
For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
Riptide Grindylow (Summon)
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Crown of Swords (Item 2)
Item 2
Traits: Accessory Magic
To Acquire: Wisdom Divine Melee 8
Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.
Force Missile (Spell B)
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.
Mace (Weapon B)
Weapon B
Traits: Mace Melee Bludgeoning Basic
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Trident +1 (Weapon 2)
Weapon 2
Traits: Polearm Melee Piercing Magic Elite
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Kasmir - Goblin Weidling
1. Weapon
Balazar - Shackles Pirate Ship
1. Spell
Celeste - Merchantman
1. Spell
2. Spell
Bekah - Sea Chanty
1. Armor
2. Weapon
Yoon - Man's Promise
1. Ally
Radovan - Thresher
1. Armor
(BR Only)
H4DYBX3JaxvR6A3daSjH1USBl6LB3w1nd8uPZyWrYj59IMldg+46DIk7E21F5tGvzSKFKgxugyE ZxFXtYC5qUol4yxLcEalp/RtUYHUasbBZnGbi7tmYZMpmeMJFCzcm/CJbmurnJJwPYr8oHE7FfZ YHBefzrlR8zpt7aAYuNtfxBAXt1RouEOo1Kv2/dHMBTitutiFsI/jkuFoH6/HSBDekIqCX1wjL6 9vPxvcL7N3tHfkJ0wRxIPXk3HPyXdMCbFT0NSC1rcZItozhltEbb8vIyKgO6NthwRg39+iusDwC cyANvJX5/QzvEgd+hAK1IAOkYlUc0pJw0aCMiFOtM9i+F6j+bC8xsAG1hA4vN2kC8zEkmBOsyWp pZ5FQWOyJLckvYWRFHMh1//BnUz5dS4P2mfP1rvVK5ub1ab4VFXA+it6qMoT1jo/HLbJMtW8P9v VT1kB2MqI=
Monster 1
Monster 2
Traits: Animal Aquatic Elite
To Defeat: Combat 13
The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.
Monster 2
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 3
Monster B
Traits: Human Captain Pirate Veteran
To Defeat: Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Monster 4
Monster C
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 5
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.
Barrier 1
Barrier C
Traits: Obstacle Aquatic Basic
To Defeat: Dexterity 7
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
Barrier 2
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 3
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.
Barrier 4
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.
Barrier 5
Barrier B
Traits: Cache Task Veteran
To Defeat: Intelligence Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Weapon 1
Weapon B
Traits: Mace Melee Bludgeoning Basic
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Weapon 2
Weapon B
Traits: Sword Melee Piercing Finesse Swashbuckling Basic
To Acquire: Strength Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 3
Weapon B
Traits: Sword Melee Piercing Finesse Basic
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 4
Weapon 2
Traits: Firearm Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged Craft 12
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. 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.
Recharge this card to add 1d6 and this card's traits to another character's combat check at this location.
Weapon 5
Weapon B
Traits: Firearm Ranged Piercing Swashbuckling Basic
To Acquire: Dexterity Ranged Craft 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; 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 1-2, shuffle this card into your deck.
Spell 1
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
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.
Spell 3
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 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 C
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
Armor 1
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 2
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.
Armor 3
Armor B
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor 4
Armor B
Traits: Shield Magic Elite
To Acquire: Constitution Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 5
Armor B
Traits: Shield Magic Elite
To Acquire: Constitution Fortitude 6
Recharge this card to reduce 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.
Item 1
Item C
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Craft check.
Item 2
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Item 3
Item B
Traits: Object Magic
To Acquire: Intelligence 7
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.
Item 4
Item C
Traits: Liquid Attack Fire Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Item 5
Item 2
Traits: Object
To Acquire: Wisdom Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
Ally 1
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.
Ally 2
Ally B
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.
Ally 3
Ally C
Traits: Animal Basic
To Acquire: Wisdom Survival 7
Recharge this card to add 1d4 to any Intelligence or Wisdom check.
Discard this card to explore your location.
Ally 4
Ally B
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.
Ally 5
Ally C
Traits: Human Veteran
To Acquire: Charisma Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Blessing 1
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 3
Blessing B
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 5
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Scenario Ship: Kraken’s Spite
Ship 2
To Defeat: Strength Melee 12 OR Wisdom Survival 10
When Encountering This Ship: If defeated, stash an additional plunder.
Scenario Ship: Cetaceal
Ship 2
To Defeat: Dexterity Acrobatics 8 OR Wisdom Perception Survival 10
When Encountering This Ship: Before you act, discard any cards that have the Pirate trait. For each such card discarded, the difficulty of your check to defeat is increased by 3.
Scenario Ship: Burnt Saffron
Ship 2
To Defeat: Constitution Fortitude 10 OR Wisdom Survival 8
When Encountering This Ship: Before you act, display all your allies. If undefeated, bury them; otherwise, after you act, return them to your hand.
Scenario Ship: Impervious
Ship 2
To Defeat: Dexterity Ranged 11 OR Wisdom Survival 8
When Encountering This Ship: If you are the only character at your location and the Impervious would be defeated, it is undefeated instead.
Scenario Ship: Mark of Yunnarius
Ship 2
To Defeat: Wisdom Survival 10 OR Divine 8
When Encountering This Ship: Before you act, a random character at your location summons and encounters the henchman Pirate Shade Haunt, which may not be evaded; that character displays it next to her deck.
Scenario Ship: Ravishing Ruby
Ship 2
To Defeat: Wisdom Survival 10 OR Charisma Diplomacy 8
When Encountering This Ship: If the check to defeat does not have the Swashbuckling trait, the difficulty is increased by 3.
Scenario Ship: Hu-Hazhong
Ship 2
To Defeat: Intelligence Knowledge 10 OR Wisdom Survival 7
When Encountering This Ship: Before you act, your ship is dealt 1 Structural damage.
After you act, you are dealt 1 Mental damage.
Turn: 5 Yoon/Matsu Kurisu
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: 25
Blessings Deck
Blessings Deck Card 6 - Turn 6 Radovan/wkover
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 7 - Turn 7 Kasmir/khazkhaz
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 Balazar/TheGreatNateO
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 9 - Turn 9 Celeste/elcoderdude
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 10 - Turn 10 Bekah/Zalarian
Blessing B
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 11 - Turn 11 Yoon/Matsu Kurisu
Blessing C
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 12 - Turn 12 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 13 - Turn 13 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 14 - Turn 14 Balazar/TheGreatNateO
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 15 - Turn 15 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 16 - Turn 16 Bekah/Zalarian
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 17 - Turn 17 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 18 - Turn 18 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 19 - Turn 19 Kasmir/khazkhaz
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 20 - Turn 20 Balazar/TheGreatNateO
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 Celeste/elcoderdude
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Bekah/Zalarian
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Yoon/Matsu Kurisu
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 24 - Turn 24 Radovan/wkover
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 25 - Turn 25 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 26 - Turn 26 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 27 - Turn 27 Celeste/elcoderdude
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 28 - Turn 28 Bekah/Zalarian
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 29 - Turn 29 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 30 - Turn 30 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.
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
Spell B
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
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.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
This rat has glowing red eyes and is of an unusual size.
Monster B
Traits: Hag Aquatic
To Defeat: Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Barrier 2
Traits: Obstacle Pirate Veteran
To Defeat: Strength Ranged Constitution Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 2
During your turn, discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
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 4 check to recharge this card isntead of discarding it.
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.
Armor C
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
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.
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.
Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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 you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
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.
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
A random character at your location encounters the Giant Frog.
If the check to defeat has the Electricity trait, add 1d8 to it.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
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.
Monster B
Traits: Bunyip Aquatic Elite
To Defeat: Combat 9
Damage dealt by the Bunyip may not be reduced.
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
The brown-furred bunyip is a disturbing combination of shark and seal. Wherever you find large bodies of water, you might find bunyips.
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.
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.
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
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.
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.
Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Monster 1
Traits: Animal Aquatic Elite
To Defeat: Combat 11
If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Weapon C
Traits: Sword Melee Slashing Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
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.
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.
Item C
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.
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.
Spell B
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.
Barrier 1
Traits: Obstacle Aquatic Veteran
To Defeat: Intelligence Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.
Fog Bank
At This Location: After you play a card or use a power that examines cards in this location deck, shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M: 2 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Bekah/Zalarian, Kasmir/khazkhaz
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.
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Barrier 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.
Monster C
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 you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
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.
Barrier 2
Traits: Obstacle Weather
To Defeat: None
Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.
Monster 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.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Spell 1
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 7
Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 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.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
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.
Blessing C
Traits: Divine Gozreh
To Acquire: Wisdom Survival 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Monster B
Traits: Undead Incorporeal Ghost Elite
To Defeat: Combat 12 OR Wisdom Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist.
Weapon B
Traits: Sword Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; 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.
Armor B
Traits: Shield Firearm Basic
To Acquire: Dexterity Ranged 5 THEN Constitution Fortitude 5
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
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.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
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 you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Armor C
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.
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 you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 1 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude
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.
Barrier B
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.
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.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Weapon B
Traits: Firearm Ranged Piercing 2-Handed Alchemical Elite
To Acquire: Dexterity Ranged Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Villain 2
Type: Monster
Traits: Hobgoblin Rogue Captain Pirate
To Defeat: Combat 15
Before you act, recharge a card. Then summon and encounter the ship Devil's Pallor.
If you are the only character at your location, the difficulty of the check to defeat the villain is increased by 1d6.
"Put your backs into it, you sons of dogs! There may be no honor among thieves, but they'll not take our prize from us today!"
-Free Captain Gortus Svard
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 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.
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
Barrier B
Traits: Cache Lock Veteran
To Defeat: Strength Melee 10 OR Dexterity Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Spell B
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
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.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
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.
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Spell C
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.
Ally C
Traits: Animal Elite
To Acquire: Wisdom Survival 5
Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.
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.
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.
Monster B
Traits: Hag Aquatic
To Defeat: Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Balazar/TheGreatNateO, Radovan/wkover, Yoon/Matsu Kurisu
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman C
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Barrier P
Traits: Skirmish Goblin Pirate Veteran
To Defeat: Constitution Fortitude 5 OR Wisdom Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.
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.
Item C
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Craft check.
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.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.

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Yoon - Blessing of the Gods
Move to Rocky Cliff
Free explore = 1 Shipwreck
Henchman B Type: Barrier Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
Fortitude 1d10+1+2, recharge Elemental Ascetic +1d6
Fortitude 7 (5+2): 1d10 + 1 + 2 + 1d6 ⇒ (9) + 1 + 2 + (6) = 18 - Defeated
Plunder: 1d6 ⇒ 2 - 2 Spell = Obscure Spell 1
Rocky Cliff closed - Banish Obscure
End of Turn. Draw Gambeson.
Start of next players turn. Display Gambeson
Hand: Blessing of the Gods 3, Kami Medium, Clockwork Spy, Captain's Cutlass, , ,
Displayed: Gambeson, , , , , ,
Deck: 10 Discard: 0 Buried: 0
Notes: Blessing available for support
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 |

The race has churned up the waters around Shark Island, temporarily driving away the local sealife. That makes the landmass mildly attractive, for once.
Travel to Shark Island and explore. Encounter skeleton->random ship. Ship roll: 1d8 ⇒ 3 = Cetaceal. Monster banished, ship evaded w/ Quang.
An opponent's ship veers near the shore, but I stick to the shadows and avoid detection. Not difficult to do when your enemies have fish for brains.
Discard Marianix to explore. Auto-fail to acquire BoGozreh. Bury Harrow Deck to examine and reorder top 3 cards (#3-5): Ghost, Cutlass, Buckler Gun. Cards reordered as Cutlass, Buckler Gun, Ghost.
Radovan uses a mystic tool to foresee the future, though he puts little stock in spiritual compasses and mumblings from the dead.
Discard short sword, hand reset:
Hand: Thieves' Tools, Dandy Brute, Captain's Cutlass, Red Leathers, B of Abadar,
Displayed: Norge and Quang forms; Norge display: monsters []; Quang display: boons + monsters []; Viridio display: monsters [] {only 2 forms active},
Deck: 7 Discard: 3 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
If someone acquires a boon @ Harbor, I will move to Riptide Cove.

Kasmir / khazkhaz |

It is the hour of Erastil. Kasmir is at the Fog Bank.
Kasmir explores and finds a Force Missile spell.
Auto-passing the Arcane 4 check. Force Missile acquired.
Discarding Blessing of the Gods to explore.
Encountering Shipwreck.
Constitution 5+2 (Using Radovan's Blessing of Abadar): 1d6 + 2d6 + 1d4 + 1 ⇒ (3) + (2, 3) + (3) + 1 = 12
Kasmir steers his Goblin Wiedling away from the Shipwreck.
Plunder: 1d6 ⇒ 6
Kasmir finds Plunder amidst the wreckage, and gets an Buoyancy Spell.
Recharging hand to close the Fog Bank.
Hand: Confusion, Apprentice, Viper STrike, Codex, Amulet of Life, Blessing of the Elements 2,
Displayed: Daji,
Deck: 7 Discard: 4 Buried: 0
Notes: You may use these from my hand: Blessing of the Elements
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: Daji
"""Display this card. While displayed, if you have the Witch trait, gain the skills Arcane: Intelligence +2 and Craft: Intelligence +2.
While displayed, you may recharge a card to shuffled 1d4 random spells from your discard pile into your deck; if you have a role card, shuffle in 1d4+1 random spells instead. Then put this card on top of your deck."""

elcoderdude |

Point of clarification:
Fog Bank doesn't shuffle when you explore it, even if it's not your free exploration.
Fog Bank only shuffles after it is examined (which is a key word in the game -- only a power that "examine(s)" will shuffle Fog Bank).
If a character uses a Blessing of the Ancients to explore (which examines, then grants an optional explore), Fog Bank would shuffle.
No big deal. What's done is done - no recon here. Mo moshkela.

wkover - Radovan |

OOT hand update (B of Abadar used):
Hand: Thieves' Tools, Dandy Brute, Captain's Cutlass, Red Leathers,
Displayed: Norge and Quang forms; Norge display: monsters []; Quang display: boons + monsters []; Viridio display: monsters [] {only 2 forms active},
Deck: 7 Discard: 4 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

Bekah 12789 |

Posting hand after recharging cure to inspire Kasmir.
Hand: Dilettante, 3 BoSamurai, Burgler
Displayed: Gambeson
Deck: 10 Discard: 1 Buried: 0
Notes: Cure is available if at location. Samurai Blessing available if used for Henchman, Villains or location closing.
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 ([X]+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 2 BoSamurai Blood Periapt Surgeon Lightning Touch Rage CatONineTails
Recharged: Fox, Deathbane Light Crossbow +1, cure
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.
"
Sea Chanty
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 5
When Encountering This Ship: You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire a boon is increased by 1.
This Sargavan galleon out of Eleder is often stocked with trade goods and luxuries. It's suffered many a clash with freebooting vessels and survived to brave the shipping lanes anew.

BR skizzerz |

During This Scenario: At the start of the scenario, display the Devil’s Pallor next to this scenario card; each character randomly chooses a ship of Class 3 or lower and stashes a plunder card under that ship; then return the Devil’s Pallor to the fleet stack. The ship you randomly choose is your ship. On your turn, you are commanding your own ship. You are only on your ship, and you cannot move with another character when she moves during her move step. When your ship is dealt Structural damage, only you can discard cards to reduce damage to your ship. When you would encounter a non-villain monster, banish it and roll 1d8 on the table below; summon and encounter that ship (listed on the next page) instead.
1. a random ship from the fleet stack
2. Burnt Saffron
3. Cetaceal
4. Hu-Hazhong
5. Impervious
6. Kraken’s Spite
7. Mark of Yunnarius
8. Ravishing Ruby
Fleet Stack (roll 1d7):
1. Truewind
2. Devil's Pallor
3. Mistmourn
4. Wormwood
5. Dominator
6. Magpie Princess
7. Deathknell
When you earn a deck upgrade from this scenario, you may choose from either your own plunder or the party’s acquired cards.
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.
Gortus Svard (Villain)
Villain
Type: Monster
Traits: Hobgoblin Rogue Captain Pirate
To Defeat: Combat 15
Before you act, recharge a card. Then summon and encounter the ship Devil's Pallor.
If you are the only character at your location, the difficulty of the check to defeat the villain is increased by 1d6.
"Put your backs into it, you sons of dogs! There may be no honor among thieves, but they'll not take our prize from us today!" -Free Captain Gortus Svard
Shipwreck (Henchman)
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Pirate Shade Haunt (Summon)
Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card.
For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.
When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.
Riptide Grindylow (Summon)
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Buoyancy (Spell B)
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.
Crown of Swords (Item 2)
Item 2
Traits: Accessory Magic
To Acquire: Wisdom Divine Melee 8
Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.
Force Missile (Spell B) x2
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.
Mace (Weapon B)
Weapon B
Traits: Mace Melee Bludgeoning Basic
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Trident +1 (Weapon 2)
Weapon 2
Traits: Polearm Melee Piercing Magic Elite
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Kasmir - Goblin Weidling
1. Weapon
Balazar - Shackles Pirate Ship
1. Spell
Celeste - Merchantman
1. Spell
2. Spell
Bekah - Sea Chanty
1. Armor
2. Weapon
Yoon - Man's Promise
1. Ally
Radovan - Thresher
1. Armor
(BR Only)
H4DYBX3JaxvR6A3daSjH1USBl6LB3w1nd8uPZyWrYj59IMldg+46DIk7E21F5tGvzSKFKgxugyE ZxFXtYC5qUol4yxLcEalp/RtUYHUasbBZnGbi7tmYZMpmeMJFCzcm/CJbmurnJJwPYr8oHE7FfZ YHBefzrlR8zpt7aAYuNtfxBAXt1RouEOo1Kv2/dHMBTitutiFsI/jkuFoH6/HSBDekIqCX1wjL6 9vPxvcL7N3tHfkJ0wRxIPXk3HPyXdMCbFT0NSC1rcZItozhltEbb8vIyKgO6NthwRg39+iusDwC cyANvJX5/QzvEgd+hAK1IAOkYlUc0pJw0aCMiFOtM9i+F6j+bC8xsAG1hA4vN2kC8zEkmBOsyWp pZ5FQWOyJLckvYWRFHMh1//BnUz5dS4P2mfP1rvVK5ub1ab4VFXA+it6qMoT1jo/HLbJMtW8P9v VT1kB2MqI=
Monster 1
Monster 2
Traits: Animal Aquatic Elite
To Defeat: Combat 13
The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.
Monster 2
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 3
Monster B
Traits: Human Captain Pirate Veteran
To Defeat: Combat 12
Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.
Monster 4
Monster C
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 5
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.
Barrier 1
Barrier C
Traits: Obstacle Aquatic Basic
To Defeat: Dexterity 7
If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.
Barrier 2
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 3
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.
Barrier 4
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.
Barrier 5
Barrier B
Traits: Cache Task Veteran
To Defeat: Intelligence Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Weapon 1
Weapon B
Traits: Mace Melee Bludgeoning Basic
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Weapon 2
Weapon B
Traits: Sword Melee Piercing Finesse Swashbuckling Basic
To Acquire: Strength Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 3
Weapon B
Traits: Sword Melee Piercing Finesse Basic
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 4
Weapon 2
Traits: Firearm Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged Craft 12
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. 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.
Recharge this card to add 1d6 and this card's traits to another character's combat check at this location.
Weapon 5
Weapon B
Traits: Firearm Ranged Piercing Swashbuckling Basic
To Acquire: Dexterity Ranged Craft 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; 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 1-2, shuffle this card into your deck.
Spell 1
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 2
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 3
Spell C
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
Armor 1
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 2
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.
Armor 3
Armor B
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor 4
Armor B
Traits: Shield Magic Elite
To Acquire: Constitution Fortitude 6
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor 5
Armor B
Traits: Shield Magic Elite
To Acquire: Constitution Fortitude 6
Recharge this card to reduce 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.
Item 1
Item C
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Craft check.
Item 2
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Item 3
Item B
Traits: Object Magic
To Acquire: Intelligence 7
Recharge this card to roll your Intelligence die instead of the normal die on a non-combat check.
Item 4
Item C
Traits: Liquid Attack Fire Ranged Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Item 5
Item 2
Traits: Object
To Acquire: Wisdom Perception 8
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.
Ally 1
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.
Ally 2
Ally B
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.
Ally 3
Ally C
Traits: Animal Basic
To Acquire: Wisdom Survival 7
Recharge this card to add 1d4 to any Intelligence or Wisdom check.
Discard this card to explore your location.
Ally 4
Ally B
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.
Ally 5
Ally C
Traits: Human Veteran
To Acquire: Charisma Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Blessing 1
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 3
Blessing B
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 5
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Scenario Ship: Kraken’s Spite
Ship 2
To Defeat: Strength Melee 12 OR Wisdom Survival 10
When Encountering This Ship: If defeated, stash an additional plunder.
Scenario Ship: Cetaceal
Ship 2
To Defeat: Dexterity Acrobatics 8 OR Wisdom Perception Survival 10
When Encountering This Ship: Before you act, discard any cards that have the Pirate trait. For each such card discarded, the difficulty of your check to defeat is increased by 3.
Scenario Ship: Burnt Saffron
Ship 2
To Defeat: Constitution Fortitude 10 OR Wisdom Survival 8
When Encountering This Ship: Before you act, display all your allies. If undefeated, bury them; otherwise, after you act, return them to your hand.
Scenario Ship: Impervious
Ship 2
To Defeat: Dexterity Ranged 11 OR Wisdom Survival 8
When Encountering This Ship: If you are the only character at your location and the Impervious would be defeated, it is undefeated instead.
Scenario Ship: Mark of Yunnarius
Ship 2
To Defeat: Wisdom Survival 10 OR Divine 8
When Encountering This Ship: Before you act, a random character at your location summons and encounters the henchman Pirate Shade Haunt, which may not be evaded; that character displays it next to her deck.
Scenario Ship: Ravishing Ruby
Ship 2
To Defeat: Wisdom Survival 10 OR Charisma Diplomacy 8
When Encountering This Ship: If the check to defeat does not have the Swashbuckling trait, the difficulty is increased by 3.
Scenario Ship: Hu-Hazhong
Ship 2
To Defeat: Intelligence Knowledge 10 OR Wisdom Survival 7
When Encountering This Ship: Before you act, your ship is dealt 1 Structural damage.
After you act, you are dealt 1 Mental damage.
Turn: 8 Balazar/TheGreatNateO
Top of Blessing Discard Pile:
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 Remaining: 22
Blessings Deck
Blessings Deck Card 9 - Turn 9 Celeste/elcoderdude
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 10 - Turn 10 Bekah/Zalarian
Blessing B
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 11 - Turn 11 Yoon/Matsu Kurisu
Blessing C
Traits: Divine Milani
To Acquire: Dexterity Wisdom 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 12 - Turn 12 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 13 - Turn 13 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 14 - Turn 14 Balazar/TheGreatNateO
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 15 - Turn 15 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 16 - Turn 16 Bekah/Zalarian
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 17 - Turn 17 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 18 - Turn 18 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 19 - Turn 19 Kasmir/khazkhaz
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 20 - Turn 20 Balazar/TheGreatNateO
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 Celeste/elcoderdude
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Bekah/Zalarian
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Yoon/Matsu Kurisu
Blessing 1
Traits: Divine Besmara
To Acquire: Dexterity Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 24 - Turn 24 Radovan/wkover
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 25 - Turn 25 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 26 - Turn 26 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 27 - Turn 27 Celeste/elcoderdude
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 28 - Turn 28 Bekah/Zalarian
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 29 - Turn 29 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 30 - Turn 30 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.
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
Spell B
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
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.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
This rat has glowing red eyes and is of an unusual size.
Monster B
Traits: Hag Aquatic
To Defeat: Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Barrier 2
Traits: Obstacle Pirate Veteran
To Defeat: Strength Ranged Constitution Fortitude 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 2
During your turn, discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
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 4 check to recharge this card isntead of discarding it.
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.
Armor C
Traits: Heavy Armor Basic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
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.
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.
Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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 you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
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.
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
A random character at your location encounters the Giant Frog.
If the check to defeat has the Electricity trait, add 1d8 to it.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
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.
Monster B
Traits: Bunyip Aquatic Elite
To Defeat: Combat 9
Damage dealt by the Bunyip may not be reduced.
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
The brown-furred bunyip is a disturbing combination of shark and seal. Wherever you find large bodies of water, you might find bunyips.
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.
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.
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
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.
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.
Rocky Cliff
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Yoon/Matsu Kurisu
Fog Bank
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Bekah/Zalarian, Kasmir/khazkhaz
Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 4 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Radovan/wkover
Weapon B
Traits: Sword Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; 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.
Armor B
Traits: Shield Firearm Basic
To Acquire: Dexterity Ranged 5 THEN Constitution Fortitude 5
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Monster B
Traits: Undead Incorporeal Ghost Elite
To Defeat: Combat 12 OR Wisdom Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist.
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.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
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 you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Armor C
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.
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 you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M: 1 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude
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.
Barrier B
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.
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.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Weapon B
Traits: Firearm Ranged Piercing 2-Handed Alchemical Elite
To Acquire: Dexterity Ranged Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 2
When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
Villain 2
Type: Monster
Traits: Hobgoblin Rogue Captain Pirate
To Defeat: Combat 15
Before you act, recharge a card. Then summon and encounter the ship Devil's Pallor.
If you are the only character at your location, the difficulty of the check to defeat the villain is increased by 1d6.
"Put your backs into it, you sons of dogs! There may be no honor among thieves, but they'll not take our prize from us today!"
-Free Captain Gortus Svard
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 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.
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
Barrier B
Traits: Cache Lock Veteran
To Defeat: Strength Melee 10 OR Dexterity Disable 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Spell B
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.
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.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
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.
Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Spell C
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.
Ally C
Traits: Animal Elite
To Acquire: Wisdom Survival 5
Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.
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.
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.
Monster B
Traits: Hag Aquatic
To Defeat: Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.
Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Balazar/TheGreatNateO
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman C
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 6
Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Barrier P
Traits: Skirmish Goblin Pirate Veteran
To Defeat: Constitution Fortitude 5 OR Wisdom Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.
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.
Item C
Traits: Liquid Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Craft check.
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.
Scenario: When you would encounter a non-villain monster, banish it and roll 1d8 on the table above; summon and encounter that ship instead.

BALAZAR 341416-1002 |

Turn Order - Kasmir, Balazar, Celeste, Bekah, Yoon, Radovan
Turn 8 Blessings Discard Deck Card 8- Blessing of Abadar
Give Card: None
Move: Staying at Harbor
Explore: Reveal Harbor Card 1: Shark Skin Armor. Recharge Trident for Padrig to roll Arcane as Fort Check
Fortitude Check (Padrig) DC7: 1d12 + 2 ⇒ (11) + 2 = 13 Acquired
Radovan moves to Riptide Cove as requested
Discard Riftwarden to Explore Again. Reveal Harbor Card 2: Shipwreck. Recharge Shark Skin Armor for Padrig to roll Arcane as Fort Check and have Radovan recharge Blessing of Abadar for another Die. Should this cause any hardships then Balazar can discard his Blessing of Ancients..otherwise still available if basic blessing.
Fortitude Check (Padrig) DC5+2=7: 2d12 + 2 ⇒ (3, 4) + 2 = 9 Defeated
Plunder Acquired to Hand: 1d6 ⇒ 4 Acquired Item - Potion of Lucubration
Shuffling Mace into Harbor to Close. Harbor is Closed!
Shipping Black Spot spell to Bekah
Reset hand and end turn
Hand: zPotion of Lucubration, Detect Magic, Enchanted Fang, Good Omen, Tussah Silk Coat, Blessing of The Ancients
Displayed: Padrig, Gambeson, Clockwork Spy
Deck: 9 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.Please Use Blessing of the Ancients if Basic Blessing. Potion can be used at my location to repair ships as needed.
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.
b]Padrig:[/b]
Middle {Order is not Known}: Summon Minor Monster Blackwing Librarian Blessing of Abadar Blessing of Pharasma Augury Cockroach Coat
Recharged: Sage's Journal, zTrident +1, zShark Skin Armor
Discard Pile:Riftwarden
Buried Pile:
Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.
Over at Rickety's Squibs, the scoundrels in the Shackles celebrate the commissioning of a new ship with resounding joy. The ship's previous owners don't share their enthusiasm.
A shark comes close to my ship and I absentmindedly send Padrig to retrieve it and brings it on the ship. One of the crew members eyes the carcass and says he can make a suit of armor with the beast and so let him have at it. My ship then comes upon a shipwreck where we clear it for some good gold and an excellent potion to help with ship repairs. Since Bekah will likely have more use of it than me I ship a magical scroll over to the Sea Chanty.

Celeste - Robert |

Celeste at Shipwreck Graveyard.
Blessing is Milani.
SOT: Auto the Survival 5.
Staying put because I don't have time to eval if someone would be better here than me with me going to Tempest Cay. Let me know. (I am racing out the door to drive to Boston to see Joan Baez. Back around 11 ish pm I think.)
Explore.
Eye Patch, item B.
Charisma 5: 1d10 + 1 ⇒ (4) + 1 = 5
Eye Patch acquired.
Discard Mirian Rass to explore.
Bucket Brigade.
Chancing by revealing Tricorne.
Con 6: 1d6 + 1d8 ⇒ (3) + (2) = 5
Fail. Bucket Brigade is not defeated and stays on top of Shipwreck Graveyard.
Discard Force Missile and Fiery Glare for 2 Fire damage.
It'd be cool if Bekah could come beat this thing (Bekah due to the SOT effect here.) I'll even recharge the Tricorne if need be. Else I take 1 structural next SOT (2 if Tempest Cay is occupied.)
EOT: Recharge Sage's Journal to scout Tempest Cay.
Tempest Cay card 1: Large Chest, barrier.
Hand: Eye Patch, Thieves Tools, Life Drain, Compass, Blessing of Abadar, Scorching Ray, Besmara's Tricorne
Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes: Use blessing on a barrier or a ship only, please. (Or villain)
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.

BALAZAR 341416-1002 |

Missed that Blessing of Abadar was used during Kasmir's turn. Updating hand to use own blessing as indicated above and updating hand.
Hand: zPotion of Lucubration, Detect Magic, Enchanted Fang, Good Omen, Tussah Silk Coat, Augury
Displayed: Padrig, Gambeson, Clockwork Spy
Deck: 8 Discard: 2 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. Potion can be used at my location to repair ships as needed.
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.
Padrig:
Middle {Order is not Known}: Summon Minor Monster Blackwing Librarian Blessing of Abadar Blessing of Pharasma Cockroach Coat
Recharged: Sage's Journal, zTrident +1, zShark Skin Armor
Discard Pile:Riftwarden, Blessing of the Ancients
Buried Pile:
Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
To Repair: Craft 5
When Encountering This Ship: If your check to defeat has the Swashbuckling trait, add 1 to it.
When Commanding This Ship (Normal): If your check to defeat a ship has the Swashbuckling trait, you may discard a card from the blessings deck to add 1d12 to that check.
When Commanding This Ship (Wrecked): When your ship is dealt damage, add 1 to the amount of damage dealt.
Over at Rickety's Squibs, the scoundrels in the Shackles celebrate the commissioning of a new ship with resounding joy. The ship's previous owners don't share their enthusiasm.

Bekah 12789 |

Turn Order - Kasmir, Balazar, Celeste, Bekah, Yoon, Radovan
Turn 10 Blessings Deck Card 10 - Blessing of Milani
Use Power to put Dilettante on Top to draw Cure into hand. Then cast Cure on Kasmir and recharge Black Spot for inspire on recharge.
Cure 1d4+1 Cards: 1d4 + 1 ⇒ (2) + 1 = 3
Recharge Cure Spell DC 8: 1d8 + 2 + 1d4 + 1 ⇒ (4) + 2 + (1) + 1 = 8 Cure is Recharged.
Give Card: None
Move: Fog Bank-> Shipwreck Graveyard
Take on Displayed Bucket Brigade. Recharge Burgler to add 1d10
Fortitude Check DC6: 1d8 + 2 + 1d10 ⇒ (2) + 2 + (5) = 9 Bucket Brigade is defeated.
Discard Blessing to Explore..Hand is empty. Explore Shipwreck Graveyard Card 3: Bloodbug -> Ship
Random Ship: 1d8 ⇒ 2 Burnt Saffron
Going to fight ship without resources and hope for the best.
Fortitude Check DC 10: 1d8 + 2 ⇒ (6) + 2 = 8 Failed Sea Chanty is wrecked.
End turn and reset hand
Summary:Kasmir received healing. Cards 2 and 3 at Shipwreck graveyard are banished. Sea Chanty is Wrecked and loses a plunder.[/ooc]
Hand: Dilettante, 1 BoErastil, Lightning Touch, Blood Periapt, Rage
Displayed: Gambeson
Deck: 8 Discard: 2 Buried: 0
Notes: Blessing available in dire situations. Able to inspire twice or allow someone to bury cards for str/con checks.
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 ([X]+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}: 2 BoSamurai Surgeon CatONineTails
Recharged: Fox, Deathbane Light Crossbow +1, Balazar Black Spot, Cure, Burgler
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.
Sea Chanty
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
To Repair: Craft 5
When Encountering This Ship: You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check to acquire a boon.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire a boon is increased by 1.
This Sargavan galleon out of Eleder is often stocked with trade goods and luxuries. It's suffered many a clash with freebooting vessels and survived to brave the shipping lanes anew.

Kasmir / khazkhaz |

Kasmir feels Bekah's healing. She sends a thank you through the seafaring winds.
Shuffling Conch Shell, Lightning Touch, Blessing of the Gods into my deck.

![]() |

Yoon - 11 Blessing of Milani
Move to Riptide Cove
Free explore = 1: Saltwater Ogre. Banished. Replaced with
Random Ship 1-8: 1d8 ⇒ 3 - - 3. Cetaceal
Ship 2, To Defeat: Dexterity Acrobatics 8 OR Wisdom Perception Survival 10
When Encountering This Ship: Before you act, discard any cards that have the Pirate trait. For each such card discarded, the difficulty of your check to defeat is increased by 3.
No Pirate Trait cards in hand
Dexterity 1d8, discard Blessing of the Gods 3(Milani) +2d8
Dex 8: 1d8 + 2d8 ⇒ (7) + (4, 7) = 18 - Defeated
Plunder: 1d6 ⇒ 3 - Armor 1:Chain Shirt Armor B
Display Clockwork Spy, examine 2: Chain Shirt. Fort 4 Then explore.
AUTO Acquire Fort 1d10+1+2
Summary Card 1 banished, card 2 acquired
End of Turn. Discard Chain Shirt. Draw Blessing of the Spy 2, Compass, Blessing of the Gods.
Hand: Captain's Cutlass, Kami Medium, Blessing of the Spy 2, Compass, Blessing of the Gods, ,
Displayed: Gambeson, Clockwork Spy, , , , ,
Deck: 8 Discard: 1 Buried: 0
Notes: Blessing of Gods available for support
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.