[ACG] BR skizzerz's Season of the Shackles (Inactive)

Game Master skizzerz

0-6F: Lost in the Storm
Turn Order:
1. Celeste/elcoderdude
2. Ranzak/Zalarian
3. Grazzle/Matsu Kurisu
4. Radovan/wkover


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During This Scenario: Treat the henchman Ruffian as if it is the set 2 henchman Scurvy Zombie.
When you would banish a Scurvy Zombie, summon and encounter the henchman Fishpork instead. If Fishpork is defeated, banish the Scurvy Zombie; otherwise, shuffle the Scurvy Zombie into a random other location deck, and if that location is closed, open it.

Party Ship: Thresher (not anchored)

Additional Rules:

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

Reference Cards:

Selissa (Villain)
Spoiler:
Selissa
Villain 3
Type: Monster
Traits: Aberration Naga Aquatic
To Defeat: Wisdom Survival 10
All damage from Selissa is Poison damage.
Before you act, Selissa deals 1d4-1 Poison damage to you.
If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei

Scurvy Zombie (Henchman)

Spoiler:
Scurvy Zombie
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you would banish a Scurvy Zombie, summon and encounter the henchman Fishpork instead. If Fishpork is defeated, banish the Scurvy Zombie; otherwise, shuffle the Scurvy Zombie into a random other location deck, and if that location is closed, open it.

Fishpork (Summon)

Spoiler:
Fishpork
Henchman 3
Type: Monster
Traits: Giant
To Defeat: Combat 16
Combat damage dealt by Fishpork is dealt to each character at your location.
If the check to defeat has the Ranged trait, subtract 1 from each die rolled.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, Fishpork deals 1 Structural damage to your ship.

Besmara's Tricorne (Loot)

Spoiler:
Besmara's Tricorne
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)

Spoiler:
Vindictive Harpoon
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.

Brine's Sting (Loot)

Spoiler:
Brine's Sting
Loot 2
Type: Weapon
Traits: Sword Melee Slashing Finesse Swashbuckling Magic
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If the bane is a monster that has the Aquatic trait, you may reroll 1 die; you must take the second result. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Buccaneer's Breastplate (Loot)

Spoiler:
Buccaneer's Breastplate
Loot 2
Type: Armor
Traits: Heavy Armor Magic Aquatic
Reveal this card to reduce Combat damage dealt to you by 3, or Structural damage dealt to your ship by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Farglass (Loot)

Spoiler:
Farglass
Loot 2
Type: Item
Traits: Object Magic
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of any location deck and put them back in any order.
Reveal a card that has the Pirate trait to recharge this card instead of discarding it.

Lady Agasta Smythee (Loot)

Spoiler:
Lady Agasta Smythee
Loot 2
Type: Ally
Traits: Human Aristocrat
Reveal this card to recharge any number of cards and add 2 to your combat check for each card you recharged.

Rickety Hake (Loot)

Spoiler:
Rickety Hake
Loot 2
Type: Ally
Traits: Human Shipbuilder
Bury this card to repair your ship.
Discard this card to add 1d10 to a Craft check.
Discard this card to explore your location.

Svingli's Eye (Loot)

Spoiler:
Svingli's Eye
Loot 2
Type: Item
Traits: Tool Magic
Recharge this card to examine the top card of the location deck.
Discard this card to add 1d4+2 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8+2 instead. After you play this card, succeed at a Survival 9 check to recharge it instead of discarding it.

Totem Necklace (Loot)

Spoiler:
Totem Necklace
Loot 2
Type: Item
Traits: Accessory
Discard this card to add 1 die to a check to defeat a monster that has the Aquatic trait attempted by a character at your location, or 2 dice if the monster has the Merfolk trait.
Bury this card to draw 1 random item from the box and add it to your hand.

Pirate Shade Haunt (Summon)

Spoiler:
Pirate Shade Haunt
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)

Spoiler:
Riptide Grindylow
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.

Shimerae (Summon)

Spoiler:
Shimerae
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 15
All damage dealt by Shimerae is Poison damage.
During this encounter, other characters at your location may not play cards or use powers.
If defeated, you may immediately attempt to close the location this henchman came from.

Hammerhead Shark (Summon)

Spoiler:
Hammerhead Shark
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.

Enemy Ship (Summon)

Spoiler:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Hirgenzosk (Just Wants A Hug)

Spoiler:
Hirgenzosk
Henchman B
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 30
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
If Hirgenzosk would be defeated, he is undefeated.

Ships:

When encountering a random ship, roll 1d16 and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.

Ship 1: Goblin Weidling - Class 0

Spoiler:
Goblin Weidling
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

Spoiler:
Merchantman
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

Spoiler:
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.

Ship 4: Man's Promise - Class 1

Spoiler:
Man's Promise
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

Spoiler:
Truewind
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

Spoiler:
Devil's Pallor
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

Spoiler:
Thresher
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, bury a random card from your discard pile.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
When Commanding This Ship (Wrecked): At the start of the turn, summon and encounter the henchman Hammerhead Shark.

A junk of the Dragon Empires, Inkskin's ship is home to human and sea devil draiders alike. If you see the Thresher, look behind you—longboats full of buccaneers are already boarding your vessel.

Ship 8: Dowager Queen - Class 3

Spoiler:
Dowager Queen
Ship 3
Class 3
To Defeat: Wisdom Survival 8 OR Charisma Diplomacy 10
To Repair: Craft 6
When Encountering This Ship: You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally is increased by 2.

This caravel left Cheliax branded with the marque of royalty. She's seen rougher days since then, but "Queenie," as Captain Irius Trock has dubbed her, is still the proudest merchant ship in the Shackles.

Ship 9: Kraken - Class 3

Spoiler:
Kraken
Ship 3
Class 3
To Defeat: Strength Melee 10 OR Wisdom Survival 8
To Repair: Craft 6
When Encountering This Ship: On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.

The Master of the Gales commands this xebec. Its imposing name belies his knowledge of the sea. It was he who coined the aphorism, "All unknown islands are Hirgenzosk until proven otherwise."

Ship 10: Sanbalot - Class 3

Spoiler:
Sanbalot
Ship 3
Class 3
To Defeat: Dexterity Stealth 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
When Commanding This Ship (Normal): This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.
When Commanding This Ship (Wrecked): At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.

The Sanbalot is a Rahadoumi schooner helmed by Captain Aisha Hamiyaz and her Pure Legion marines. With a trained manticore flying air support, the Sanbalot gets a wide berth.

Ship 11: Sea Chanty - Class 3

Spoiler:
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.

Ship 12: Mistmourn - Class 5

Spoiler:
Mistmourn
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 13: Wormwood - Class 5

Spoiler:
Wormwood
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 14: Dominator - Class 6

Spoiler:
Dominator
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 15: Magpie Princess - Class 6

Spoiler:
Magpie Princess
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 16: Deathknell - Class 7

Spoiler:
Deathknell
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.


Acquired Cards:

Belaying Pin (Weapon B)
Spoiler:
Belaying Pin
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.

Blackcloth Armor (Armor 2)

Spoiler:
Blackcloth Armor
Armor 2
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 6
If you are the only character at your location, you may reveal this card to add 1 to your combat 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.

Buckler (Armor B)

Spoiler:
Buckler
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.

Magic Buckler (Armor B)

Spoiler:
Magic Buckler
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.

Master-at-Arms (Ally C)

Spoiler:
Master-at-Arms
Ally C
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Potion of Healing (Item C)

Spoiler:
Potion of Healing
Item C
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.

Plunder:

1. Weapon

(BR Only)

Spoiler:

AylOR8tc4vtJ85we/uL4TD7OxInB30hqG+2OZiziJElPJNBWgacWQg==

Random Monsters:

Monster 1
Spoiler:
Sea Hag
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.

Monster 2

Spoiler:
Comozant Wyrd
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.

Monster 3

Spoiler:
Bull Shark
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 4

Spoiler:
Siren Caller
Monster B
Traits: Siren Aquatic Veteran
To Defeat: Wisdom 8
All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Monster 5

Spoiler:
Giant Jellyfish
Monster 3
Traits: Animal Aquatic
To Defeat: Combat 18 OR Dexterity Acrobatics 11
All damage dealt by the Giant Jellyfish is Poison damage.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
If you do not defeat the Giant Jellyfish by at least 4, shuffle it into a random open location; the Giant Jellyfish still counts as defeated.

Random Barriers:

Barrier 1
Spoiler:
Man Overboard
Barrier B
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

Spoiler:
Pirate Hunting
Barrier B
Traits: Task Pirate
To Defeat: None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.

Barrier 3

Spoiler:
Curse of the Deep
Barrier 2
Traits: Curse Aquatic Elite
To Defeat: Constitution Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Barrier 4

Spoiler:
Illusory Wall
Barrier B
Traits: Obstacle Magic Mental Veteran
To Defeat: Intelligence Arcane Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Barrier 5

Spoiler:
Ambush
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.

Random Weapons:

Weapon 1
Spoiler:
Goblin Pegleg
Weapon P
Traits: Club Melee Bludgeoning Poison Swashbuckling
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate

Weapon 2

Spoiler:
Morningstar +1
Weapon 2
Traits: Mace Melee Piercing Magic Elite
To Acquire: Strength Melee 8
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 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

Weapon 3

Spoiler:
Shortbow
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 4

Spoiler:
Rapier
Weapon C
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 5

Spoiler:
Boarding Axe
Weapon B
Traits: Axe Melee Slashing Swashbuckling Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. 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.

Random Spells:

Spell 1
Spoiler:
Sphere of Fire
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.

Spell 2

Spoiler:
Phantasmal Minion
Spell B
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
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

Spoiler:
Protect
Spell 2
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 4

Spoiler:
Dehydrating Touch
Spell 2
Traits: Magic Arcane Attack Elite
To Acquire: Intelligence Arcane 9
For your combat check, discard this card to use your Arcane skill + 2d6, or 2d12 if the bane has the Aquatic trait.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 11 check to recharge this card instead of discarding it.

Spell 5

Spoiler:
Fireblade
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.

Random Armor:

Armor 1
Spoiler:
Buckler
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 2

Spoiler:
Stanching Buckler
Armor 2
Traits: Shield Magic Elite
To Acquire: Constitution Fortitude 6
After you are dealt damage from a bane, reveal this card to draw any number of cards up to the number you discarded in damage.

Armor 3

Spoiler:
Chain Shirt
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

Spoiler:
Goblin Buckler Gun
Armor P
Traits: Shield Firearm
To Acquire: Dexterity Ranged 9 THEN Constitution Fortitude 9
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Armor 5

Spoiler:
Sniper's Studded Leather
Armor 3
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude Stealth 8
Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat or Perception 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.

Random Items:

Item 1
Spoiler:
Rum Bottle
Item B
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 this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.

Item 2

Spoiler:
Conch Shell
Item B
Traits: Object Aquatic Basic
To Acquire: Wisdom Perception 5
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.

Item 3

Spoiler:
Caltrops
Item B
Traits: Object Basic
To Acquire: Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Item 4

Spoiler:
Alchemist's Fire
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

Spoiler:
Ring of the Beasts
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.

Random Allies:

Ally 1
Spoiler:
Swab
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 2

Spoiler:
Snow Leopard
Ally C
Traits: Animal Elite
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 to any combat check.
Discard this card to explore your location.

Ally 3

Spoiler:
Corlan
Ally 3
Traits: Tengu Smuggler
To Acquire: Charisma Diplomacy 9
Recharge this card to give a card to another character at any location.
Discard this card to explore your location.

Ally 4

Spoiler:
Chanty Singer
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.

Ally 5

Spoiler:
Haneilius Fitch
Ally 3
Traits: Human Surgeon
To Acquire: Charisma Diplomacy 9
Reveal this card and choose a character at your location. Choose a card from his discard pile and shuffle it into his deck. Then recharge this card.
Recharge this card to explore your location. If you are on a ship, you may move before exploring.

Random Blessings:

Blessing 1
Spoiler:
Blessing of Kelizandri
Blessing 3
Traits: Divine Kelizandri
To Acquire: Constitution Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 2

Spoiler:
Blessing of Zogmugot
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.

Blessing 3

Spoiler:
Blessing of Gorum
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 4

Spoiler:
Blessing of Sivanah
Blessing B
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 5

Spoiler:
Blessing of Hshurha
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.

Turn: 9 Grazzle/Matsu Kurisu
Top of Blessing Discard Pile:

Blessing of Abadar:
Blessing of Abadar
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: 21

Blessings Deck Cards/Turn Order:

Blessings Deck Card 10 - Turn 10 Radovan/wkover

Spoiler:
Blessing of Erastil
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 11 - Turn 11 Balazar/TheGreatNateO

Spoiler:
Blessing of Hshurha
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 12 - Turn 12 Celeste/elcoderdude

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 13 - Turn 13 Bekah/Zalarian

Spoiler:
Blessing of the Gods
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 Grazzle/Matsu Kurisu

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 15 - Turn 15 Radovan/wkover

Spoiler:
Blessing of Pharasma
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 16 - Turn 16 Balazar/TheGreatNateO

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 17 - Turn 17 Celeste/elcoderdude

Spoiler:
Blessing of Abadar
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 18 - Turn 18 Bekah/Zalarian

Spoiler:
Blessing of Achaekek
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 19 - Turn 19 Grazzle/Matsu Kurisu

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 20 - Turn 20 Radovan/wkover

Spoiler:
Blessing of Gozreh
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 21 - Turn 21 Balazar/TheGreatNateO

Spoiler:
Blessing of Gozreh
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 22 - Turn 22 Celeste/elcoderdude

Spoiler:
Blessing of Hshurha
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 23 - Turn 23 Bekah/Zalarian

Spoiler:
Blessing of the Gods
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 24 - Turn 24 Grazzle/Matsu Kurisu

Spoiler:
Blessing of Milani
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 25 - Turn 25 Radovan/wkover

Spoiler:
Blessing of Milani
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 26 - Turn 26 Balazar/TheGreatNateO

Spoiler:
Blessing of Gorum
Blessing C
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 27 - Turn 27 Celeste/elcoderdude

Spoiler:
Blessing of Besmara
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 28 - Turn 28 Bekah/Zalarian

Spoiler:
Blessing of the Gods
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 Grazzle/Matsu Kurisu

Spoiler:
Blessing of Sivanah
Blessing C
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 30 - Turn 30 Radovan/wkover

Spoiler:
Blessing of Sivanah
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.

Jungle
At This Location (Open): The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 2
Located/Displayed Here: None

Jungle Card 1:
Tessa Fairwind
Ally 3
Traits: Half-Elf Bard Captain Pirate
To Acquire: Dexterity Stealth 7 THEN Charisma Diplomacy 9
Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
Jungle Card 2:
Curse of the Deep
Barrier 2
Traits: Curse Aquatic Elite
To Defeat: Constitution Fortitude 7
If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.
Jungle Card 3:
Scurvy Zombie
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you would banish a Scurvy Zombie, summon and encounter the henchman Fishpork instead. If Fishpork is defeated, banish the Scurvy Zombie; otherwise, shuffle the Scurvy Zombie into a random other location deck, and if that location is closed, open it.
Jungle Card 4:
Bunyip
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.
The brown-furred bunyip is a disturbing combination of shark and seal. Wherever you find large bodies of water, you might find bunyips.
Jungle Card 5:
Liquid Ice
Item 2
Traits: Liquid Attack Cold Ranged Alchemical Elite
To Acquire: Intelligence Craft 9
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.
Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
Jungle Card 6:
Blessing of the Gods
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.
Jungle Card 7:
Kuru
Monster C
Traits: Human Cannibal Basic
To Defeat: Combat 10
If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.
Jungle Card 8:
Giant Rock Crab
Monster 1
Traits: Animal Aquatic
To Defeat: Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.
Jungle Card 9:
Deckhand
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.
Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
Jungle Card 10:
Blessing of Sivanah
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.
Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
Jungle Card 11:
Potion of Healing
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.

Widowmaker Isle
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Bekah/Zalarian

Ghol-Gan Ruins
At This Location (Open): The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
At This Location (Closed): No effect.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None

Ghol-Gan Ruins Card 1:
Lookout Duty
Barrier B
Traits: Task Veteran
To Defeat: Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Ghol-Gan Ruins Card 2:
Bull Shark
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.
Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Ghol-Gan Ruins Card 3:
Call Weapon
Spell B
Traits: Magic Arcane Divine Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
Bury this card to search the deck of a character at your location for a weapon and give it to any character.
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 6 check to recharge this card instead of discarding it.
Ghol-Gan Ruins Card 4:
Light Crossbow
Weapon B
Traits: Bow Ranged Piercing Basic
To Acquire: Dexterity Ranged 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Ghol-Gan Ruins Card 5:
Scurvy Zombie
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you would banish a Scurvy Zombie, summon and encounter the henchman Fishpork instead. If Fishpork is defeated, banish the Scurvy Zombie; otherwise, shuffle the Scurvy Zombie into a random other location deck, and if that location is closed, open it.
Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Ghol-Gan Ruins Card 6:
Blessing of Besmara
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.
Ghol-Gan Ruins Card 7:
Illusory Wall
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.
Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Ghol-Gan Ruins Card 8:
Blessing of Cayden Cailean
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.
Ghol-Gan Ruins Card 9:
Blood Hag
Monster 3
Traits: Hag
To Defeat: Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Ghol-Gan Ruins Card 10:
Parrot
Ally B
Traits: Animal Elite
To Acquire: Wisdom Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.
Ghol-Gan Ruins Card 11:
Saltwater Ogre
Monster C
Traits: Giant Ogre Aquatic
To Defeat: Combat 14
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.
Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.

Mangrove Swamp
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Balazar/TheGreatNateO

Rocky Cliff
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None

Rocky Cliff Card 1:
Animated Weapon
Spell 2
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Rocky Cliff Card 2:
Merfolk
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.
Rocky Cliff Card 3:
Cutlass
Weapon C
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.
Rocky Cliff Card 4:
Goose in the Rigging
Barrier 1
Traits: Task Elite
To Defeat: Intelligence Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Rocky Cliff Card 5:
Leather Armor
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.
Rocky Cliff Card 6:
Sandbar
Barrier 3
Traits: Task Aquatic
To Defeat: Strength Knowledge Wisdom Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Rocky Cliff Card 7:
Scurvy Zombie
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you would banish a Scurvy Zombie, summon and encounter the henchman Fishpork instead. If Fishpork is defeated, banish the Scurvy Zombie; otherwise, shuffle the Scurvy Zombie into a random other location deck, and if that location is closed, open it.
Rocky Cliff Card 8:
Smuggler
Monster B
Traits: Human Smuggler Basic
To Defeat: Combat 9
Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
Rocky Cliff Card 9:
Ambush
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.
Rocky Cliff Card 10:
Blessing of Erastil
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.
Rocky Cliff Card 11:
Spyglass
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.

Scar Bay
At This Location (Open): All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
At This Location (Closed): No effect.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Grazzle/Matsu Kurisu

Scar Bay Card 1:
Jagged Shoals
Barrier 3
Traits: Obstacle Task Aquatic
To Defeat: Intelligence Knowledge Wisdom Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Scar Bay Card 2:
Shackles Pirate
Monster B
Traits: Human Pirate Veteran
To Defeat: Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay Card 3:
Sea Hag
Monster B
Traits: Hag Aquatic
To Defeat: Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay Card 4:
Scurvy Zombie
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you would banish a Scurvy Zombie, summon and encounter the henchman Fishpork instead. If Fishpork is defeated, banish the Scurvy Zombie; otherwise, shuffle the Scurvy Zombie into a random other location deck, and if that location is closed, open it.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay Card 5:
Ambush
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.
Scar Bay Card 6:
Selissa
Villain 3
Type: Monster
Traits: Aberration Naga Aquatic
To Defeat: Wisdom Survival 10
All damage from Selissa is Poison damage.
Before you act, Selissa deals 1d4-1 Poison damage to you.
If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei
Scar Bay Card 7:
Cannoneer
Monster 3
Traits: Human Pirate Elite
To Defeat: Combat 17
All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay Card 8:
Emerald of Dexterity
Item B
Traits: Object Magic
To Acquire: Dexterity 7
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
Scar Bay Card 9:
Giant Anaconda
Monster 3
Traits: Animal Aquatic Elite
To Defeat: Combat 18
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay Card 10:
Turtle
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.

Sea Fort
At This Location (Open): If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
At This Location (Closed): For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Celeste/elcoderdude, Radovan/wkover

Sea Fort Card 1 (Scurvy Zombie):
Scurvy Zombie
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you would banish a Scurvy Zombie, summon and encounter the henchman Fishpork instead. If Fishpork is defeated, banish the Scurvy Zombie; otherwise, shuffle the Scurvy Zombie into a random other location deck, and if that location is closed, open it.
Location: If you defeat a monster during your exploration, you may immediately explore again.
Sea Fort Card 2:
Falcata
Weapon B
Traits: Sword Melee Slashing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Liberty's Edge

Balazar, Celeste, Bekah, Grazzle, Radovan

Grazzle - Blessing of Abadar

Start of Turn
Grazzle heal (Cure, Blessing of Abadar, Blessing of the Spellbound 2) to heal 6+1
Radovan = 3, Balazar= 2, Celeste =1, Bekah = 0

At Scar Bay

Banish Potion of Healing Cure 1d4: 1d4 ⇒ 4
Full heal

discard pile:

Blessing of the Spellbound
Cure
Blessing of Abadar
Blessing of the Spellbound 2

Free Explore = 1: Jagged Shoals, Barrier 3, Survival 11
Survival 1d10+2, Auto recharge Find Traps +2d10
Craft 5: 1d10 + 2 + 2d10 ⇒ (5) + 2 + (10, 9) = 26 - Defeated

End of turn
Draw up Holy Light, Repelling Pike +1

Summary
Location = Scar Bay
Acquired = 1: Jagged Shoals
Banished =
Defeated =
Examine =
Added =
Plunder =
Others cards used =

Grazzle wrote:

Hand: Life Drain, Frigid Blast, Armor of the Sands, Binder's Tome, Holy Light, Repelling Pike +1,

Displayed: , , , , , ,
Deck: 10 Discard: 0 Buried: 0
"Notes: Binder's Tome - +1d4 on any combat check or Charisma check at my location.
"
Kit: , ,

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +0
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 6
Proficient With: Light Armors

POWERS:
You automatically succeed at your check to recharge a spell([ ] and you may shuffle it into your deck as well instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([X] 1 plus) twice the number of cards you discarded.
[X] Add 2 to your checks that invokes that Attack trait


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Grazzle heals are awesome. Thanks! Start of turn, give Augury to Celeste.

The undead fingernails scraping against the fort walls are disconcerting. There's a fine line between uninhabited and uninhabitable, and the majority of the fort's landmass has crossed that line.

Explore Sea Fort, encounter Scurvy Zombie and then Fishpork. Can't use +2 Viridio bonus vs. Scurvy, since zombie is immune to poison.

Radovan and his supporting group brave the outside walls to put down the zombie horde.

Combat 13 w/ sword: 2d8 + 1d6 + 6 ⇒ (3, 5) + (6) + 6 = 20

The ghouls are reduced to twitching meat. The giant 'Pork isn't happy with that outcome and launches a thunderous counterattack.

Combat 16 w/ sword, 1d8 bonus vs. summoned creatures: 3d8 + 1d6 + 8 ⇒ (3, 6, 2) + (2) + 8 = 21

It's difficult to cleave an oversized monster in two, so Radovan settled for a quarter-cleaving. It'll have to do.

Both zombie and giant are defeated, and AYA structural damage is reduced by ship. I can't permanently close the location, but the successful combat means I get a bonus explore of the next card: Falcata.

Strength 7 to acquire falcata: 1d8 + 4 ⇒ (8) + 4 = 12

Falcata acquired and displayed beside Quang.

SEA FORT IS EMPTY, BUT NOT PERMANENTLY CLOSED. SOMEONE NEEDS TO VISIT THE FORT AND BANISH AN ARMOR TO CLOSE.

Radovan wrote:

Hand: Shadowless Sword, Wayfinder, Red Leathers, B of Zon-Kuthon, Sorrowsoul,

Displayed: Viridio and Quang forms; Norge display: []; Quang display: [1 lvlB, 1 lvl2]; Viridio display: [] {only 2 forms active},
Deck: 13 Discard: 0 Buried: 0
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. BoZK adds 2 dice to con or finesse (recharges if my finesse).

Skills and Powers:
SKILLS

Strength d8 [X]+1 [X]+2 [X]+3 [X]+4
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: (Sczarni King)
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms).
Once per turn, when a character at your location is dealt damage by a bane ([X] or fails to acquire a boon), display a monster from the box next to a displayed devil form.
Add 1d4 ([X] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon ([] or if your check has the Finesse trait).
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1.

Devil forms:
Quang:
You gain the skill Acrobatics: Dexterity+2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's AD#.

Norge:
You gain the skill Fortitude: Constitution+2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait.
You may additionally banish a card displayed next to this card to add another 1d8 plus the card's AD#.

Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait.
You may additionally banish a card displayed next to this card to add another 2d6 plus the card's AD#.

GameDay VII Reward: Concordance Faction (can use once per scenario)
[X][] You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use reward up to 2 more times if fulfill these requirements:
[not earned] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[earned] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more.

Absalom Reward: Sea Legs
[] When you would fail a combat check against a bane that has the Aquatic trait, reroll the dice and add 1d6; take the new result.

Die Bumps: 3

I just drew my Red Leathers, which I could banish on my next turn to close if people want.


Male Gnome | (Ally 5, Blessing 5) | Tier 5 Summoner | 7 Hero Points | My Deck Handler

Turn Order - Balazar, Celeste, Bekah, Grazzle, Radovan
Turn # 11 - Top of Blessings Discards Deck: Blessing of Hshurha
Give Card: None
Move: Mangrove Swamp -> Rocky Cliff
Explore: Rocky Cliff Card 1 - Animated Weapon

Animated Weapon:

Spell 2
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to play a weapon that specifies a skill to use for a check; use your Arcane or Divine skill in place of that skill.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Acquire Animated Weapon - Arcane DC 8: 1d12 + 3 ⇒ (2) + 3 = 5 - Fail

I will end my turn, Hand is at 6

Balazar wrote:

Hand: Apprentice, Sage's Journal, Buccaneer's Breastplate, Bound Imp, zScurvy Zombie, Blessing of Bastet

Displayed: Padrig
Deck: 10 Discard: 2 Buried: 0
Notes: (1) Monister(s) are avable to be banished for 1d4 + AD Number for someone at my location Combat Check. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
Blessing of Bastet, zScurvy Zombie

Skills and Powers:
SKILLS

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 [X] +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
[X] 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: Display this card. While displayed, for your combat check, you may reveal a monster or spell to roll 2d10; or 2d12 if you have a role card. Add the card's adventure deck number and the Melee trait. While displayed, you may recharge a card to use your Arcane skill instead of the normal skill on your Strength or Fortitude non-combat check.


Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: Good Omen Object Reading Black Spot Blessing of Abadar Staff of Cackliing Wrath Riftwarden Charm Monster
Recharged: Enchanted Fang, zCrocodile, Tussah Silk Coat
Discard Pile:Augury, Blessing of Pharasma
Buried Pile:


Female Lunar Naga Tier 1 Sorcerer

Celeste at Sea Fort.
Blessing is Gods.
Prior to turn: healed 1 by Grazzle, received Augury from Radovan (so the carriage ride wasn't a total waste).

SOT:
Discard the displayed Red Carriage (this is forced). Red Carriage then allows me to draw a card. Draw: Rodrick, an ally.

Still SOT: Recharge Fire Snake to examine Jungle top card by my power.
Jungle Card 1: Tessa Fairwind, an ally 3.
Well, dagnabbit. Should have kept Fire Snake.

Move: to Jungle.
Explore.
Tessa Fairwind, ally 3.
Two checks: Dex 7 then Charisma 9.
Check 1: Toss my Blessing of the Spellbound.
Dex 7: 2d8 ⇒ (5, 2) = 7
Success.
Check 2: Use this dang Eye I keep lugging around. Blessing is Gods.
Charisma 9: 1d10 + 1d8 + 2 ⇒ (9) + (2) + 2 = 13
Tessa Fairwind acquired.
Recharge Eye:
Surival 9: 1d8 + 5 ⇒ (4) + 5 = 9
Eye recharged.

Augury for Monster:
Card 2: Barrier 2, Curse of the Deep (Con/Fort 7)
Card 3: Scurvy Zombie, Henchman.
Card 4: Bunyip, Monster B.
Put Scurvy Zombie on top of Jungle, then Bunyip under him, and shuffle rest of deck.
Shuffle Augury into my deck by my power.

No need to ask "Should I close now?", because I can't. I haven't the oomph for two fights.
END TURN: Recharge Rodrick to examine Ghol-Gan Ruins.
Ghol-Gan Ruins Card 1: Lookout Duty, Barrier B. (Wis/Perc 9, Task)

Celeste wrote:

Hand: Thieves Tools, Blessing of the Elements, Alaeron, Scorching Ray, Life Drain 1, Fire Snake, Blessing of Abadar

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes: Blessings available (use Abadar for barriers preferentially). I can close next turn if we want.

Skills and Powers:
SKILLS

Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +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 ([ x] or start) of your turn, you may recharge a card to examine the top card of another location deck.


Deck:
Known Top: Middle {Order is not Known}: Recharged: Rodrick
Discard Pile:
Red Carriage, Blessing of the Spellbound
Buried Pile:


Female Human (Bl3or4) | 3 Die Bumps | My Deck Handler Tier 4 Troublemaker Bard / UC (12789-1002)

Turn Order - Balazar, Celeste, Bekah, Grazzle, Radovan
Turn 13 - Blessing of the Gods
Use Power to put Shy Ratani on Top to draw Tricorne into hand.
Give Card: None
Move: Widowmaker's Isle-> Sea Fort

Will cast cure on self recharging rage for inspire and banish magic buckler to close Sea Fort

Cure 1d4+1 Cards: 1d4 + 1 ⇒ (2) + 1 = 3
Recharge Cure Spell DC 8: 1d8 + 2 + 1d4 + 1 ⇒ (4) + 2 + (4) + 1 = 11

Sea Fort is closed.
For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.

I will move with Radovan when he moves. End turn and reset hand.

Bekah (Tier 3) wrote:

Hand: Deathbane Light Crossbow +1, Besmara's Tricorne, Shy Ratani, Fox, 1 BoSamurai

Displayed:
Deck: 11 Discard: 0 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.
Fox, 1 BoSamurai, Besmara's Tricorne, Deathbane Light Crossbow +1
Be sure to confirm before using card Besmara's Tricorne and beyond

Skills and Powers:
SKILLS

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.


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: 1 BoErastil 2 BoSamurai 1 BoMilani Burglar Surgeon Lightning Bolt CatONineTails Rickety Hake
Recharged: Flaming Scimitar +1, Rage, Cure
Discard Pile:
Buried Pile:Banner, Gambeson

Sea Legs:

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.

Liberty's Edge

Balazar, Celeste, Bekah, Grazzle, Radovan

Grazzle - 14 Blessing of the Gods

Start of Turn
Grazzle heal (Hide Armor of Fire Resistance) to heal 2+1
Radovan = 0, Balazar= 1, Celeste =2, Bekah = 0

At Scar Bay

Free Explore = 2: Shackles Pirate, Monster B, Veteran, Combat 12 (9+3)
Auto Recharge Frigid Blast 1d8+2+3+2+2d4
Combat 12 (9+3): 1d8 + 2 + 3 + 2 + 2d4 ⇒ (3) + 2 + 3 + 2 + (2, 1) = 13 - Defeated

End of turn
Discard Repelling Pike +1
Draw up Cure 2, Cure

Summary
Location = Scar Bay
Acquired = 2: Shackles Pirate
Banished =
Defeated =
Examine =
Added =
Plunder =
Others cards used =

Grazzle wrote:

Hand: Life Drain, Holy Light, Armor of the Sands, Binder's Tome, Cure 2, Cure,

Displayed: , , , , , ,
Deck: 8 Discard: 2 Buried: 0
"Notes: Binder's Tome - +1d4 on any combat check or Charisma check at my location.
"
Kit: , ,

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +0
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 6
Proficient With: Light Armors

POWERS:
You automatically succeed at your check to recharge a spell([ ] and you may shuffle it into your deck as well instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([X] 1 plus) twice the number of cards you discarded.
[X] Add 2 to your checks that invokes that Attack trait


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

I'm moving to the Jungle (taking Bekah with me), taking on the henchmen, and hopefully closing. :)

Radovan and his gang of merry troublers wash ashore in a mist of rum and whiskey. The group looks forward to jungle delights.

In the meantime, the stilted undead make less-than-challenging fencing partners, but the field is more level when one of the parties is not entirely sober.

Combat 11 (13-2 from Fort closing) w/ sword (no Viridio +2): 2d8 + 1d6 + 6 ⇒ (1, 2) + (2) + 6 = 11

Zombie defeated. Now to fight Fishpork, which is unfortunately not aquatic.

Combat 16 w/ sword, summon bonus: 3d8 + 1d6 + 8 ⇒ (7, 1, 5) + (2) + 8 = 23

Yet another giant is outraged at the group's dismissal and dismemberment of the zombie horde, but sharp metal is always quick to silence the voice of disapproval.

Both zombie and Fishpork defeated. Now to close Jungle.

Wisdom 8 (5+3) to close w/ lvl2 Quang display + recharged Fox: 1d6 + 1d6 + 2 + 1d4 ⇒ (4) + (2) + 2 + (1) = 9

The villain is not in the remaining cards, so the Jungle is closed and a barrier is shuffled into each open location.

Radovan wrote:

Hand: Shadowless Sword, Wayfinder, Red Leathers, B of Zon-Kuthon, Sorrowsoul

Displayed: Viridio and Quang forms; Norge display: []; Quang display: [1 lvlB]; Viridio display: [] {only 2 forms active},
Deck: 13 Discard: 0 Buried: 0
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. BoZK adds 2 dice to con or finesse (recharges if my finesse).

Skills and Powers:
SKILLS

Strength d8 [X]+1 [X]+2 [X]+3 [X]+4
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: (Sczarni King)
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms).
Once per turn, when a character at your location is dealt damage by a bane ([X] or fails to acquire a boon), display a monster from the box next to a displayed devil form.
Add 1d4 ([X] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon ([] or if your check has the Finesse trait).
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1.

Devil forms:
Quang:
You gain the skill Acrobatics: Dexterity+2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's AD#.

Norge:
You gain the skill Fortitude: Constitution+2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait.
You may additionally banish a card displayed next to this card to add another 1d8 plus the card's AD#.

Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait.
You may additionally banish a card displayed next to this card to add another 2d6 plus the card's AD#.

GameDay VII Reward: Concordance Faction (can use once per scenario)
[X][] You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use reward up to 2 more times if fulfill these requirements:
[not earned] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[earned] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more.

Absalom Reward: Sea Legs
[] When you would fail a combat check against a bane that has the Aquatic trait, reroll the dice and add 1d6; take the new result.

Die Bumps: 3

When someone moves from the Jungle to another location, go ahead and take me with you. Thanks. Bekah might want to do the same.


2 people marked this as a favorite.
Female Human (Bl3or4) | 3 Die Bumps | My Deck Handler Tier 4 Troublemaker Bard / UC (12789-1002)

Out of turn hand update. Bekah and Radovan will travel with Celeste when she moves away from Jungle.

The islands needing to be cleansed get less each day. It has been days since Bekah has seen the Naga Selissa at the Widowmaker's Isle. She was also bemused watching the inebriated Radovan and held her own drinking rum but always made sure to keep her wits about her. She is a good fencer in her own right but clearly Radovan is the better combatant and so learning what she can from him while he was not completely sober was useful in that he didn't even realize he was helping. "One of these days, I will need to take you up on seeing how the rapier Brine's sting against the aggressive merfolk of the area."

Radovan cleared out most of the dangers at the fort. All that was needed was to deliver the buckler that belonged to the grandfather of the admiral and once that was done the navy immediately sent out several ships to help with the current threat.

After a brief respite, the Thresher sailed on over to the vast jungle island where even more zombies and giants were found. Celeste was also there dealing with another ship and its pirate crew.

"I intend to help Grazzle over at Scar Bay. He has reported the area heavily infested with undead. There isn't much more ground for that Naga to go. Celeste, any ideas on where we will find her?"

Bekah (Tier 3) wrote:

Hand: Deathbane Light Crossbow +1, Besmara's Tricorne

Displayed:
Deck: 14 Discard: 0 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.
Besmara's Tricorne, , Deathbane Light Crossbow +1
Be sure to confirm before using card Deathbane Light Crossbow +1 and beyond

Skills and Powers:
SKILLS

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.


Deck, Discard, Buried:
Known Top: Shy Ratani
Middle {Order is not Known}: 1 BoErastil 1 BoSamurai 2 BoSamurai 1 BoMilani Burglar Surgeon Lightning Bolt Rage CatONineTails Rickety Hake
Recharged: Flaming Scimitar +1, Cure, Fox
Discard Pile:
Buried Pile:Banner, Gambeson

Sea Legs:

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.


Female Lunar Naga Tier 1 Sorcerer

Having scouted their foes in preparation for Radovan's coming, Celeste watched the pitborn dispatch a zombie and a giant with his usual efficiency. Bekah approached with a query.

"We'll sail for the Cliffs," Celeste replied. "I can smell her stench from here."


Female Lunar Naga Tier 1 Sorcerer

<OUT OF TURN HAND UPDATE - important! Note NO Abadar>
Forgot Tessa Fairwind joined my crew.

Celeste wrote:

Hand: Thieves Tools, Blessing of the Elements, Alaeron, Scorching Ray, Life Drain 1, Fire Snake, Tessa Fairwind

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Blessing available. I can give d6+Swash to any check on a ship (using Tessa)

Skills and Powers:
SKILLS

Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +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 ([ x] or start) of your turn, you may recharge a card to examine the top card of another location deck.


Deck:
Known Top: Middle {Order is not Known}: Recharged:
Discard Pile:

Buried Pile:

Tessa Fairwind wrote:

Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.

Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.


Tessa Fairwind was not successfully acquired; Jungle increases difficulty of boons by 3 (this was already present in the card reminder text), so the difficulty was Dexterity 10 followed by Charisma 12. You only rolled a 7 on the Dex, which isn't good enough.


During This Scenario: Treat the henchman Ruffian as if it is the set 2 henchman Scurvy Zombie.
When you would banish a Scurvy Zombie, summon and encounter the henchman Fishpork instead. If Fishpork is defeated, banish the Scurvy Zombie; otherwise, shuffle the Scurvy Zombie into a random other location deck, and if that location is closed, open it.

Party Ship: Thresher (not anchored)

Additional Rules:

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

Reference Cards:

Selissa (Villain)
Spoiler:
Selissa
Villain 3
Type: Monster
Traits: Aberration Naga Aquatic
To Defeat: Wisdom Survival 10
All damage from Selissa is Poison damage.
Before you act, Selissa deals 1d4-1 Poison damage to you.
If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei

Scurvy Zombie (Henchman)

Spoiler:
Scurvy Zombie
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you would banish a Scurvy Zombie, summon and encounter the henchman Fishpork instead. If Fishpork is defeated, banish the Scurvy Zombie; otherwise, shuffle the Scurvy Zombie into a random other location deck, and if that location is closed, open it.

Fishpork (Summon)

Spoiler:
Fishpork
Henchman 3
Type: Monster
Traits: Giant
To Defeat: Combat 16
Combat damage dealt by Fishpork is dealt to each character at your location.
If the check to defeat has the Ranged trait, subtract 1 from each die rolled.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, Fishpork deals 1 Structural damage to your ship.

Besmara's Tricorne (Loot)

Spoiler:
Besmara's Tricorne
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)

Spoiler:
Vindictive Harpoon
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.

Brine's Sting (Loot)

Spoiler:
Brine's Sting
Loot 2
Type: Weapon
Traits: Sword Melee Slashing Finesse Swashbuckling Magic
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If the bane is a monster that has the Aquatic trait, you may reroll 1 die; you must take the second result. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Buccaneer's Breastplate (Loot)

Spoiler:
Buccaneer's Breastplate
Loot 2
Type: Armor
Traits: Heavy Armor Magic Aquatic
Reveal this card to reduce Combat damage dealt to you by 3, or Structural damage dealt to your ship by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Farglass (Loot)

Spoiler:
Farglass
Loot 2
Type: Item
Traits: Object Magic
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of any location deck and put them back in any order.
Reveal a card that has the Pirate trait to recharge this card instead of discarding it.

Lady Agasta Smythee (Loot)

Spoiler:
Lady Agasta Smythee
Loot 2
Type: Ally
Traits: Human Aristocrat
Reveal this card to recharge any number of cards and add 2 to your combat check for each card you recharged.

Rickety Hake (Loot)

Spoiler:
Rickety Hake
Loot 2
Type: Ally
Traits: Human Shipbuilder
Bury this card to repair your ship.
Discard this card to add 1d10 to a Craft check.
Discard this card to explore your location.

Svingli's Eye (Loot)

Spoiler:
Svingli's Eye
Loot 2
Type: Item
Traits: Tool Magic
Recharge this card to examine the top card of the location deck.
Discard this card to add 1d4+2 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8+2 instead. After you play this card, succeed at a Survival 9 check to recharge it instead of discarding it.

Totem Necklace (Loot)

Spoiler:
Totem Necklace
Loot 2
Type: Item
Traits: Accessory
Discard this card to add 1 die to a check to defeat a monster that has the Aquatic trait attempted by a character at your location, or 2 dice if the monster has the Merfolk trait.
Bury this card to draw 1 random item from the box and add it to your hand.

Pirate Shade Haunt (Summon)

Spoiler:
Pirate Shade Haunt
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)

Spoiler:
Riptide Grindylow
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.

Shimerae (Summon)

Spoiler:
Shimerae
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 15
All damage dealt by Shimerae is Poison damage.
During this encounter, other characters at your location may not play cards or use powers.
If defeated, you may immediately attempt to close the location this henchman came from.

Hammerhead Shark (Summon)

Spoiler:
Hammerhead Shark
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.

Enemy Ship (Summon)

Spoiler:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Hirgenzosk (Just Wants A Hug)

Spoiler:
Hirgenzosk
Henchman B
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 30
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
If Hirgenzosk would be defeated, he is undefeated.

Ships:

When encountering a random ship, roll 1d16 and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.

Ship 1: Goblin Weidling - Class 0

Spoiler:
Goblin Weidling
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

Spoiler:
Merchantman
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

Spoiler:
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.

Ship 4: Man's Promise - Class 1

Spoiler:
Man's Promise
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

Spoiler:
Truewind
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

Spoiler:
Devil's Pallor
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

Spoiler:
Thresher
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, bury a random card from your discard pile.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
When Commanding This Ship (Wrecked): At the start of the turn, summon and encounter the henchman Hammerhead Shark.

A junk of the Dragon Empires, Inkskin's ship is home to human and sea devil draiders alike. If you see the Thresher, look behind you—longboats full of buccaneers are already boarding your vessel.

Ship 8: Dowager Queen - Class 3

Spoiler:
Dowager Queen
Ship 3
Class 3
To Defeat: Wisdom Survival 8 OR Charisma Diplomacy 10
To Repair: Craft 6
When Encountering This Ship: You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally is increased by 2.

This caravel left Cheliax branded with the marque of royalty. She's seen rougher days since then, but "Queenie," as Captain Irius Trock has dubbed her, is still the proudest merchant ship in the Shackles.

Ship 9: Kraken - Class 3

Spoiler:
Kraken
Ship 3
Class 3
To Defeat: Strength Melee 10 OR Wisdom Survival 8
To Repair: Craft 6
When Encountering This Ship: On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.

The Master of the Gales commands this xebec. Its imposing name belies his knowledge of the sea. It was he who coined the aphorism, "All unknown islands are Hirgenzosk until proven otherwise."

Ship 10: Sanbalot - Class 3

Spoiler:
Sanbalot
Ship 3
Class 3
To Defeat: Dexterity Stealth 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
When Commanding This Ship (Normal): This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.
When Commanding This Ship (Wrecked): At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.

The Sanbalot is a Rahadoumi schooner helmed by Captain Aisha Hamiyaz and her Pure Legion marines. With a trained manticore flying air support, the Sanbalot gets a wide berth.

Ship 11: Sea Chanty - Class 3

Spoiler:
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.

Ship 12: Mistmourn - Class 5

Spoiler:
Mistmourn
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 13: Wormwood - Class 5

Spoiler:
Wormwood
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 14: Dominator - Class 6

Spoiler:
Dominator
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 15: Magpie Princess - Class 6

Spoiler:
Magpie Princess
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 16: Deathknell - Class 7

Spoiler:
Deathknell
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.


Acquired Cards:

Belaying Pin (Weapon B)
Spoiler:
Belaying Pin
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.

Blackcloth Armor (Armor 2)

Spoiler:
Blackcloth Armor
Armor 2
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 6
If you are the only character at your location, you may reveal this card to add 1 to your combat 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.

Buckler (Armor B)

Spoiler:
Buckler
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.

Falcata (Weapon B)

Spoiler:
Falcata
Weapon B
Traits: Sword Melee Slashing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Magic Buckler (Armor B)

Spoiler:
Magic Buckler
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.

Master-at-Arms (Ally C)

Spoiler:
Master-at-Arms
Ally C
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Potion of Healing (Item C)

Spoiler:
Potion of Healing
Item C
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.

Plunder:

1. Weapon

(BR Only)

Spoiler:

AylOR8tc4vtJ85we/uL4TD7OxInB30hqG+2OZiziJElPJNBWgacWQg==

Random Monsters:

Monster 1
Spoiler:
Giant Rock Crab
Monster 1
Traits: Animal Aquatic
To Defeat: Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

Monster 2

Spoiler:
Devilfish
Monster 1
Traits: Aberration Aquatic Basic
To Defeat: Combat 10
If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.

Monster 3

Spoiler:
Canopy Creeper
Monster 2
Traits: Plant
To Defeat: Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.

Monster 4

Spoiler:
Giant Moray Eel
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.

Monster 5

Spoiler:
Owlbeartross
Monster P
Traits: Aberration
To Defeat: Combat 13 THEN Combat 15
Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.

Random Barriers:

Barrier 1
Spoiler:
Treasure Hunt
Barrier C
Traits: Cache Task Veteran
To Defeat: Intelligence Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.

Barrier 2

Spoiler:
Treasure Map
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.

Barrier 3

Spoiler:
Wyvern Blade Trap
Barrier 3
Traits: Trap
To Defeat: Dexterity Disable 10 OR Wisdom Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.

Barrier 4

Spoiler:
Goblin Keelhaulin'
Barrier P
Traits: Skirmish Goblin Pirate Veteran
To Defeat: Constitution Fortitude 5 OR Wisdom Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.

Barrier 5

Spoiler:
Bucket Brigade
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.

Random Weapons:

Weapon 1
Spoiler:
Harpoon
Weapon C
Traits: Spear Ranged Piercing 2-Handed Swashbuckling Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a 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.

Weapon 2

Spoiler:
Musket
Weapon B
Traits: Firearm Ranged Piercing 2-Handed Elite
To Acquire: Dexterity Ranged Craft 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; 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.

Weapon 3

Spoiler:
Icy Boarding Pike +1
Weapon B
Traits: Polearm Melee Piercing 2-Handed Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Weapon 4

Spoiler:
Shortbow
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 5

Spoiler:
Boarding Axe
Weapon B
Traits: Axe Melee Slashing Swashbuckling Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. 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.

Random Spells:

Spell 1
Spoiler:
Hydraulic Push
Spell 1
Traits: Magic Arcane Divine Attack Elite
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Phantasmal Minion
Spell B
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
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

Spoiler:
Vomit Twin
Spell P
Traits: Magic Arcane
To Acquire: Constitution Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.

Spell 4

Spoiler:
Aqueous Orb
Spell 2
Traits: Magic Arcane Divine Attack Bludgeoning Elite
To Acquire: Intelligence Arcane Wisdom Divine 9
Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. 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 11 check. If you succeed, recharge this card; if you fail, discard it.

Spell 5

Spoiler:
Detect Magic
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.

Random Armor:

Armor 1
Spoiler:
Magic Buckler
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 2

Spoiler:
Benevolent Buckler
Armor 1
Traits: Shield Magic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Armor 3

Spoiler:
Magic Chain Shirt
Armor B
Traits: Light Armor Magic Swashbuckling Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 4

Spoiler:
Buckler
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 5

Spoiler:
Fortified Shell Armor
Armor 3
Traits: Heavy Armor Magic Aquatic Elite
To Acquire: Constitution Fortitude 8
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Random Items:

Item 1
Spoiler:
Tot Flask
Item B
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

Item 2

Spoiler:
Bracers of Protection
Item B
Traits: Accessory Magic Basic
To Acquire: Intelligence Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.

Item 3

Spoiler:
Potion of Lucubration
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 4

Spoiler:
Rum Bottle
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.

Item 5

Spoiler:
Jolly Roger
Item 2
Traits: Object Swashbuckling
To Acquire: Wisdom Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.

Random Allies:

Ally 1
Spoiler:
Jinx Eater
Ally B
Traits: Tengu Assassin Basic
To Acquire: Charisma Diplomacy 8
Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.

Ally 2

Spoiler:
Besmaran Priest
Ally C
Traits: Human Cleric Pirate
To Acquire: Divine Charisma Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 3

Spoiler:
Dodo
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.

Ally 4

Spoiler:
Turtle
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.

Ally 5

Spoiler:
Master-at-Arms
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Random Blessings:

Blessing 1
Spoiler:
Blessing of the Gods
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

Spoiler:
Blessing of Kelizandri
Blessing 3
Traits: Divine Kelizandri
To Acquire: Constitution Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 3

Spoiler:
Blessing of Sivanah
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

Spoiler:
Blessing of Gozreh
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.

Blessing 5

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 16 Balazar/TheGreatNateO
Top of Blessing Discard Pile:

Blessing of the Gods:
Blessing of the Gods
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: 14

Blessings Deck Cards/Turn Order:

Blessings Deck Card 17 - Turn 17 Celeste/elcoderdude

Spoiler:
Blessing of Abadar
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 18 - Turn 18 Bekah/Zalarian

Spoiler:
Blessing of Achaekek
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 19 - Turn 19 Grazzle/Matsu Kurisu

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 20 - Turn 20 Radovan/wkover

Spoiler:
Blessing of Gozreh
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 21 - Turn 21 Balazar/TheGreatNateO

Spoiler:
Blessing of Gozreh
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 22 - Turn 22 Celeste/elcoderdude

Spoiler:
Blessing of Hshurha
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 23 - Turn 23 Bekah/Zalarian

Spoiler:
Blessing of the Gods
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 24 - Turn 24 Grazzle/Matsu Kurisu

Spoiler:
Blessing of Milani
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 25 - Turn 25 Radovan/wkover

Spoiler:
Blessing of Milani
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 26 - Turn 26 Balazar/TheGreatNateO

Spoiler:
Blessing of Gorum
Blessing C
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 27 - Turn 27 Celeste/elcoderdude

Spoiler:
Blessing of Besmara
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 28 - Turn 28 Bekah/Zalarian

Spoiler:
Blessing of the Gods
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 Grazzle/Matsu Kurisu

Spoiler:
Blessing of Sivanah
Blessing C
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 30 - Turn 30 Radovan/wkover

Spoiler:
Blessing of Sivanah
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.

Jungle
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Bekah/Zalarian, Celeste/elcoderdude, Radovan/wkover

Widowmaker Isle
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Ghol-Gan Ruins
At This Location (Open): The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
At This Location (Closed): No effect.
M: 3 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None

Ghol-Gan Ruins Card 1:
Lookout Duty
Barrier B
Traits: Task Veteran
To Defeat: Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Ghol-Gan Ruins Card 2:
Saltwater Ogre
Monster C
Traits: Giant Ogre Aquatic
To Defeat: Combat 14
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.
Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Location (Sea Fort): 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.
Ghol-Gan Ruins Card 3:
Light Crossbow
Weapon B
Traits: Bow Ranged Piercing Basic
To Acquire: Dexterity Ranged 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Ghol-Gan Ruins Card 4:
Bucket Brigade
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.
Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Ghol-Gan Ruins Card 5:
Scurvy Zombie
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you would banish a Scurvy Zombie, summon and encounter the henchman Fishpork instead. If Fishpork is defeated, banish the Scurvy Zombie; otherwise, shuffle the Scurvy Zombie into a random other location deck, and if that location is closed, open it.
Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Location (Sea Fort): 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.
Ghol-Gan Ruins Card 6:
Illusory Wall
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.
Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Ghol-Gan Ruins Card 7:
Bull Shark
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.
Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Location (Sea Fort): 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.
Ghol-Gan Ruins Card 8:
Blessing of Besmara
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.
Ghol-Gan Ruins Card 9:
Blood Hag
Monster 3
Traits: Hag
To Defeat: Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Ghol-Gan Ruins Card 10:
Call Weapon
Spell B
Traits: Magic Arcane Divine Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
Bury this card to search the deck of a character at your location for a weapon and give it to any character.
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 6 check to recharge this card instead of discarding it.
Ghol-Gan Ruins Card 11:
Blessing of Cayden Cailean
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.
Ghol-Gan Ruins Card 12:
Parrot
Ally B
Traits: Animal Elite
To Acquire: Wisdom Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Mangrove Swamp
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Rocky Cliff
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 2 Ba: 4 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Balazar/TheGreatNateO

Rocky Cliff Card 1:
Ambush
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.
Rocky Cliff Card 2:
Scurvy Zombie
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you would banish a Scurvy Zombie, summon and encounter the henchman Fishpork instead. If Fishpork is defeated, banish the Scurvy Zombie; otherwise, shuffle the Scurvy Zombie into a random other location deck, and if that location is closed, open it.
Location (Sea Fort): 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.
Rocky Cliff Card 3:
Barroom Brawl
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.
Rocky Cliff Card 4:
Merfolk
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.
Location (Sea Fort): 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.
Rocky Cliff Card 5:
Goose in the Rigging
Barrier 1
Traits: Task Elite
To Defeat: Intelligence Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Rocky Cliff Card 6:
Smuggler
Monster B
Traits: Human Smuggler Basic
To Defeat: Combat 9
Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.
Rocky Cliff Card 7:
Sandbar
Barrier 3
Traits: Task Aquatic
To Defeat: Strength Knowledge Wisdom Perception 11
Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.
Rocky Cliff Card 8:
Leather Armor
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.
Rocky Cliff Card 9:
Blessing of Erastil
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.
Rocky Cliff Card 10:
Spyglass
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.
Rocky Cliff Card 11:
Cutlass
Weapon C
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.

Scar Bay
At This Location (Open): All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
At This Location (Closed): No effect.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Grazzle/Matsu Kurisu

Scar Bay Card 1:
Ambush
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.
Scar Bay Card 2:
Scurvy Zombie
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you would banish a Scurvy Zombie, summon and encounter the henchman Fishpork instead. If Fishpork is defeated, banish the Scurvy Zombie; otherwise, shuffle the Scurvy Zombie into a random other location deck, and if that location is closed, open it.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Location (Sea Fort): 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.
Scar Bay Card 3:
Cannoneer
Monster 3
Traits: Human Pirate Elite
To Defeat: Combat 17
All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Scar Bay Card 4:
Emerald of Dexterity
Item B
Traits: Object Magic
To Acquire: Dexterity 7
Recharge this card to roll your Dexterity die instead of the normal die on a non-combat check.
Scar Bay Card 5:
Giant Anaconda
Monster 3
Traits: Animal Aquatic Elite
To Defeat: Combat 18
If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Location (Sea Fort): 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.
Scar Bay Card 6:
Trapped Locker
Barrier B
Traits: Cache Lock Trap Basic
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Scar Bay Card 7:
Turtle
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.
Scar Bay Card 8:
Selissa
Villain 3
Type: Monster
Traits: Aberration Naga Aquatic
To Defeat: Wisdom Survival 10
All damage from Selissa is Poison damage.
Before you act, Selissa deals 1d4-1 Poison damage to you.
If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
Location (Sea Fort): 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.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei
Scar Bay Card 9:
Sea Hag
Monster B
Traits: Hag Aquatic
To Defeat: Combat 11
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Location (Sea Fort): 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.

Sea Fort
Closed
At This Location (Closed): For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

On the off chance that someone encounters the villain, I'll recharge Wayfinder at the start of Balazar's turn to move to Ghol-Gan Ruins and examine the top 2 cards. That way I can temp close if necessary.

The top 2 cards at the Ruins are: Lookout Duty (Wis/Per 12) and Saltwater Ogre (Combat 15). Defeating the Lookout Duty lets you encounter the Ogre. If Abadar is still available (with Tessa gone), I can probably defeat Lookout on my next turn.

Radovan wrote:

Hand: Shadowless Sword, Red Leathers, B of Zon-Kuthon, Sorrowsoul,

Displayed: Viridio and Quang forms; Norge display: []; Quang display: [1 lvlB]; Viridio display: [] {only 2 forms active},
Deck: 14 Discard: 0 Buried: 0
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. BoZK adds 2 dice to con or finesse (recharges if my finesse).

Skills and Powers:
SKILLS

Strength d8 [X]+1 [X]+2 [X]+3 [X]+4
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: (Sczarni King)
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms).
Once per turn, when a character at your location is dealt damage by a bane ([X] or fails to acquire a boon), display a monster from the box next to a displayed devil form.
Add 1d4 ([X] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon ([] or if your check has the Finesse trait).
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1.

Devil forms:
Quang:
You gain the skill Acrobatics: Dexterity+2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's AD#.

Norge:
You gain the skill Fortitude: Constitution+2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait.
You may additionally banish a card displayed next to this card to add another 1d8 plus the card's AD#.

Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait.
You may additionally banish a card displayed next to this card to add another 2d6 plus the card's AD#.

GameDay VII Reward: Concordance Faction (can use once per scenario)
[X][] You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use reward up to 2 more times if fulfill these requirements:
[not earned] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[earned] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more.

Absalom Reward: Sea Legs
[] When you would fail a combat check against a bane that has the Aquatic trait, reroll the dice and add 1d6; take the new result.

Die Bumps: 3


Female Lunar Naga Tier 1 Sorcerer

Sorry, gang, I completely spaced the +3 boon acquire difficulty. Too hasty, I guess (I try to quickly take my turns when during the work day). (skizzerz - was it really necessary to rub in how oblivious I was ? :)

<OUT OF TURN HAND CORRECTION - CORRECTLY THIS TIME>

Celeste wrote:

Hand: Thieves Tools, Blessing of the Elements, Alaeron, Scorching Ray, Life Drain 1, Fire Snake, Blessing of Abadar

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Blessing available (use Abadar for barriers)

Skills and Powers:
SKILLS

Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +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 ([ x] or start) of your turn, you may recharge a card to examine the top card of another location deck.


Deck:
Known Top: Middle {Order is not Known}: Recharged:
Discard Pile:

Buried Pile:


Male Gnome | (Ally 5, Blessing 5) | Tier 5 Summoner | 7 Hero Points | My Deck Handler

Turn Order - Balazar, Celeste, Bekah, Grazzle, Radovan
Turn # 16 - Top of Blessings Discards Deck: Blessing of the Gods
Give Card: None
Move: Rocky Cliff Card -> Ghol-Gan Ruins
Explore: Ghol-Gan Ruins Card 1 - Lookout Duty (Barrier B)

Lookout Duty:

Barrier B
Traits: Task Veteran
To Defeat: Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.

I will auto fail the barrier and the barrier stays at the top of location. I will reveal Buccaneer's Breastplate for 1 Structural Damage

I will end my turn, hand is at 6

Balazar wrote:

Hand: Apprentice, Sage's Journal, Buccaneer's Breastplate, Bound Imp, zScurvy Zombie, Blessing of Bastet

Displayed: Padrig
Deck: 12 Discard: 0 Buried: 0
Notes: (1) Monister(s) are avable to be banished for 1d4 + AD Number for someone at my location Combat Check. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
Blessing of Bastet, zScurvy Zombie

Skills and Powers:
SKILLS

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 [X] +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
[X] 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: Display this card. While displayed, for your combat check, you may reveal a monster or spell to roll 2d10; or 2d12 if you have a role card. Add the card's adventure deck number and the Melee trait. While displayed, you may recharge a card to use your Arcane skill instead of the normal skill on your Strength or Fortitude non-combat check.


Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: Good Omen Object Reading Black Spot Enchanted Fang Blessing of Abadar Tussah Silk Coat Blessing of Pharasma Augury Staff of Cackliing Wrath Riftwarden Charm Monster zCrocodile
Recharged:
Discard Pile:
Buried Pile:


Female Lunar Naga Tier 1 Sorcerer

I love the role-playing some of y'all do, but I lack the time/energy/creativity, almost always.
Celeste at the Jungle with Bekah and Radovan.
Blessing is Abadar. (Huh.)
I forego my SOT examine.

Celeste sails to the Rocky Cliffs with Bekah & Radovan aboard.
Explore.
Barrier B, Ambush. Dexterity Acrobatics Wisdom Perception 12.
That's a pretty steep difficulty. I think we have the oomph to give up -1/die. I could roll d10+3 with Fire Snake and have a slim chance of passing - but with my luck I'd lose and then really need Fire Snake on the next encounter. Just roll it.
Dex 12: 1d8 ⇒ 2
Ambush undefeated. Banish Ambush, but execute undefeated condition.

Examining deck gives:
Card 2: Scurvy Zombie, Henchman. Figures.
I somehow missed that these guys are immune to Fire as well as the usual Mental+Poison. That's a pain.
Want to make this Combat 11 so:
Play Life Drain. Recharge my own Abadar for a die. Also using Bekah's Blessing of the Samurai, which Scott agrees is in his hand.
Combat 13-2=11: 3d10 + 2d4 + 3 - 5 ⇒ (4, 6, 10) + (1, 2) + 3 - 5 = 21
Scurvy Zombie defeated
Shuffle Life Drain into my deck. (Note I had nothing for it to heal.)

Banishing Zombie summons Fishpork. Ambush's penalty no longer applies.
Finally something I can use stuff against.
Play Scorching Ray. Recharge my own Blessing of the Elements. Discard ally Alaeron not for his power but for my bite. Check has Fire and Poison.
Combat 16: 2d10 + 2d6 + 3 + 1d8 ⇒ (8, 10) + (5, 6) + 3 + (8) = 40
I'd say I got him.
Fishpork defeated.
Shuffle Scorching Ray into my deck.

Close: Banish Thieves' Tools.
Rocky Cliffs provisionally closed.
Searching the place for a degenerate member of my race...
Selissa is not here*.
Rocky Cliffs permanently closed.
Examine Scar Bay by Rocky Cliffs closing power:
Scar Bay Card 1: Ambush, Barrier B.
Really. Not kidding.
(*Wait-What? I was wrong?)

Celeste wrote:

Hand: Blessing of Pharasma, Red Carriage, Blessing of Abadar, Fiery Glare, Blessing of the Elements, Fire Snake, Augury

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: Blessings available. Use 'em.

Skills and Powers:
SKILLS

Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +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 ([ x] or start) of your turn, you may recharge a card to examine the top card of another location deck.


Deck:
Known Top: Middle {Order is not Known}: Recharged:
Discard Pile:
Alaeron
Buried Pile:


Female Human (Bl3or4) | 3 Die Bumps | My Deck Handler Tier 4 Troublemaker Bard / UC (12789-1002)

Out of Turn Update. Discard Blessing of Samurai for Celeste's check on Scurvy Zombie

Turn Order - Balazar, Celeste, Bekah, Grazzle, Radovan
Turn 18 - Blessing of Achaekek
Use Power to put Shy Ratani on Top to draw Fox into hand.
Give Card: None
Move: Rocky Cliff -> Scar Bay
Scar Bay Card 1: Ambush. Will reveal Tricorne for wisdom check.

Wisdom Check DC 9+3=12: 1d6 + 1d8 ⇒ (6) + (6) = 12 Success; Explore Again

Ambush:

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.

Scar Bay Card 2: Scurvy Zombie. Will reveal Deathbane crossbow

Deathbane Lt Crossbow +1 DC 13-2=11: 3d8 + 2 ⇒ (7, 2, 8) + 2 = 19 Success

Scurvy Zombie:

Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.

Scenario: When you would banish a Scurvy Zombie, summon and encounter the henchman Fishpork instead. If Fishpork is defeated, banish the Scurvy Zombie; otherwise, shuffle the Scurvy Zombie into a random other location deck, and if that location is closed, open it.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Location (Sea Fort): 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.

Encounter the undead fishpork. Reveal Crossbow again but this time -1/die will use Blessing from Celeste..most likely blessing of the elements but his choice. Reroll 2 rolled with PAIZO reroll.

Deathbane Lt Crossbow +1 DC 16: 4d8 + 2 - 4 ⇒ (2, 4, 4, 3) + 2 - 4 = 11
Deathbane Lt Crossbow +1 DC 16 PAIZO reroll: 1d8 + 9 ⇒ (8) + 9 = 17 Lucky break. Fishpork is defeated. Balazar reveals breastplate for the structural damage.

Fishpork:

Henchman 3
Type: Monster
Traits: Giant
To Defeat: Combat 16
Combat damage dealt by Fishpork is dealt to each character at your location.
If the check to defeat has the Ranged trait, subtract 1 from each die rolled.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, Fishpork deals 1 Structural damage to your ship.

Grazzle will reveal Tome for Divine check and I will recharge Crossbow for inspire.

Divine Check DC 8: 1d8 + 2 + 1d4 + 1d4 + 1 ⇒ (6) + 2 + (3) + (3) + 1 = 15 Success

Since Selissa is there (Scar Bay Card 8), location is not closed and therefore do not take 4 damage.

Selissa is only card at Scarbay

Reset Hand and end turn

Bekah (Tier 3) wrote:

Hand: Shy Ratani, Besmara's Tricorne, Lightning Bolt, Fox, Rickety Hake

Displayed:
Deck: 10 Discard: 1 Buried: 2
Notes: Tricorne, Fox, and Inspire all available for end game.

Skills and Powers:
SKILLS

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.


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: 1 BoErastil 2 BoSamurai 1 BoMilani Burglar Surgeon CatONineTails
Recharged: Flaming Scimitar +1, Rage, Cure, Deathbane Light Crossbow +1
Discard Pile:1 BoSamurai
Buried Pile:Banner, Gambeson

Sea Legs:

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.


During This Scenario: Treat the henchman Ruffian as if it is the set 2 henchman Scurvy Zombie.
When you would banish a Scurvy Zombie, summon and encounter the henchman Fishpork instead. If Fishpork is defeated, banish the Scurvy Zombie; otherwise, shuffle the Scurvy Zombie into a random other location deck, and if that location is closed, open it.

Party Ship: Thresher (not anchored)

Additional Rules:

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

Reference Cards:

Selissa (Villain)
Spoiler:
Selissa
Villain 3
Type: Monster
Traits: Aberration Naga Aquatic
To Defeat: Wisdom Survival 10
All damage from Selissa is Poison damage.
Before you act, Selissa deals 1d4-1 Poison damage to you.
If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei

Scurvy Zombie (Henchman)

Spoiler:
Scurvy Zombie
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you would banish a Scurvy Zombie, summon and encounter the henchman Fishpork instead. If Fishpork is defeated, banish the Scurvy Zombie; otherwise, shuffle the Scurvy Zombie into a random other location deck, and if that location is closed, open it.

Fishpork (Summon)

Spoiler:
Fishpork
Henchman 3
Type: Monster
Traits: Giant
To Defeat: Combat 16
Combat damage dealt by Fishpork is dealt to each character at your location.
If the check to defeat has the Ranged trait, subtract 1 from each die rolled.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, Fishpork deals 1 Structural damage to your ship.

Besmara's Tricorne (Loot)

Spoiler:
Besmara's Tricorne
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)

Spoiler:
Vindictive Harpoon
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.

Brine's Sting (Loot)

Spoiler:
Brine's Sting
Loot 2
Type: Weapon
Traits: Sword Melee Slashing Finesse Swashbuckling Magic
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If the bane is a monster that has the Aquatic trait, you may reroll 1 die; you must take the second result. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Buccaneer's Breastplate (Loot)

Spoiler:
Buccaneer's Breastplate
Loot 2
Type: Armor
Traits: Heavy Armor Magic Aquatic
Reveal this card to reduce Combat damage dealt to you by 3, or Structural damage dealt to your ship by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Farglass (Loot)

Spoiler:
Farglass
Loot 2
Type: Item
Traits: Object Magic
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of any location deck and put them back in any order.
Reveal a card that has the Pirate trait to recharge this card instead of discarding it.

Lady Agasta Smythee (Loot)

Spoiler:
Lady Agasta Smythee
Loot 2
Type: Ally
Traits: Human Aristocrat
Reveal this card to recharge any number of cards and add 2 to your combat check for each card you recharged.

Rickety Hake (Loot)

Spoiler:
Rickety Hake
Loot 2
Type: Ally
Traits: Human Shipbuilder
Bury this card to repair your ship.
Discard this card to add 1d10 to a Craft check.
Discard this card to explore your location.

Svingli's Eye (Loot)

Spoiler:
Svingli's Eye
Loot 2
Type: Item
Traits: Tool Magic
Recharge this card to examine the top card of the location deck.
Discard this card to add 1d4+2 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8+2 instead. After you play this card, succeed at a Survival 9 check to recharge it instead of discarding it.

Totem Necklace (Loot)

Spoiler:
Totem Necklace
Loot 2
Type: Item
Traits: Accessory
Discard this card to add 1 die to a check to defeat a monster that has the Aquatic trait attempted by a character at your location, or 2 dice if the monster has the Merfolk trait.
Bury this card to draw 1 random item from the box and add it to your hand.

Pirate Shade Haunt (Summon)

Spoiler:
Pirate Shade Haunt
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)

Spoiler:
Riptide Grindylow
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.

Shimerae (Summon)

Spoiler:
Shimerae
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 15
All damage dealt by Shimerae is Poison damage.
During this encounter, other characters at your location may not play cards or use powers.
If defeated, you may immediately attempt to close the location this henchman came from.

Hammerhead Shark (Summon)

Spoiler:
Hammerhead Shark
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.

Enemy Ship (Summon)

Spoiler:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Hirgenzosk (Just Wants A Hug)

Spoiler:
Hirgenzosk
Henchman B
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 30
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
If Hirgenzosk would be defeated, he is undefeated.

Ships:

When encountering a random ship, roll 1d16 and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.

Ship 1: Goblin Weidling - Class 0

Spoiler:
Goblin Weidling
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

Spoiler:
Merchantman
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

Spoiler:
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.

Ship 4: Man's Promise - Class 1

Spoiler:
Man's Promise
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

Spoiler:
Truewind
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

Spoiler:
Devil's Pallor
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

Spoiler:
Thresher
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, bury a random card from your discard pile.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
When Commanding This Ship (Wrecked): At the start of the turn, summon and encounter the henchman Hammerhead Shark.

A junk of the Dragon Empires, Inkskin's ship is home to human and sea devil draiders alike. If you see the Thresher, look behind you—longboats full of buccaneers are already boarding your vessel.

Ship 8: Dowager Queen - Class 3

Spoiler:
Dowager Queen
Ship 3
Class 3
To Defeat: Wisdom Survival 8 OR Charisma Diplomacy 10
To Repair: Craft 6
When Encountering This Ship: You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally is increased by 2.

This caravel left Cheliax branded with the marque of royalty. She's seen rougher days since then, but "Queenie," as Captain Irius Trock has dubbed her, is still the proudest merchant ship in the Shackles.

Ship 9: Kraken - Class 3

Spoiler:
Kraken
Ship 3
Class 3
To Defeat: Strength Melee 10 OR Wisdom Survival 8
To Repair: Craft 6
When Encountering This Ship: On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.

The Master of the Gales commands this xebec. Its imposing name belies his knowledge of the sea. It was he who coined the aphorism, "All unknown islands are Hirgenzosk until proven otherwise."

Ship 10: Sanbalot - Class 3

Spoiler:
Sanbalot
Ship 3
Class 3
To Defeat: Dexterity Stealth 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
When Commanding This Ship (Normal): This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.
When Commanding This Ship (Wrecked): At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.

The Sanbalot is a Rahadoumi schooner helmed by Captain Aisha Hamiyaz and her Pure Legion marines. With a trained manticore flying air support, the Sanbalot gets a wide berth.

Ship 11: Sea Chanty - Class 3

Spoiler:
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.

Ship 12: Mistmourn - Class 5

Spoiler:
Mistmourn
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 13: Wormwood - Class 5

Spoiler:
Wormwood
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 14: Dominator - Class 6

Spoiler:
Dominator
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 15: Magpie Princess - Class 6

Spoiler:
Magpie Princess
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 16: Deathknell - Class 7

Spoiler:
Deathknell
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.


Acquired Cards:

Belaying Pin (Weapon B)
Spoiler:
Belaying Pin
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.

Blackcloth Armor (Armor 2)

Spoiler:
Blackcloth Armor
Armor 2
Traits: Light Armor Magic Elite
To Acquire: Constitution Fortitude 6
If you are the only character at your location, you may reveal this card to add 1 to your combat 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.

Buckler (Armor B)

Spoiler:
Buckler
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.

Falcata (Weapon B)

Spoiler:
Falcata
Weapon B
Traits: Sword Melee Slashing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Magic Buckler (Armor B)

Spoiler:
Magic Buckler
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.

Master-at-Arms (Ally C)

Spoiler:
Master-at-Arms
Ally C
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Potion of Healing (Item C)

Spoiler:
Potion of Healing
Item C
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.

Plunder:

1. Weapon

(BR Only)

Spoiler:

AylOR8tc4vtJ85we/uL4TD7OxInB30hqG+2OZiziJElPJNBWgacWQg==

Random Monsters:

Monster 1
Spoiler:
Giant Rock Crab
Monster 1
Traits: Animal Aquatic
To Defeat: Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

Monster 2

Spoiler:
Devilfish
Monster 1
Traits: Aberration Aquatic Basic
To Defeat: Combat 10
If any die rolled in your check to defeat is a 2, count it as a 1. If undefeated, after you act, the Devilfish deals 1 Poison damage to you.

Monster 3

Spoiler:
Canopy Creeper
Monster 2
Traits: Plant
To Defeat: Combat 12
The Canopy Creeper is immune to the Electricity, Mental, and Poison traits.
If the check to defeat has the Cold or Slashing trait, add 1d8 to it.
Before you act, succeed at a Wisdom or Perception 10 check or the difficulty of the check to defeat the Canopy Creeper is increased by 3.

Monster 4

Spoiler:
Giant Moray Eel
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.

Monster 5

Spoiler:
Owlbeartross
Monster P
Traits: Aberration
To Defeat: Combat 13 THEN Combat 15
Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.

Random Barriers:

Barrier 1
Spoiler:
Treasure Hunt
Barrier C
Traits: Cache Task Veteran
To Defeat: Intelligence Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.

Barrier 2

Spoiler:
Treasure Map
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.

Barrier 3

Spoiler:
Wyvern Blade Trap
Barrier 3
Traits: Trap
To Defeat: Dexterity Disable 10 OR Wisdom Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.

Barrier 4

Spoiler:
Goblin Keelhaulin'
Barrier P
Traits: Skirmish Goblin Pirate Veteran
To Defeat: Constitution Fortitude 5 OR Wisdom Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.

Barrier 5

Spoiler:
Bucket Brigade
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.

Random Weapons:

Weapon 1
Spoiler:
Harpoon
Weapon C
Traits: Spear Ranged Piercing 2-Handed Swashbuckling Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a 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.

Weapon 2

Spoiler:
Musket
Weapon B
Traits: Firearm Ranged Piercing 2-Handed Elite
To Acquire: Dexterity Ranged Craft 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; 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.

Weapon 3

Spoiler:
Icy Boarding Pike +1
Weapon B
Traits: Polearm Melee Piercing 2-Handed Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Weapon 4

Spoiler:
Shortbow
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 5

Spoiler:
Boarding Axe
Weapon B
Traits: Axe Melee Slashing Swashbuckling Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. 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.

Random Spells:

Spell 1
Spoiler:
Hydraulic Push
Spell 1
Traits: Magic Arcane Divine Attack Elite
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6, or 2d6 if the bane has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 2

Spoiler:
Phantasmal Minion
Spell B
Traits: Magic Arcane Basic
To Acquire: Intelligence Arcane 4
Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
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

Spoiler:
Vomit Twin
Spell P
Traits: Magic Arcane
To Acquire: Constitution Fortitude 6
Display this card next to a location. When you encounter a card, you may evade it and move to this location. Move this card next to your previous location. Each character at that location must succeed at a Constitution or Fortitude 9 check or recharge a card from his hand. At the end of the scenario, if you do not have the Arcane skill, banish this card.

Spell 4

Spoiler:
Aqueous Orb
Spell 2
Traits: Magic Arcane Divine Attack Bludgeoning Elite
To Acquire: Intelligence Arcane Wisdom Divine 9
Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. 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 11 check. If you succeed, recharge this card; if you fail, discard it.

Spell 5

Spoiler:
Detect Magic
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.

Random Armor:

Armor 1
Spoiler:
Magic Buckler
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 2

Spoiler:
Benevolent Buckler
Armor 1
Traits: Shield Magic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Armor 3

Spoiler:
Magic Chain Shirt
Armor B
Traits: Light Armor Magic Swashbuckling Elite
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 4

Spoiler:
Buckler
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 5

Spoiler:
Fortified Shell Armor
Armor 3
Traits: Heavy Armor Magic Aquatic Elite
To Acquire: Constitution Fortitude 8
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Random Items:

Item 1
Spoiler:
Tot Flask
Item B
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

Item 2

Spoiler:
Bracers of Protection
Item B
Traits: Accessory Magic Basic
To Acquire: Intelligence Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.

Item 3

Spoiler:
Potion of Lucubration
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 4

Spoiler:
Rum Bottle
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.

Item 5

Spoiler:
Jolly Roger
Item 2
Traits: Object Swashbuckling
To Acquire: Wisdom Survival 8
Display this card next to your ship. While displayed, add 1d6 to your checks to defeat ships.

Random Allies:

Ally 1
Spoiler:
Jinx Eater
Ally B
Traits: Tengu Assassin Basic
To Acquire: Charisma Diplomacy 8
Discard this card to explore your location. Add 1 to your combat checks during this exploration.
If you would fail a combat check by 1, you may bury this card to succeed.

Ally 2

Spoiler:
Besmaran Priest
Ally C
Traits: Human Cleric Pirate
To Acquire: Divine Charisma Diplomacy 6
Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Ally 3

Spoiler:
Dodo
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.

Ally 4

Spoiler:
Turtle
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.

Ally 5

Spoiler:
Master-at-Arms
Ally B
Traits: Human Pirate Basic
To Acquire: Charisma Diplomacy 8
Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Random Blessings:

Blessing 1
Spoiler:
Blessing of the Gods
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

Spoiler:
Blessing of Kelizandri
Blessing 3
Traits: Divine Kelizandri
To Acquire: Constitution Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 3

Spoiler:
Blessing of Sivanah
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

Spoiler:
Blessing of Gozreh
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.

Blessing 5

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 19 Grazzle/Matsu Kurisu
Top of Blessing Discard Pile:

Blessing of the Gods:
Blessing of the Gods
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: 11

Blessings Deck Cards/Turn Order:

Blessings Deck Card 20 - Turn 20 Radovan/wkover

Spoiler:
Blessing of Gozreh
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 21 - Turn 21 Balazar/TheGreatNateO

Spoiler:
Blessing of Gozreh
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 22 - Turn 22 Celeste/elcoderdude

Spoiler:
Blessing of Hshurha
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 23 - Turn 23 Bekah/Zalarian

Spoiler:
Blessing of the Gods
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 24 - Turn 24 Grazzle/Matsu Kurisu

Spoiler:
Blessing of Milani
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 25 - Turn 25 Radovan/wkover

Spoiler:
Blessing of Milani
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 26 - Turn 26 Balazar/TheGreatNateO

Spoiler:
Blessing of Gorum
Blessing C
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 27 - Turn 27 Celeste/elcoderdude

Spoiler:
Blessing of Besmara
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 28 - Turn 28 Bekah/Zalarian

Spoiler:
Blessing of the Gods
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 Grazzle/Matsu Kurisu

Spoiler:
Blessing of Sivanah
Blessing C
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 30 - Turn 30 Radovan/wkover

Spoiler:
Blessing of Sivanah
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.

Jungle
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Widowmaker Isle
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Ghol-Gan Ruins
At This Location (Open): The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
At This Location (Closed): No effect.
M: 3 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: Balazar/TheGreatNateO, Radovan/wkover

Ghol-Gan Ruins Card 1 (Lookout Duty):
Lookout Duty
Barrier B
Traits: Task Veteran
To Defeat: Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.
Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Ghol-Gan Ruins Card 2 (Saltwater Ogre):
Saltwater Ogre
Monster C
Traits: Giant Ogre Aquatic
To Defeat: Combat 14
If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.
Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Location (Sea Fort): 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.
Ghol-Gan Ruins Card 3:
Light Crossbow
Weapon B
Traits: Bow Ranged Piercing Basic
To Acquire: Dexterity Ranged 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Ghol-Gan Ruins Card 4:
Bucket Brigade
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.
Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Ghol-Gan Ruins Card 5:
Scurvy Zombie
Henchman 2
Type: Monster
Traits: Undead Zombie Aquatic
To Defeat: Combat 13
The Scurvy Zombie is immune to the Fire, Mental, and Poison traits.
Halve the damage dealt by the Scurvy Zombie (rounding up). If undefeated, each other character at your location summons and encounters a Scurvy Zombie.
If defeated, you may immediately attempt to close the location this henchman came from.
Scenario: When you would banish a Scurvy Zombie, summon and encounter the henchman Fishpork instead. If Fishpork is defeated, banish the Scurvy Zombie; otherwise, shuffle the Scurvy Zombie into a random other location deck, and if that location is closed, open it.
Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Location (Sea Fort): 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.
Ghol-Gan Ruins Card 6:
Illusory Wall
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.
Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Ghol-Gan Ruins Card 7:
Bull Shark
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.
Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Location (Sea Fort): 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.
Ghol-Gan Ruins Card 8:
Blessing of Besmara
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.
Ghol-Gan Ruins Card 9:
Blood Hag
Monster 3
Traits: Hag
To Defeat: Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.
Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
Ghol-Gan Ruins Card 10:
Call Weapon
Spell B
Traits: Magic Arcane Divine Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
Bury this card to search the deck of a character at your location for a weapon and give it to any character.
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 6 check to recharge this card instead of discarding it.
Ghol-Gan Ruins Card 11:
Blessing of Cayden Cailean
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.
Ghol-Gan Ruins Card 12:
Parrot
Ally B
Traits: Animal Elite
To Acquire: Wisdom Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Mangrove Swamp
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Rocky Cliff
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Celeste/elcoderdude

Scar Bay
At This Location (Open): All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Bekah/Zalarian, Grazzle/Matsu Kurisu

Scar Bay Card 1 (Selissa - VILLAIN):
Selissa
Villain 3
Type: Monster
Traits: Aberration Naga Aquatic
To Defeat: Wisdom Survival 10
All damage from Selissa is Poison damage.
Before you act, Selissa deals 1d4-1 Poison damage to you.
If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
Location (Sea Fort): 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.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei

Sea Fort
Closed
At This Location (Closed): For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Female Human (Bl3or4) | 3 Die Bumps | My Deck Handler Tier 4 Troublemaker Bard / UC (12789-1002)

Bekah departs from Radovan and Celeste to meet up with Grazzle. The naga wanted to be left alone and Radovan wanted to go to Scar Bay as well. Bekah wasn't entirely sure of Celeste's alliances and thought it best for Radovan to stay with her as she went to seek out Selissa.

Before she could even get to where Grazzle was located, a score of zombies as well as a giant boarded the ship and tried to devour the crew. Bekah from the crow's nest took careful aim at the zombie creatures as a bloody melee ensued on the main deck. Her weapon glowed a pale blue with all the undead around and most of the zombies were easily killed with a well placed bolt to their heads. The giant, however, was not as easily defeated and required four shots to its head before it fell no longer animated into the hold of the ship. The naga noticing her forces dwindling before fled to her nearby ship and sailed quickly away from Bekah and her crew. Bekah ordered whoever was available and still not fighting zombies to get the ship to pursue the naga. The Naga's ship was able to stay well away from the ship behind her but it did not expect to see Grazzle and his ship cut her off.

Bekah yelled at her, "There is nowhere else to hide, snake witch!"


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Villain is the only card at Scar Bay. Here's the temp close roll (in advance) for the villain fight...

Con 8 (5+3) w/ BoZK (adds 2 dice): 3d8 ⇒ (4, 3, 5) = 12

Ruins is temp closed.


Female Lunar Naga Tier 1 Sorcerer

<OUT OF TURN HAND UPDATE>
Discard Blessing of the Elements for Bekah.
Two blessing left, available for use.

Celeste wrote:

Hand: Blessing of Pharasma, Red Carriage, Blessing of Abadar, Fiery Glare, Fire Snake, Augury

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes: Blessings available. Use 'em.

Skills and Powers:
SKILLS

Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +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 ([ x] or start) of your turn, you may recharge a card to examine the top card of another location deck.


Deck:
Known Top: Middle {Order is not Known}: Recharged:
Discard Pile:
Alaeron, Blessing of the Elements
Buried Pile:

Liberty's Edge

Balazar, Celeste, Bekah, Grazzle, Radovan

Grazzle - 19 Blessing of the Gods

Start of Turn
Grazzle heal (Blessing of Pharasma) to heal 2+1
Radovan = 0, Balazar= 0, Celeste =2, Bekah = 1

At Scar Bay

Free Explore = 1 (Selissa - VILLAIN):
Villain 3, Monster, Survival 10-2
BYA 1d4-1 Poison damage: 1d4 - 1 ⇒ (3) - 1 = 2 - Damage(Binder's Tome, Armor of the Sands)
Survival 1d10+2, Celeste Blessing of Pharasma +1d10, Bekah Fox +1d4, Bekah Besmara's Tricorne +1d8,
Survival 8 (10-2): 1d10 + 2 + 1d10 + 1d4 + 1d8 ⇒ (9) + 2 + (7) + (3) + (5) = 26 - Defeated

Villain has no where to escape to and we win!


Development

As you ready your blade to slay Selissa, she doesn’t hiss a sibilant warning; instead, she submits and yields her half of the map. She’s smart enough to hold her tongue. You and yer crew now know where to find the Devil’s Deception, the last ship that carried Jalhalzar’s Wheel. Oh, and you’ve even got the key to open its hold! Of course, you’ll need to figure out some other minor details, like how yer gonna buy enough potions of water breathing to search down there at the bottom of the sea, but that can wait for later. The next leg of yer journey should be easy, as long as no one else is looking for that ship. Sure, it’s possible that someone or something might have sunk it. And it’s just as likely that whoever or whatever sent it to Besmara’s watery depths
might want to keep it. And they might be eternally prowling beneath the waves to kill whoever approaches it, but other than that, finding that ship should be easy! You’ve made it this far, so we’re certain that nothing, but nothing could possibly go wrong.

Reward

Each character gains a card feat.

Acquired Cards
(* = Plunder)

Belaying Pin (Weapon B)
Falcata (Weapon B)
*Fire Lance (Weapon B)

Blackcloth Armor (Armor 2)
Buckler (Armor B)
Magic Buckler (Armor B)

Potion of Healing (Item C)

Master-at-Arms (Ally C)


0-3D: Going Under

Something has gone horribly wrong. As your ship inexorably draws closer to the location marked on the map you’ve pieced together, you see signs that your crew has been getting a bit… nervous. At least once an hour, someone leans over the side of the ship and shouts excitedly about a shadowy figure in the water. Each time, the rest of the crew rushes to the gunwales to f ind… nothing at all. Mayhaps it was just an illusion.

As day passes into night, your weaker-willed companions are reporting visions of stranger things, mysterious sights no other sailors can confirm. By the time you reach your designated destination, some of your mates have even begun to disregard your orders, almost as though they’re taking their commands from someone… or something… else.

As if on command, one of your crewmen stops moving completely. He stares straight ahead at the ocean, muttering warnings to any who will listen. “One should be wary of what stirs up from the lightless depths,” he intones, almost as though someone else is speaking through him. “You have entered the realm of Uthiggmaru. Turn back, while you still can.”

Seconds later, another scream issues from the forecastle of the ship. A terrified sailor has sighted a hideous aquatic aberration. The beastie rises from the water long enough to affix your crew with a baleful glare before sinking beneath the waves again.

Aye, yer not alone here. Mayhaps whatever sank the Devil’s Deception, the ship with Jalhazar’s Wheel, doesn’t want to abandon his treasure. Perhaps you’ll have to fight him for it… if you can find him.

And that’s going to be the hardest part: You’ll have to search underwater for that sunken ship. Who knows what horrors await you beneath the waves? Once you start searching through forsaken coves, sea caves, and shipwreck graveyards, you’ll awaken all sorts of species that don’t like to be disturbed by the surface world. Find Uthiggmaru’s sunken ship, but be quick about it. Wonders and terrors await you in the waters below.


During This Scenario: When setting up the scenario, set aside all loot cards with an adventure deck number of 2 or lower that characters haven’t chosen. Choose the same number of characters to each temporarily add 1 of those loot cards to his deck, replacing a card of the same type. Return the loot cards to the box at the end of the scenario.
If any character has not successfully completed Scenario 0-3A: Wrecking Ball, Uthiggmaru gains this power: “Before you act, each character is dealt 2 Mental damage.”
If any character has not successfully completed Scenario 0-3B: On Top of the World, Uthiggmaru gains this power: “Before you act, each character recharges a card.”
If any character has not successfully completed Scenario 0-3C: Jungle Boogie, Uthiggmaru gains this power: “Before you act, each character at your location summons and encounters the henchman Scurvy Zombie.”

Party Ship: Thresher (anchored at Shipwreck Graveyard)

Additional Rules:

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

Reference Cards:

Uthiggmaru (Villain)
Spoiler:
Uthiggmaru
Villain 3
Type: Monster
Traits: Aberration Aquatic To Defeat: See Below Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda.
To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths." -- Uthiggmaru

Ormandar (Henchman)

Spoiler:
Ormandar
Henchman 3
Type: Monster
Traits: Merfolk Druid Aquatic
To Defeat: Combat 16 OR Divine 12
Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.

Jalhazar's Curse (Henchman)

Spoiler:
Jalhazar's Curse
Henchman 3
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
NO HENCHMAN CLOSE.

The Ancient Mariner (Henchman)

Spoiler:
The Ancient Mariner
Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Shipwreck (Henchman)

Spoiler:
Shipwreck
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.

Besmara's Tricorne (Loot)

Spoiler:
Besmara's Tricorne
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)

Spoiler:
Vindictive Harpoon
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.

Brine's Sting (Loot)

Spoiler:
Brine's Sting
Loot 2
Type: Weapon
Traits: Sword Melee Slashing Finesse Swashbuckling Magic
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If the bane is a monster that has the Aquatic trait, you may reroll 1 die; you must take the second result. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Buccaneer's Breastplate (Loot)

Spoiler:
Buccaneer's Breastplate
Loot 2
Type: Armor
Traits: Heavy Armor Magic Aquatic
Reveal this card to reduce Combat damage dealt to you by 3, or Structural damage dealt to your ship by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Farglass (Loot)

Spoiler:
Farglass
Loot 2
Type: Item
Traits: Object Magic
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of any location deck and put them back in any order.
Reveal a card that has the Pirate trait to recharge this card instead of discarding it.

Lady Agasta Smythee (Loot)

Spoiler:
Lady Agasta Smythee
Loot 2
Type: Ally
Traits: Human Aristocrat
Reveal this card to recharge any number of cards and add 2 to your combat check for each card you recharged.

Rickety Hake (Loot)

Spoiler:
Rickety Hake
Loot 2
Type: Ally
Traits: Human Shipbuilder
Bury this card to repair your ship.
Discard this card to add 1d10 to a Craft check.
Discard this card to explore your location.

Svingli's Eye (Loot)

Spoiler:
Svingli's Eye
Loot 2
Type: Item
Traits: Tool Magic
Recharge this card to examine the top card of the location deck.
Discard this card to add 1d4+2 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8+2 instead. After you play this card, succeed at a Survival 9 check to recharge it instead of discarding it.

Totem Necklace (Loot)

Spoiler:
Totem Necklace
Loot 2
Type: Item
Traits: Accessory
Discard this card to add 1 die to a check to defeat a monster that has the Aquatic trait attempted by a character at your location, or 2 dice if the monster has the Merfolk trait.
Bury this card to draw 1 random item from the box and add it to your hand.

Pirate Shade Haunt (Summon)

Spoiler:
Pirate Shade Haunt
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)

Spoiler:
Riptide Grindylow
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.

Shimerae (Summon)

Spoiler:
Shimerae
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 15
All damage dealt by Shimerae is Poison damage.
During this encounter, other characters at your location may not play cards or use powers.
If defeated, you may immediately attempt to close the location this henchman came from.

Hammerhead Shark (Summon)

Spoiler:
Hammerhead Shark
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.

Enemy Ship (Summon)

Spoiler:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Hirgenzosk (Connoisseur of Ships)

Spoiler:
Hirgenzosk
Henchman B
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 30
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
If Hirgenzosk would be defeated, he is undefeated.

Ships:

When encountering a random ship, roll 1d16 and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.

Ship 1: Goblin Weidling - Class 0

Spoiler:
Goblin Weidling
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

Spoiler:
Merchantman
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

Spoiler:
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.

Ship 4: Man's Promise - Class 1

Spoiler:
Man's Promise
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

Spoiler:
Truewind
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

Spoiler:
Devil's Pallor
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

Spoiler:
Thresher
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, bury a random card from your discard pile.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
When Commanding This Ship (Wrecked): At the start of the turn, summon and encounter the henchman Hammerhead Shark.

A junk of the Dragon Empires, Inkskin's ship is home to human and sea devil draiders alike. If you see the Thresher, look behind you—longboats full of buccaneers are already boarding your vessel.

Ship 8: Dowager Queen - Class 3

Spoiler:
Dowager Queen
Ship 3
Class 3
To Defeat: Wisdom Survival 8 OR Charisma Diplomacy 10
To Repair: Craft 6
When Encountering This Ship: You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally is increased by 2.

This caravel left Cheliax branded with the marque of royalty. She's seen rougher days since then, but "Queenie," as Captain Irius Trock has dubbed her, is still the proudest merchant ship in the Shackles.

Ship 9: Kraken - Class 3

Spoiler:
Kraken
Ship 3
Class 3
To Defeat: Strength Melee 10 OR Wisdom Survival 8
To Repair: Craft 6
When Encountering This Ship: On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.

The Master of the Gales commands this xebec. Its imposing name belies his knowledge of the sea. It was he who coined the aphorism, "All unknown islands are Hirgenzosk until proven otherwise."

Ship 10: Sanbalot - Class 3

Spoiler:
Sanbalot
Ship 3
Class 3
To Defeat: Dexterity Stealth 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
When Commanding This Ship (Normal): This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.
When Commanding This Ship (Wrecked): At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.

The Sanbalot is a Rahadoumi schooner helmed by Captain Aisha Hamiyaz and her Pure Legion marines. With a trained manticore flying air support, the Sanbalot gets a wide berth.

Ship 11: Sea Chanty - Class 3

Spoiler:
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.

Ship 12: Mistmourn - Class 5

Spoiler:
Mistmourn
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 13: Wormwood - Class 5

Spoiler:
Wormwood
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 14: Dominator - Class 6

Spoiler:
Dominator
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 15: Magpie Princess - Class 6

Spoiler:
Magpie Princess
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 16: Deathknell - Class 7

Spoiler:
Deathknell
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.


Acquired Cards:

Plunder:

(BR Only)

Spoiler:


Random Monsters:

Monster 1
Spoiler:
Skeleton
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 2

Spoiler:
Blood Hag
Monster 3
Traits: Hag
To Defeat: Combat 15
All damage from the Blood Hag is Fire damage. When you are dealt damage by the Blood Hag, you must first choose allies to discard as your damage, if you have any.
Before y ou act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
If defeated, the Blood Hag deals 3 Fire damage to each character at your location.

Monster 3

Spoiler:
Crocodile
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.
This reptile lunges out of the placid water with shocking speed.

Monster 4

Spoiler:
Owlbeartross
Monster P
Traits: Aberration
To Defeat: Combat 13 THEN Combat 15
Before you a ct, a character at your location must summon and encounter the henchman Riptide Grindylow. If that henchman is defeated, the difficulty of the check to defeat Owlbeartross is increased by 4.
If the Owlbeartross is undefeated, shuffle it into a random open location. If defeated, examine your location until you find a non-villain monster; then banish it.

Monster 5

Spoiler:
Ghost
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.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist.

Random Barriers:

Barrier 1
Spoiler:
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 2

Spoiler:
Pirate Hunting
Barrier B
Traits: Task Pirate
To Defeat: None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.

Barrier 3

Spoiler:
Bucket Brigade
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

Spoiler:
Goblin Keelhaulin'
Barrier P
Traits: Skirmish Goblin Pirate Veteran
To Defeat: Constitution Fortitude 5 OR Wisdom Survival 6
The difficulty to defeat this barrier is increased by twice the adventure deck number of the current scenario, if any.
If undefeated, draw a number of cards equal to your hand size, then bury that number of cards.
After you act, stash a number of plunder cards equal to your hand size.

Barrier 5

Spoiler:
Lookout Duty
Barrier B
Traits: Task Veteran
To Defeat: Wisdom Perception 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may look at the top card of the barrier's location deck; if it is a monster, you may immediately encounter it.
If undefeated, your ship is dealt 1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Random Weapons:

Weapon 1
Spoiler:
Quarterstaff
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Basic
To Acquire: Strength Melee 3
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.

Weapon 2

Spoiler:
Shock Musket +1
Weapon 1
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 2d8 and the Electricity 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.

Weapon 3

Spoiler:
Zul
Weapon 2
Traits: Polearm Melee Piercing Magic
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.

Weapon 4

Spoiler:
Navigator Musket +1
Weapon 3
Traits: Firearm Ranged Piercing 2-Handed Magic
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Reveal this card to add 1d6 to your non-combat Wisdom or Perception check.

Weapon 5

Spoiler:
Falcata
Weapon B
Traits: Sword Melee Slashing Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Random Spells:

Spell 1
Spoiler:
Arcane Armor
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.

Spell 2

Spoiler:
Safe Harbor
Spell 2
Traits: Magic Arcane Healing
To Acquire: Intelligence Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.

Spell 3

Spoiler:
Strength
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

Spoiler:
Aid
Spell B
Traits: Magic Divine Elite
To Acquire: Wisdom Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5

Spoiler:
Cure
Spell B
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.

Random Armor:

Armor 1
Spoiler:
Cloth Armor
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.

Armor 2

Spoiler:
Besmaran Vestments
Armor 3
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 3

Spoiler:
Wooden Armor
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.

Armor 4

Spoiler:
Leather Armor
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 5

Spoiler:
Buckler Gun
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.

Random Items:

Item 1
Spoiler:
Pearl of Wisdom
Item B
Traits: Object Magic
To Acquire: Wisdom 7
Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.

Item 2

Spoiler:
Potion of Heroism
Item 1
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 7
Display this card and choose a character at your location. While displayed, add 1d6 to that character's checks. Banish this card at the end of your turn.

Item 3

Spoiler:
Ring of Wave Walking
Item 1
Traits: Accessory Magic Aquatic Elite
To Acquire: Constitution Fortitude 6
Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

Item 4

Spoiler:
Powder Horn
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.

Item 5

Spoiler:
Alchemist's Fire
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.

Random Allies:

Ally 1
Spoiler:
Old Salt
Ally B
Traits: Human Veteran
To Acquire: Charisma Diplomacy 7
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.

Ally 2

Spoiler:
Dindreann
Ally 3
Traits: Human Cleric
To Acquire: Charisma Diplomacy 11
On your turn, discard this card to examine the top card of your location deck. You may then explore your location.

Ally 3

Spoiler:
Coral Capuchin
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.

Ally 4

Spoiler:
Tidepool Dragon
Ally 1
Traits: Dragon Aquatic Elite
To Acquire: Arcane Divine Charisma Diplomacy 6
Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.

Ally 5

Spoiler:
Deckhand
Ally C
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.

Random Blessings:

Blessing 1
Spoiler:
Blessing of Cayden Cailean
Blessing B
Traits: Divine Cayden Cailean
To Acquire: Strength Constitution 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 2

Spoiler:
Blessing of the Gods
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

Spoiler:
Blessing of Besmara
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

Spoiler:
Blessing of Sivanah
Blessing B
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 5

Spoiler:
Blessing of Gorum
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Turn: 1 Radovan/wkover
Top of Blessing Discard Pile:

Blessing of Besmara:
Blessing of Besmara
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: 29

Blessings Deck Cards/Turn Order:

Blessings Deck Card 2 - Turn 2 Balazar/TheGreatNateO

Spoiler:
Blessing of Besmara
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 3 - Turn 3 Celeste/elcoderdude

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 4 - Turn 4 Bekah/Zalarian

Spoiler:
Blessing of the Gods
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 Grazzle/Matsu Kurisu

Spoiler:
Blessing of the Gods
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

Spoiler:
Blessing of the Gods
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 Balazar/TheGreatNateO

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 8 - Turn 8 Celeste/elcoderdude

Spoiler:
Blessing of the Gods
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 9 - Turn 9 Bekah/Zalarian

Spoiler:
Blessing of Pharasma
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 10 - Turn 10 Grazzle/Matsu Kurisu

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 11 - Turn 11 Radovan/wkover

Spoiler:
Blessing of Hshurha
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 12 - Turn 12 Balazar/TheGreatNateO

Spoiler:
Blessing of Kelizandri
Blessing 3
Traits: Divine Kelizandri
To Acquire: Constitution Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 13 - Turn 13 Celeste/elcoderdude

Spoiler:
Blessing of the Gods
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 Bekah/Zalarian

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 15 - Turn 15 Grazzle/Matsu Kurisu

Spoiler:
Blessing of Kelizandri
Blessing 3
Traits: Divine Kelizandri
To Acquire: Constitution Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 16 - Turn 16 Radovan/wkover

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 17 - Turn 17 Balazar/TheGreatNateO

Spoiler:
Blessing of Achaekek
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 18 - Turn 18 Celeste/elcoderdude

Spoiler:
Blessing of Milani
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 19 - Turn 19 Bekah/Zalarian

Spoiler:
Blessing of Zogmugot
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 20 - Turn 20 Grazzle/Matsu Kurisu

Spoiler:
Blessing of the Gods
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 21 - Turn 21 Radovan/wkover

Spoiler:
Blessing of Milani
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 22 - Turn 22 Balazar/TheGreatNateO

Spoiler:
Blessing of Gozreh
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 23 - Turn 23 Celeste/elcoderdude

Spoiler:
Blessing of the Gods
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 24 - Turn 24 Bekah/Zalarian

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 25 - Turn 25 Grazzle/Matsu Kurisu

Spoiler:
Blessing of Erastil
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 26 - Turn 26 Radovan/wkover

Spoiler:
Blessing of the Gods
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 Balazar/TheGreatNateO

Spoiler:
Blessing of Milani
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 28 - Turn 28 Celeste/elcoderdude

Spoiler:
Blessing of the Gods
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 Bekah/Zalarian

Spoiler:
Blessing of Abadar
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 30 - Turn 30 Grazzle/Matsu Kurisu

Spoiler:
Blessing of Abadar
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.

Shipwreck Graveyard
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Balazar/TheGreatNateO, Bekah/Zalarian, Celeste/elcoderdude, Grazzle/Matsu Kurisu, Radovan/wkover, Thresher

Shipwreck Graveyard Card 1:
Jalhazar's Curse
Henchman 3
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
NO HENCHMAN CLOSE.
Shipwreck Graveyard Card 2:
Black Spot
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
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 6 check to recharge this card instead of discarding it.
Shipwreck Graveyard Card 3:
Leather Armor
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.
Shipwreck Graveyard Card 4:
Bull Shark
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.
Shipwreck Graveyard Card 5:
Boarding Axe
Weapon B
Traits: Axe Melee Slashing Swashbuckling Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. 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.
Shipwreck Graveyard Card 6:
Ambush
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.
Shipwreck Graveyard Card 7:
Caltrops
Item B
Traits: Object Basic
To Acquire: Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
Shipwreck Graveyard Card 8:
Jagged Shoals
Barrier 3
Traits: Obstacle Task Aquatic
To Defeat: Intelligence Knowledge Wisdom Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Shipwreck Graveyard Card 9:
Mercenary
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
Shipwreck Graveyard Card 10:
Swabbing the Decks
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.

Sea Caves
At This Location (Open): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Sea Caves Card 1:
Safe Harbor
Spell 2
Traits: Magic Arcane Healing
To Acquire: Intelligence Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Sea Caves Card 2:
The Ancient Mariner
Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Sea Caves Card 3:
Sea Scourge
Monster 2
Traits: Ooze Aquatic
To Defeat: Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
Sea Caves Card 4:
Sea Drake
Monster B
Traits: Dragon Aquatic
To Defeat: Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
Sea Caves Card 5:
Treasure Hunt
Barrier C
Traits: Cache Task Veteran
To Defeat: Intelligence Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Sea Caves Card 6:
Dragon Pistol
Weapon B
Traits: Firearm Ranged Piercing Elite
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. 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 your location.
Sea Caves Card 7:
Chain Mail
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.
Sea Caves Card 8:
Blessing of Cayden Cailean
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.
Sea Caves Card 9:
Blessing of Erastil
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.
Sea Caves Card 10:
Captain
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.

Fog Bank
At This Location (Open): After a character at any location 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.
At This Location (Closed): No effect.
M: 3 Ba: 3 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Fog Bank Card 1:
Treasure Map
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.
Fog Bank Card 2:
Uthiggmaru
Villain 3
Type: Monster
Traits: Aberration Aquatic To Defeat: See Below Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda.
To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths." -- Uthiggmaru
Fog Bank Card 3:
Arcane Armor
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.
Fog Bank Card 4:
Goose in the Rigging
Barrier 1
Traits: Task Elite
To Defeat: Intelligence Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Fog Bank Card 5:
Blessing of Milani
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.
Fog Bank Card 6:
Blood Moon Pirate
Monster B
Traits: Lycanthrope Pirate Elite
To Defeat: Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.
Fog Bank Card 7:
Animate Water
Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Fog Bank Card 8:
Bloodbug
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.
Fog Bank Card 9:
Ambush
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.
Fog Bank Card 10:
Dire Rat
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.

Riptide Cove
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Riptide Cove Card 1:
Boarding Pike
Weapon B
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.
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.
Riptide Cove Card 2:
Marine
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.
Riptide Cove Card 3:
Hull Damage
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.
Riptide Cove Card 4:
Swab
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.
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.
Riptide Cove Card 5:
Besmaran Vestments
Armor 3
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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.
Riptide Cove Card 6:
Shipwreck
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.
Riptide Cove Card 7:
Besmaran Priest
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.
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.
Riptide Cove Card 8:
Scalawag
Monster 2
Traits: Human Pirate Elite
To Defeat: Combat 13
Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.
Riptide Cove Card 9:
Fever Sea Marauder
Monster 3
Traits: Human Pirate Elite
To Defeat: Combat 17
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.
Riptide Cove Card 10:
Blast Stone
Item C
Traits: Object Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card to add 1d4 to any combat check attempted by a character at your location.
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.

Mancatcher Cove
At This Location (Open): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
At This Location (Closed): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Mancatcher Cove Card 1:
Bloodbug
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.
Mancatcher Cove Card 2:
Rapier
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.
Mancatcher Cove Card 3:
Potion of Healing
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.
Mancatcher Cove Card 4:
Shipwreck
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.
Mancatcher Cove Card 5:
Dodo
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.
Mancatcher Cove Card 6:
Marine
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.
Mancatcher Cove Card 7:
Dead Man's Chest
Barrier C
Traits: Cache Lock Pirate
To Defeat: Dexterity Disable 11 OR Strength Melee 13
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
Mancatcher Cove Card 8:
Throwing Axe
Weapon B
Traits: Axe Ranged Slashing Elite
To Acquire: Dexterity Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged 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.
Mancatcher Cove Card 9:
Jellyfish Swarm
Monster 2
Traits: Animal Aquatic Swarm
To Defeat: Combat 16 OR Dexterity Acrobatics 10
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
Mancatcher Cove Card 10:
Swabbing the Decks
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.

Coastline
At This Location (Open): If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Coastline Card 1:
Boatswain
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.
Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
Coastline Card 2:
Giant Rock Crab
Monster 1
Traits: Animal Aquatic
To Defeat: Combat 13
If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.
Coastline Card 3:
Nirento
Monster 2
Traits: Plant
To Defeat: Combat 11
The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.
Coastline Card 4:
Blackwater Charda
Henchman 3
Type: Monster
Traits: Aberration Aquatic
To Defeat: Combat 15
The Blackwater Charda is immune to the Cold and Poison traits.
Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Coastline Card 5:
Aid
Spell B
Traits: Magic Divine Elite
To Acquire: Wisdom Divine 6
Discard this card to add 1d6 to any check.
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.
Coastline Card 6:
Potion of Healing
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.
Coastline Card 7:
Magic Chain Shirt
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.
Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
Coastline Card 8:
Longbow
Weapon B
Traits: Bow Ranged Piercing 2-Handed Elite
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Coastline Card 9:
Wyvern Blade Trap
Barrier 3
Traits: Trap
To Defeat: Dexterity Disable 10 OR Wisdom Perception 12
If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.
Coastline Card 10:
Shark Skin Armor
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.

Raker Shoals
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Raker Shoals Card 1:
Pirate Entertainments
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.
Raker Shoals Card 2:
Rage
Spell 1
Traits: Magic Arcane
To Acquire: Intelligence Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.
Raker Shoals Card 3:
Potion of Fortitude
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.
Raker Shoals Card 4:
Ormandar
Henchman 3
Type: Monster
Traits: Merfolk Druid Aquatic
To Defeat: Combat 16 OR Divine 12
Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.
Raker Shoals Card 5:
Illusory Wall
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.
Raker Shoals Card 6:
Becalmed
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.
Raker Shoals Card 7:
Morningstar +1
Weapon 2
Traits: Mace Melee Piercing Magic Elite
To Acquire: Strength Melee 8
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 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.
Raker Shoals Card 8:
Blessing of Abadar
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.
Raker Shoals Card 9:
Chain Shirt
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.
Raker Shoals Card 10:
Blessing of Erastil
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.


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Ah, this is one of those scenarios where the anchored starting location has a nasty SOT effect.

Radovan wrote:

Hand: Captain's Cutlass 2, Fencer, Wayfinder, Red Leathers, Harrow Deck,

Displayed: Viridio and Quang forms; Norge display: []; Quang display: []; Viridio display: [] {only 2 forms active},
Deck: 15 Discard: 0 Buried: 0
Notes: Local characters have poison, fire, ranged combat damage reduced by 1.

Skills and Powers:
SKILLS

Strength d8 [X]+1 [X]+2 [X]+3 [X]+4
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: (Sczarni King)
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms).
Once per turn, when a character at your location is dealt damage by a bane ([X] or fails to acquire a boon), display a monster from the box next to a displayed devil form.
Add 1d4 ([X] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon ([X] or if your check has the Finesse trait).
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1.

Devil forms:
Quang:
You gain the skill Acrobatics: Dexterity+2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's AD#.

Norge:
You gain the skill Fortitude: Constitution+2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait.
You may additionally banish a card displayed next to this card to add another 1d8 plus the card's AD#.

Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait.
You may additionally banish a card displayed next to this card to add another 2d6 plus the card's AD#.

GameDay VII Reward: Concordance Faction (can use once per scenario)
[X][] You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use reward up to 2 more times if fulfill these requirements:
[not earned] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[earned] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more.

Absalom Reward: Sea Legs
[] When you would fail a combat check against a bane that has the Aquatic trait, reroll the dice and add 1d6; take the new result.

Die Bumps: 3

I'll wait to go until we know whether Bekah has any Inspirations handy for the SOT effect.


Female Lunar Naga Tier 1 Sorcerer

Not taking Svingli's Eye, as it is not much good in an anchored scenario.
Gotta run to work - so I'll just not take any loot, as nothing speaks to me.

skizzerz - Could we get Blackwater Charda's stats? It's a BYA villain summon.

Celeste wrote:

Hand: Red Carriage, Alaeron, Blessing of Pharasma, Life Drain 1, Aqueous Orb, Blessing of Abadar, Sphere of Fire

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Blessings available

Skills and Powers:
SKILLS

Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +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 ([ x] or start) of your turn, you may recharge a card to examine the top card of another location deck.


Deck:
Known Top: Middle {Order is not Known}: Recharged:
Discard Pile:

Buried Pile:

I'll be heading to Fog Bank. As a caster I try to avoid combat-to-close locations, and since I can scout non-local locations 2x/turn, might as well be at the least scoutable one.


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

I found an image of Blackwater Charda here:

Click on me.

(Immune to Cold and Poison, does 1d4-1 BYA cold damage.)

Closing henchmen:

Sea Devil

Riptide Grindylow


Female Human (Bl3or4) | 3 Die Bumps | My Deck Handler Tier 4 Troublemaker Bard / UC (12789-1002)

Bekah - 0-3D: Going Under

Loot
0-1F Scenario Reward: Blood Periapt(B) -> Besmara's Tricorne
0-2 Adventure Reward: Banner (B) -> Svingli's Eye
0-3D Setup Item: Deathbane Lt Crossbow +1 (2) -> Vindictive Harpoon

Starting Location Shipwreck Graveyard

Starting Hand - Favored Card Any->Item

Bekah (Tier 3) wrote:

Hand: 2 BoSamurai, Besmara's Tricorne, Cure, Rage, CatONineTails

Displayed:
Deck: 13 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.
Cure, Rage, CatONineTails, Besmara's Tricorne
Be sure to confirm before using card CatONineTails and beyond

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +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 [ ] 7
Proficient With: Light Armors / Weapons
Card List (Starting/Current/Max): W 2/3/5,Sp 3/3/5, Ar 1/1/2 I 2/2/3 Al 3/4/5 Bl 4/5/5 = 18
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.


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: 1 BoErastil 1 BoSamurai 1 BoMilani BoAbadar Gambeson Burglar Old Salt Surgeon Fox Lightning Bolt Flaming Scimitar +1 Vindictive Harpoon Svingli's Eye
Recharged:
Discard Pile:
Buried Pile:

Sea Legs:

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.

Liberty's Edge

Grazzle - 0-3D: Going Under

Loot
= Rickety Hake

Starting Location
= Shipwreck Graveyard

Starting Hand

Grazzle wrote:

Hand: Rickety Hake, Fire Snake, Blessing of the Spellbound, Blessing of Abraxas, Binder's Tome, Life Drain,

Displayed: , , , , , ,
Deck: 11 Discard: 0 Buried: 0
"Notes: Abraxas = +2d on any Arcane or Divine
Spellbound = +1 on any check (recharge on Arcane or Divine)
Binders Tome (MENTAL) = +1d4 on COmbat or Charisma at my location"
Kit: , ,

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +0
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 6
Proficient With: Light Armors

POWERS:
You automatically succeed at your check to recharge a spell([ ] and you may shuffle it into your deck as well instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([X] 1 plus) twice the number of cards you discarded.
[X] Add 2 to your checks that invokes that Attack trait

Bekah, can give you Rikety Hake start of my Turn


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

SOT check at Graveyard.

Wisdom 6 for SOT check w/ Bekah inspire: 1d6 + 1d4 + 1 ⇒ (4) + (3) + 1 = 8

Our vessel heads for the jagged space between two cliffs, but Bekah grabs the wheel and steers us without incident through the tumultuous waters.

Pass. No SOT structural damage. Bury Harrow deck to examine and reorder top 3 cards of Raker Shoals: Pirate Entertainments (barrier), Rage (spell 1), Potion of Fortitude. Reorder cards at Raker Shoals as Rage (#1), Potion of Fortitude (#2), Pirate Entertainments (#3).

Move to Coastline and explore.

The party sets foot on dry land, interrupting a wedding between a surly officer and his brash companion. At the afterparty, Radovan attempts to convince one of the tipsier guests to share information about known shipwrecks and the famed Jalhazar.

Dip 9 w/ revealed Leathers: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10

Radovan extracts useful information and annotates his map, setting out for new coordinates.

Per location effect, get bonus explore from acquiring boon w/pirate trait. Encounter a Giant Rock Crab. Need to defeat twice.

Combat 13 (#1) w/ Cutlass: 1d8 + 2d6 + 6 ⇒ (7) + (6, 2) + 6 = 21
Combat 13 (#2) w/ Cutlass: 1d8 + 2d6 + 6 ⇒ (8) + (6, 2) + 6 = 22

Heading towards the X-marked spot, the group is waylaid by a swarm of crustaceans that require multiple stabs and stuns to be cleared out. But eventually the beach is free of angry pincers.

Discard Boatswain to explore, encounter a Nirento plant. Auto-fail BYA check, so I'm fighting two-fisted!

Combat 11 vs. plant unarmed: 1d8 + 1d6 + 1d4 + 5 ⇒ (8) + (6) + (3) + 5 = 22

What initially appeared to a benign patch of brush turned into a wrestling match with an aggressive vine. Even with his weapon twisted from his grasp, Radovan is able to tear the roots from the land and prevent further delay.

Discard Fencer to explore. Encounter Henchman: Blackwater Charda. BYA cold damage?: 1d4 - 1 ⇒ (1) - 1 = 0

Combat 15 w/ 1d4 Fencer bonus: 1d8 + 2d6 + 1d4 + 6 ⇒ (5) + (2, 2) + (3) + 6 = 18

In the right place at the right time. As usual. Radovan lunges forward and does some light dodging. Then he lets his opponent meet an honest death.

Henchman defeated, now to close Coastline.

Wisdom 6 to close w/ party blessing: 2d6 ⇒ (3, 5) = 8

COASTLINE CLOSED.

Finally, recharge Wayfinder to move to Riptide Cove and examine top 2 cards. Top 2 cards @ Riptide Cove are Boarding Pike and Marine (monster). Reminder: The top 3 cards @ Raker Shoals are also known.

Radovan wrote:

Hand: Captain's Cutlass 2, B of Starsong, Dandy Brute, Red Leathers, B of Abadar 2,

Displayed: Norge and Quang forms; Norge display: []; Quang display: []; Viridio display: [] {only 2 forms active},
Deck: 13 Discard: 2 Buried: 1
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. Blessings available.

Skills and Powers:
SKILLS

Strength d8 [X]+1 [X]+2 [X]+3 [X]+4
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: (Sczarni King)
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms).
Once per turn, when a character at your location is dealt damage by a bane ([X] or fails to acquire a boon), display a monster from the box next to a displayed devil form.
Add 1d4 ([X] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon ([X] or if your check has the Finesse trait).
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1.

Devil forms:
Quang:
You gain the skill Acrobatics: Dexterity+2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's AD#.

Norge:
You gain the skill Fortitude: Constitution+2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait.
You may additionally banish a card displayed next to this card to add another 1d8 plus the card's AD#.

Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait.
You may additionally banish a card displayed next to this card to add another 2d6 plus the card's AD#.

GameDay VII Reward: Concordance Faction (can use once per scenario)
[X][] You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use reward up to 2 more times if fulfill these requirements:
[not earned] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[earned] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more.

Absalom Reward: Sea Legs
[] When you would fail a combat check against a bane that has the Aquatic trait, reroll the dice and add 1d6; take the new result.

Die Bumps: 3

See Discussion thread for summary of revealed cards. Also, forgot to do initial plunder roll. Starting plunder?: 1d6 ⇒ 5 = Ally.


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Quick update. Coastline closing effect let me recharge card w/ Pirate trait from Discard: Boatswain.

Radovan wrote:

Hand: Captain's Cutlass 2, B of Starsong, Dandy Brute, Red Leathers, B of Abadar 2,

Displayed: Norge and Quang forms; Norge display: []; Quang display: []; Viridio display: [] {only 2 forms active},
Deck: 14 Discard: 1 Buried: 1
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. Blessings available.

Skills and Powers:
SKILLS

Strength d8 [X]+1 [X]+2 [X]+3 [X]+4
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: (Sczarni King)
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms).
Once per turn, when a character at your location is dealt damage by a bane ([X] or fails to acquire a boon), display a monster from the box next to a displayed devil form.
Add 1d4 ([X] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon ([X] or if your check has the Finesse trait).
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1.

Devil forms:
Quang:
You gain the skill Acrobatics: Dexterity+2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's AD#.

Norge:
You gain the skill Fortitude: Constitution+2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait.
You may additionally banish a card displayed next to this card to add another 1d8 plus the card's AD#.

Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait.
You may additionally banish a card displayed next to this card to add another 2d6 plus the card's AD#.

GameDay VII Reward: Concordance Faction (can use once per scenario)
[X][] You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use reward up to 2 more times if fulfill these requirements:
[not earned] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[earned] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more.

Absalom Reward: Sea Legs
[] When you would fail a combat check against a bane that has the Aquatic trait, reroll the dice and add 1d6; take the new result.

Die Bumps: 3


Female Human (Bl3or4) | 3 Die Bumps | My Deck Handler Tier 4 Troublemaker Bard / UC (12789-1002)

Out of turn update. recharged Cure for Radovan's SOT and will recharge Rage for Balazar's SOT. Hand below reflects Balazar's SOT.

Bekah (Tier 3) wrote:

Hand: 2 BoSamurai, Besmara's Tricorne, CatONineTails

Displayed:
Deck: 15 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.
"
, , CatONineTails, Besmara's Tricorne
Be sure to confirm before using card CatONineTails and beyond

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: 1 BoErastil 1 BoSamurai 1 BoMilani BoAbadar Gambeson Burglar Old Salt Surgeon Fox Lightning Bolt Flaming Scimitar +1 Vindictive Harpoon Svingli's Eye
Recharged: Cure, Rage
Discard Pile:
Buried Pile:

Liberty's Edge

Grazzle - OOT
Discard Blessing of the Spellbound for Radovan's close check

Grazzle wrote:

Hand: Rickety Hake, Fire Snake, , Blessing of Abraxas, Binder's Tome, Life Drain,

Displayed: , , , , , ,
Deck: 11 Discard: 1 Buried: 0
"Notes: Abraxas = +2d on any Arcane or Divine
Binders Tome (MENTAL) = +1d4 on COmbat or Charisma at my location"
Kit: , ,

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +0
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 6
Proficient With: Light Armors

POWERS:
You automatically succeed at your check to recharge a spell([ ] and you may shuffle it into your deck as well instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([X] 1 plus) twice the number of cards you discarded.
[X] Add 2 to your checks that invokes that Attack trait


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Summary of cards revealed on my turn:

Top 3 cards of Raker Shoals (after examining and reordering): Rage (spell 1), Potion of Fortitude, Pirate Entertainments.

Top 2 cards of Riptide Cove (after examining): Boarding Pike, Marine (monster).


Male Gnome | (Ally 5, Blessing 5) | Tier 5 Summoner | 7 Hero Points | My Deck Handler

Starting Hand -

Balazar wrote:

Hand: Enchanted Fang, Charm Monster, Staff of Cackliing Wrath, Object Reading, Blackcloth Armor, Black Spot

Displayed: Padrig
Deck: 11 Discard: 0 Buried: 0
Notes: (0) Monister(s) are avable to be banished for 1d4 + AD Number for someone at my location Combat Check. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:

Skills and Powers:
SKILLS

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 [X] +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
[X] 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: Display this card. While displayed, for your combat check, you may reveal a monster or spell to roll 2d10; or 2d12 if you have a role card. Add the card's adventure deck number and the Melee trait. While displayed, you may recharge a card to use your Arcane skill instead of the normal skill on your Strength or Fortitude non-combat check.


Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: Good Omen Blessing of Abadar Apprentice Sage's Journal Bound Imp Blessing of Pharasma Augury Riftwarden Blessing of Bastet Detect Magic Buccaneer's Breastplate
Recharged:
Discard Pile:
Buried Pile:


Male Gnome | (Ally 5, Blessing 5) | Tier 5 Summoner | 7 Hero Points | My Deck Handler

Turn Order - Radovan, Balazar, Celeste, Bekah, Grazzle
Turn # 2 - Top of Blessings Discards Deck: Blessing of Besmara

At the end of Radovan turn I will Recharge: Enchanted Fang to draw a random monster from the box and put it in my hand - Skeleton (Monster C)

[ooc]I will use Inspire from Bekah for SOT Location Effect
Location Effect - Wisdom DC 6: 1d6 + 1d4 + 1 ⇒ (5) + (4) + 1 = 10 - Success, Ship takes no damage

Give Card: None
Move: Shipwreck Graveyard -> Raker Shoals
Explore: Raker Shoals Card 1 (Which is Card 2) - Rage (Spell 1)

Acquire Rage Spell 1 - Arcane DC 6: 1d12 + 3 ⇒ (10) + 3 = 13 - Acquired

I will Discard: zRage, then Banish: zSkeleton to Recharge: zRage

I will end my turn and reset my hand to 6

Balazar wrote:

Hand: Good Omen, Charm Monster, Staff of Cackliing Wrath, Object Reading, Blackcloth Armor, Black Spot

Displayed: Padrig
Deck: 12 Discard: 0 Buried: 0
Notes: (0) Monister(s) are avable to be banished for 1d4 + AD Number for someone at my location Combat Check. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:

Skills and Powers:
SKILLS

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 [X] +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
[X] 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: Display this card. While displayed, for your combat check, you may reveal a monster or spell to roll 2d10; or 2d12 if you have a role card. Add the card's adventure deck number and the Melee trait. While displayed, you may recharge a card to use your Arcane skill instead of the normal skill on your Strength or Fortitude non-combat check.


Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: Blessing of Abadar Apprentice Sage's Journal Bound Imp Blessing of Pharasma Augury Riftwarden Blessing of Bastet Detect Magic Buccaneer's Breastplate
Recharged: Enchanted Fang, zRage
Discard Pile:
Buried Pile:


Female Lunar Naga Tier 1 Sorcerer

Celeste with others at Shipwreck Graveyard.
Location SOT Survival 5: My Survival is d8+5. Auto.
SOT power: Recharge Red Carriage to examine Mancatcher Cove:
Mancatcher Cove Card 1: Monster 1, Bloodbug. Combat 9 but Con/Fort 7 or bury persistent UD effect.

Move to Fog Bank.
Explore.
Barrier B, Treasure Map.
Survival 6 is Auto for Celeste.
Treasure Map defeated
Defeated effect is examine next card:
Uthiggmaru

NO kidding. Found the villain & he vanishes into the mists of the Fog Bank.
My apologizes I am not role-playing this, that could have been cool. (Feel free to write it up yourself.)
Fog Bank shuffles.

No way am I exploring now.
EOT: Recharge ally Alaeron to examine Sea Caves:
Sea Caves Card 1: Spell 2 Safe Harbor, Int/Arcane 8

Celeste wrote:

Hand: Life Drain, Rodrick, Blessing of Pharasma, Life Drain 1, Aqueous Orb, Blessing of Abadar, Sphere of Fire

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Blessings available

Skills and Powers:
SKILLS

Strength d4 [ ] +1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [x ] +1 [x ] +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 ([ x] or start) of your turn, you may recharge a card to examine the top card of another location deck.


Deck:
Known Top: Middle {Order is not Known}: Recharged: Red Carriage, Alaeron
Discard Pile:

Buried Pile:


Female Human (Bl3or4) | 3 Die Bumps | My Deck Handler Tier 4 Troublemaker Bard / UC (12789-1002)

Turn Order - Radovan, Balazar, Celeste, Bekah, Grazzle
Turn 4 - Blessing of the Gods
SOT Wisdom Check with Tricorne DC 5: 1d6 + 1d8 ⇒ (2) + (3) = 5 Succeeded
Give Card: None
Stay at Shipwreck Graveyard
Explore Shipwreck Graveyard Card 1: Jalhazar's Curse. Will reveal Tricorne, recharge scourge for inspire and discard Samurai Blessing

Wisdom Check DC 12: 2d6 + 1d8 + 1d4 + 1 ⇒ (2, 5) + (8) + (2) + 1 = 18 Curse has been handled

Jalhazar's Curse:

Henchman 3
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
NO HENCHMAN CLOSE.

Reset Hand and End turn

Bekah (Tier 3) wrote:

Hand: 1 BoSamurai, Besmara's Tricorne, Fox, Surgeon, Lightning Bolt

Displayed:
Deck: 12 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.

Fox, Surgeon, 1 BoSamurai, Besmara's Tricorne
Be sure to confirm before using card Besmara's Tricorne and beyond

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: 1 BoErastil 1 BoSamurai 1 BoMilani BoAbadar Gambeson Burglar Old Salt Surgeon Fox Lightning Bolt Flaming Scimitar +1 Vindictive Harpoon Svingli's Eye
Recharged: Cure, Rage
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d8 [X] +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 [ ] 7
Proficient With: Light Armors / Weapons
Card List (Starting/Current/Max): W 2/3/5,Sp 3/3/5, Ar 1/1/2 I 2/2/3 Al 3/4/5 Bl 4/5/5 = 18
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.


Sea Legs:

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.


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Summary of revealed cards:

Somewhere in Fog Bank: The villain!

Top 2 cards of Raker Shoals (after examining and reordering): Potion of Fortitude, Pirate Entertainments. (card #1 already acquired by Balazar)

Top 2 cards of Riptide Cove: Boarding Pike, Marine (monster).

Top card of Sea Caves: Safe Harbor (Spell 2)

Top card of Mancatcher Cove: Blood Bug

Liberty's Edge

Radovan, Balazar, Celeste, Bekah, Grazzle

Grazzle - 5 Blessing of the Gods

Start of Turn
Shipwreck Graveyard SOT check Survival 5: 1d10 + 2 ⇒ (2) + 2 = 4
Structural damage 1d4: 1d4 ⇒ 4 -1 Thresher
Ship wrecked

Grazzle heal (Find Traps) to heal 2+1
Radovan = 1, Balazar= 0, Celeste =0, Bekah = 1

At Shipwreck Graveyard
Move to Raker Shoals

Bury Rickety Hake to repair ship

Free Explore = 3: Potion of Fortitude, Craft 4
Craft 1d10+1
Craft 4: 1d10 + 1 ⇒ (1) + 1 = 2
Failed

End of Turn
Draw up Holy Light, Armor of the Sands

Summary
Location = Raker SHoals
Banished = 3: Potion of Fortitude
Acquired =
Displayed =

Grazzle wrote:

Hand: Life Drain, Fire Snake, Binder's Tome, Blessing of Abraxas, Holy Light, Armor of the Sands,

Displayed: , , , , , ,
Deck: 8 Discard: 2 Buried: 1
"Notes: Abraxas = +2d on any Arcane or Divine
Binders Tome (MENTAL) = +1d4 on COmbat or Charisma at my location"
Kit: , ,

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +0
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 6
Proficient With: Light Armors

POWERS:
You automatically succeed at your check to recharge a spell([ ] and you may shuffle it into your deck as well instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([X] 1 plus) twice the number of cards you discarded.
[X] Add 2 to your checks that invokes that Attack trait


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

OOT - full heal (i.e., one card) from Grazzle. Move to Riptide Cove and explore, since top 2 cards are known.

With the oppressive Charda scraped from the Coastline rocks, Radovan hires a skiff to transport him to a nearby Cove - one surrounded by rumors of treasure and wily opponents. He looks forward to both.

Encounter Boarding Pike. Will roll twice per location effect to save time. I need both to be successful to acquire.

Str 6 to acquire pike: 1d8 + 4 ⇒ (4) + 4 = 8
Str 6 to acquire pike: 1d8 + 4 ⇒ (7) + 4 = 11

A spooked pack horse races by, dragging a handcrafted pike. After a one-sided tug-of-war, Radovan walks away one weapon richer.

Pike acquired and displayed beside Quang. Discard Brute to explore again and encounter Marine.

Combat 11 (8+3) w/ Cutlass: 1d8 + 2d6 + 6 ⇒ (3) + (1, 1) + 6 = 11

What Radovan was not expecting was to stumble across an old deckhand bathing in the Cove shallows. To give the old salt credit, a lack of clothing makes an opponent unduly slippery - which he used to his best advantage. Still, the outcome of the contest was never in doubt.

Oi, nice roll. Marine defeated, barely. B of Starsong discarded to explore again. Hull Damage barrier encountered.

Radovan returns to his wooden tub tied at the Cove docks, only to set sail and be nearly bashed against the rocks by a sudden swell.

Int 9 (6+3) to defeat barrier w/ my Abadar and Quang display: 1d4 + 2d4 + 1d6 ⇒ (2) + (3, 3) + (6) = 14

Radovan bends the boards to his will, and collisions with a rock outcrop and coral reef are narrowly avoided.

Hull Damage banished.

Radovan wrote:

Hand: Captain's Cutlass 2, Wayfinder, B of Asmodeus, Red Leathers, Disrupting Rapier +1,

Displayed: Norge and Quang forms; Norge display: []; Quang display: []; Viridio display: [] {only 2 forms active},
Deck: 12 Discard: 3 Buried: 1
Notes: Local characters have poison, fire, ranged combat damage reduced by 1. Blessings available.

Skills and Powers:
SKILLS

Strength d8 [X]+1 [X]+2 [X]+3 [X]+4
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: (Sczarni King)
At the start of the scenario, display any 1 devil form ([X] or 2 devil forms).
Once per turn, when a character at your location is dealt damage by a bane ([X] or fails to acquire a boon), display a monster from the box next to a displayed devil form.
Add 1d4 ([X] 1d6) to your combat check that does not have the 2-Handed trait; add an additional 1d4 if you did not play a weapon ([X] or if your check has the Finesse trait).
Reduce Fire, Poison, or Ranged Combat damage dealt to you ([X] or to a character at your location) by 1.

Devil forms:
Quang:
You gain the skill Acrobatics: Dexterity+2; you may evade your encounter.
When you acquire a boon, you may display it next to this card.
On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's AD#.

Norge:
You gain the skill Fortitude: Constitution+2; reduce Fire damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait.
You may additionally banish a card displayed next to this card to add another 1d8 plus the card's AD#.

Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.
Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.
On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait.
You may additionally banish a card displayed next to this card to add another 2d6 plus the card's AD#.

GameDay VII Reward: Concordance Faction (can use once per scenario)
[X][] You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use reward up to 2 more times if fulfill these requirements:
[not earned] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[earned] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more.

Absalom Reward: Sea Legs
[] When you would fail a combat check against a bane that has the Aquatic trait, reroll the dice and add 1d6; take the new result.

Die Bumps: 3

Reposting revealed cards (updated):

Somewhere in Fog Bank: The villain!

Top card of Raker Shoals: Pirate Entertainments. (Rage acquired, Potion banished)

Top card of Sea Caves: Safe Harbor (Spell 2)

Top card of Mancatcher Cove: Blood Bug


Female Human (Bl3or4) | 3 Die Bumps | My Deck Handler Tier 4 Troublemaker Bard / UC (12789-1002)

Bekah drinks the awful potion offered to her by the lizardman. It may sicken the stomach in the short term but in the long run it is evident in providing needed stamina. "Thank you for the magical concoction Grazzle. Before you go you really should have the ships surgeon have a look at you."

Before Grazzle moves away, recharge surgeon to have 1 random card shuffled back in

Surgeon:

Reveal this card and choose a character at your location to shuffle a random card from her discard pile into her deck, then recharge this card. Discard this card to explore your location.

Bekah (Tier 3) wrote:

Hand: 1 BoSamurai, Besmara's Tricorne, Fox, Lightning Bolt

Displayed:
Deck: 14 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.
"
Fox, 1 BoSamurai, Besmara's Tricorne
Be sure to confirm before using card Besmara's Tricorne and beyond

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: 1 BoErastil 2 BoSamurai 1 BoMilani BoAbadar Gambeson Burglar Old Salt Cure Rage CatONineTails Flaming Scimitar +1 Vindictive Harpoon Svingli's Eye
Recharged: Surgeon
Discard Pile:
Buried Pile:

Liberty's Edge

Grazzle out of turn

Surgeon Cure
healed card 1: 1d2 ⇒ 1 - Blessing of the Spellbound

discard pile:

Blessing of the Spellbound
Find Traps

Grazzle wrote:

Hand: Life Drain, Fire Snake, Binder's Tome, Blessing of Abraxas, Holy Light, Armor of the Sands,

Displayed: , , , , , ,
Deck: 8 Discard: 2 Buried: 1
"Notes: Abraxas = +2d on any Arcane or Divine
Binders Tome (MENTAL) = +1d4 on COmbat or Charisma at my location"
Kit: , ,

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +0
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 6
Proficient With: Light Armors

POWERS:
You automatically succeed at your check to recharge a spell([ ] and you may shuffle it into your deck as well instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([X] 1 plus) twice the number of cards you discarded.
[X] Add 2 to your checks that invokes that Attack trait


During This Scenario: When setting up the scenario, set aside all loot cards with an adventure deck number of 2 or lower that characters haven’t chosen. Choose the same number of characters to each temporarily add 1 of those loot cards to his deck, replacing a card of the same type. Return the loot cards to the box at the end of the scenario.
If any character has not successfully completed Scenario 0-3A: Wrecking Ball, Uthiggmaru gains this power: “Before you act, each character is dealt 2 Mental damage.”
If any character has not successfully completed Scenario 0-3B: On Top of the World, Uthiggmaru gains this power: “Before you act, each character recharges a card.”
If any character has not successfully completed Scenario 0-3C: Jungle Boogie, Uthiggmaru gains this power: “Before you act, each character at your location summons and encounters the henchman Scurvy Zombie.”

Party Ship: Thresher (anchored at Shipwreck Graveyard)

Additional Rules:

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

Reference Cards:

Uthiggmaru (Villain)
Spoiler:
Uthiggmaru
Villain 3
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda.
To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths." -- Uthiggmaru

Blackwater Charda (Henchman)

Spoiler:
Blackwater Charda
Henchman 3
Type: Monster
Traits: Aberration Aquatic
To Defeat: Combat 15
The Blackwater Charda is immune to the Cold and Poison traits.
Before you act, the Blackwater Charda deals 1d4-1 Cold damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.

Ormandar (Henchman)

Spoiler:
Ormandar
Henchman 3
Type: Monster
Traits: Merfolk Druid Aquatic
To Defeat: Combat 16 OR Divine 12
Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.

Jalhazar's Curse (Henchman)

Spoiler:
Jalhazar's Curse
Henchman 3
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.
NO HENCHMAN CLOSE.

The Ancient Mariner (Henchman)

Spoiler:
The Ancient Mariner
Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Shipwreck (Henchman)

Spoiler:
Shipwreck
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.

Besmara's Tricorne (Loot)

Spoiler:
Besmara's Tricorne
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)

Spoiler:
Vindictive Harpoon
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.

Brine's Sting (Loot)

Spoiler:
Brine's Sting
Loot 2
Type: Weapon
Traits: Sword Melee Slashing Finesse Swashbuckling Magic
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If the bane is a monster that has the Aquatic trait, you may reroll 1 die; you must take the second result. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Buccaneer's Breastplate (Loot)

Spoiler:
Buccaneer's Breastplate
Loot 2
Type: Armor
Traits: Heavy Armor Magic Aquatic
Reveal this card to reduce Combat damage dealt to you by 3, or Structural damage dealt to your ship by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Farglass (Loot)

Spoiler:
Farglass
Loot 2
Type: Item
Traits: Object Magic
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of any location deck and put them back in any order.
Reveal a card that has the Pirate trait to recharge this card instead of discarding it.

Lady Agasta Smythee (Loot)

Spoiler:
Lady Agasta Smythee
Loot 2
Type: Ally
Traits: Human Aristocrat
Reveal this card to recharge any number of cards and add 2 to your combat check for each card you recharged.

Rickety Hake (Loot)

Spoiler:
Rickety Hake
Loot 2
Type: Ally
Traits: Human Shipbuilder
Bury this card to repair your ship.
Discard this card to add 1d10 to a Craft check.
Discard this card to explore your location.

Svingli's Eye (Loot)

Spoiler:
Svingli's Eye
Loot 2
Type: Item
Traits: Tool Magic
Recharge this card to examine the top card of the location deck.
Discard this card to add 1d4+2 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8+2 instead. After you play this card, succeed at a Survival 9 check to recharge it instead of discarding it.

Totem Necklace (Loot)

Spoiler:
Totem Necklace
Loot 2
Type: Item
Traits: Accessory
Discard this card to add 1 die to a check to defeat a monster that has the Aquatic trait attempted by a character at your location, or 2 dice if the monster has the Merfolk trait.
Bury this card to draw 1 random item from the box and add it to your hand.

Pirate Shade Haunt (Summon)

Spoiler:
Pirate Shade Haunt
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)

Spoiler:
Riptide Grindylow
Henchman 1
Type: Monster
Traits: Aberration Goblin Aquatic
To Defeat: Combat 11
The Riptide Grindylow may not be evaded.
If undefeated, succeed at a Constitution or Fortitude 6 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Sea Devil (Summon)

Spoiler:
Sea Devil
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.

Shimerae (Summon)

Spoiler:
Shimerae
Henchman 3
Type: Monster
Traits: Aberration
To Defeat: Combat 15
All damage dealt by Shimerae is Poison damage.
During this encounter, other characters at your location may not play cards or use powers.
If defeated, you may immediately attempt to close the location this henchman came from.

Hammerhead Shark (Summon)

Spoiler:
Hammerhead Shark
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.

Enemy Ship (Summon)

Spoiler:
Enemy Ship
Henchman B
Type: Barrier
Traits: Skirmish Aquatic
To Defeat: None
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated. If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Hirgenzosk (Connoisseur of Ships)

Spoiler:
Hirgenzosk
Henchman B
Type: Monster
Traits: Dragon Aquatic
To Defeat: Combat 30
If you fail the check to defeat Hirgenzosk, it deals no damage to you and deals 1d6+1 Structural damage to your ship.
If Hirgenzosk would be defeated, he is undefeated.

Ships:

When encountering a random ship, roll 1d16 and encounter the appropriate ship referenced below. If you are currently commanding that ship, re-roll until you get a result for a ship you are not commanding.

Ship 1: Goblin Weidling - Class 0

Spoiler:
Goblin Weidling
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

Spoiler:
Merchantman
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

Spoiler:
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.

Ship 4: Man's Promise - Class 1

Spoiler:
Man's Promise
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

Spoiler:
Truewind
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

Spoiler:
Devil's Pallor
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

Spoiler:
Thresher
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, bury a random card from your discard pile.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
When Commanding This Ship (Wrecked): At the start of the turn, summon and encounter the henchman Hammerhead Shark.

A junk of the Dragon Empires, Inkskin's ship is home to human and sea devil draiders alike. If you see the Thresher, look behind you—longboats full of buccaneers are already boarding your vessel.

Ship 8: Dowager Queen - Class 3

Spoiler:
Dowager Queen
Ship 3
Class 3
To Defeat: Wisdom Survival 8 OR Charisma Diplomacy 10
To Repair: Craft 6
When Encountering This Ship: You may recharge a card that has the Aristocrat or Captain trait to add 3 to your check to defeat the Dowager Queen.
When Commanding This Ship (Normal): You may discard a card from the blessings deck to add 1d12 to your check if anyone plays an ally on that check.
When Commanding This Ship (Wrecked): The difficulty of your check to acquire an ally is increased by 2.

This caravel left Cheliax branded with the marque of royalty. She's seen rougher days since then, but "Queenie," as Captain Irius Trock has dubbed her, is still the proudest merchant ship in the Shackles.

Ship 9: Kraken - Class 3

Spoiler:
Kraken
Ship 3
Class 3
To Defeat: Strength Melee 10 OR Wisdom Survival 8
To Repair: Craft 6
When Encountering This Ship: On your check to defeat the Kraken, replace each die larger than your Strength die with your Strength die; the skill used for the check is unaffected.
When Commanding This Ship (Normal): Reduce Structural damage to this ship by 2.
You may discard a card from the blessings deck to add 1d12 to your Strength check.
When Commanding This Ship (Wrecked): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1d4 cards.

The Master of the Gales commands this xebec. Its imposing name belies his knowledge of the sea. It was he who coined the aphorism, "All unknown islands are Hirgenzosk until proven otherwise."

Ship 10: Sanbalot - Class 3

Spoiler:
Sanbalot
Ship 3
Class 3
To Defeat: Dexterity Stealth 9 OR Wisdom Survival 7
To Repair: Craft 6
When Encountering This Ship: Before you act, each character at this location is dealt 1d4-1 Ranged Combat damage.
When Commanding This Ship (Normal): This ship may have no more than 3 plunder cards under it. If you would stash more, ignore them.
At the start of your turn, you may discard 1d4 cards from the blessings deck to add a random plunder card from this ship to your hand.
When Commanding This Ship (Wrecked): At the start of your turn, you are dealt 1d4-1 Ranged Combat damage.

The Sanbalot is a Rahadoumi schooner helmed by Captain Aisha Hamiyaz and her Pure Legion marines. With a trained manticore flying air support, the Sanbalot gets a wide berth.

Ship 11: Sea Chanty - Class 3

Spoiler:
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.

Ship 12: Mistmourn - Class 5

Spoiler:
Mistmourn
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 13: Wormwood - Class 5

Spoiler:
Wormwood
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 14: Dominator - Class 6

Spoiler:
Dominator
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 15: Magpie Princess - Class 6

Spoiler:
Magpie Princess
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 16: Deathknell - Class 7

Spoiler:
Deathknell
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.


Acquired Cards:

Boatswain (Ally B)
Spoiler:
Boatswain
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.

Boarding Pike (Weapon B)

Spoiler:
Boarding Pike
Weapon B
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.

Rage (Spell 1)

Spoiler:
Rage
Spell 1
Traits: Magic Arcane
To Acquire: Intelligence Arcane 6
Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

Plunder:

1. Ally

(BR Only)

Spoiler:

Sj3TYbZA7LWhLwDrHMpmPz7OxILJ3lkvJaGBcWSDfnNZZYh4g+stS8YY

Random Monsters:

Monster 1
Spoiler:
Rat Swarm
Monster B
Traits: Animal Swarm Elite
To Defeat: Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
They seem kind of cute in ones or twos. A swarm of rats is significantly less cute.

Monster 2

Spoiler:
Port Peril Corsair
Monster 2
Traits: Elf Pirate Veteran
To Defeat: Combat 13
Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.

Monster 3

Spoiler:
Shackles Pirate
Monster C
Traits: Human Pirate Veteran
To Defeat: Combat 9
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

Monster 4

Spoiler:
Draugr
Monster C
Traits: Undead Aquatic Basic
To Defeat: Combat 9
The Draugr is immune to the Mental and Poison traits.
Before the encounter, succeed at Constitution or Fortitude 7 check or bury a random card from your hand.

Monster 5

Spoiler:
Vine Choker
Monster 1
Traits: Aberration Plant Elite
To Defeat: Combat 10
The Vine Choker is immune to the Mental and Poison traits.
Before you act, succeed at a Dexterity or Acrobatics 8 check or you may not play spells.
If undefeated, the Vine Choker deals no damage; instead, bury the top 1d4 cards from your deck.

Random Barriers:

Barrier 1
Spoiler:
Man Overboard
Barrier B
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

Spoiler:
Pirate Hunting
Barrier B
Traits: Task Pirate
To Defeat: None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.

Barrier 3

Spoiler:
Hull Damage
Barrier 1
Traits: Obstacle Aquatic Veteran
To Defeat: Intelligence Craft 6
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

Barrier 4

Spoiler:
Pirate Hunting
Barrier B
Traits: Task Pirate
To Defeat: None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.

Barrier 5

Spoiler:
Large Chest
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.

Random Weapons:

Weapon 1
Spoiler:
Shortbow
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

Spoiler:
Pepperbox
Weapon 1
Traits: Firearm Ranged Piercing Elite
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. 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.

Weapon 3

Spoiler:
Boarding Pike
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

Spoiler:
Main-Gauche
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.

Weapon 5

Spoiler:
Longsword
Weapon B
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.

Random Spells:

Spell 1
Spoiler:
Cure
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.

Spell 2

Spoiler:
Black Spot
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
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 6 check to recharge this card instead of discarding it.

Spell 3

Spoiler:
Aid
Spell B
Traits: Magic Divine Elite
To Acquire: Wisdom Divine 6
Discard this card to add 1d6 to any check.
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

Spoiler:
Confusion
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.

Spell 5

Spoiler:
Arcane Armor
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.

Random Armor:

Armor 1
Spoiler:
Chain Mail
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 2

Spoiler:
Fortified Shell Armor
Armor 3
Traits: Heavy Armor Magic Aquatic Elite
To Acquire: Constitution Fortitude 8
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 3

Spoiler:
Fortified Shell Armor
Armor 3
Traits: Heavy Armor Magic Aquatic Elite
To Acquire: Constitution Fortitude 8
Reveal this card to reduce Combat damage to you by 2, or to add 2 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, buty this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 4

Spoiler:
Buckler Gun
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.

Armor 5

Spoiler:
Leather Armor
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.

Random Items:

Item 1
Spoiler:
Noxious Bomb
Item C
Traits: Liquid Attack Poison 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 2

Spoiler:
Ring of Wave Walking
Item 1
Traits: Accessory Magic Aquatic Elite
To Acquire: Constitution Fortitude 6
Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

Item 3

Spoiler:
Anchor
Item B
Traits: Tool
To Acquire: Wisdom Survival 8
Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.

Item 4

Spoiler:
Spellmaster's Tricorne
Item 1
Traits: Accessory Magic Swashbuckling Elite
To Acquire: Intelligence Arcane Wisdom Divine 6
Reveal this card to add 2 and the Swashbuckling trait to your check to acquire or recharge a spell.
Bury this card to succeed at your check to acquire or recharge a spell.

Item 5

Spoiler:
Tot Flask
Item B
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

Random Allies:

Ally 1
Spoiler:
Rotgut
Ally 2
Traits: Animal Pirate
To Acquire: Wisdom Survival 8
If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Ally 2

Spoiler:
Parrot
Ally B
Traits: Animal Elite
To Acquire: Wisdom Survival 7
If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Ally 3

Spoiler:
Monkey
Ally 3
Traits: Animal Elite
To Acquire: Wisdom Survival 9
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.

Ally 4

Spoiler:
Lookout
Ally B
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.

Ally 5

Spoiler:
Dolphin
Ally C
Traits: Animal Aquatic Elite
To Acquire: Wisdom Survival 8
Bury this card to add 1d6 to any combat check to defeat a monster that has the Aquatic trait; if you are on a ship, put this card on top of your deck instead of burying it.
Recharge this card to examine the bottom card of any location deck.

Random Blessings:

Blessing 1
Spoiler:
Blessing of Sivanah
Blessing C
Traits: Divine Sivanah
To Acquire: Intelligence Charisma 7 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 2

Spoiler:
Blessing of the Gods
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

Spoiler:
Blessing of Pharasma
Blessing C
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 4

Spoiler:
Blessing of Abadar
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 5

Spoiler:
Blessing of Pharasma
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.

Turn: 7 Balazar/TheGreatNateO
Top of Blessing Discard Pile:

Blessing of the Gods:
Blessing of the Gods
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: 23

Blessings Deck Cards/Turn Order:

Blessings Deck Card 8 - Turn 8 Celeste/elcoderdude

Spoiler:
Blessing of the Gods
Blessing C
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 9 - Turn 9 Bekah/Zalarian

Spoiler:
Blessing of Pharasma
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 10 - Turn 10 Grazzle/Matsu Kurisu

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 11 - Turn 11 Radovan/wkover

Spoiler:
Blessing of Hshurha
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 12 - Turn 12 Balazar/TheGreatNateO

Spoiler:
Blessing of Kelizandri
Blessing 3
Traits: Divine Kelizandri
To Acquire: Constitution Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 13 - Turn 13 Celeste/elcoderdude

Spoiler:
Blessing of the Gods
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 Bekah/Zalarian

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 15 - Turn 15 Grazzle/Matsu Kurisu

Spoiler:
Blessing of Kelizandri
Blessing 3
Traits: Divine Kelizandri
To Acquire: Constitution Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 16 - Turn 16 Radovan/wkover

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 17 - Turn 17 Balazar/TheGreatNateO

Spoiler:
Blessing of Achaekek
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 18 - Turn 18 Celeste/elcoderdude

Spoiler:
Blessing of Milani
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 19 - Turn 19 Bekah/Zalarian

Spoiler:
Blessing of Zogmugot
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 20 - Turn 20 Grazzle/Matsu Kurisu

Spoiler:
Blessing of the Gods
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 21 - Turn 21 Radovan/wkover

Spoiler:
Blessing of Milani
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 22 - Turn 22 Balazar/TheGreatNateO

Spoiler:
Blessing of Gozreh
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 23 - Turn 23 Celeste/elcoderdude

Spoiler:
Blessing of the Gods
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 24 - Turn 24 Bekah/Zalarian

Spoiler:
Blessing of the Gods
Blessing B
Traits: Divine Basic
To Acquire: None
When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 25 - Turn 25 Grazzle/Matsu Kurisu

Spoiler:
Blessing of Erastil
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 26 - Turn 26 Radovan/wkover

Spoiler:
Blessing of the Gods
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 Balazar/TheGreatNateO

Spoiler:
Blessing of Milani
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 28 - Turn 28 Celeste/elcoderdude

Spoiler:
Blessing of the Gods
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 Bekah/Zalarian

Spoiler:
Blessing of Abadar
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 30 - Turn 30 Grazzle/Matsu Kurisu

Spoiler:
Blessing of Abadar
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.

Shipwreck Graveyard
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Bekah/Zalarian, Thresher

Shipwreck Graveyard Card 1:
Black Spot
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
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 6 check to recharge this card instead of discarding it.
Shipwreck Graveyard Card 2:
Leather Armor
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.
Shipwreck Graveyard Card 3:
Bull Shark
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.
Shipwreck Graveyard Card 4:
Boarding Axe
Weapon B
Traits: Axe Melee Slashing Swashbuckling Basic
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. 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.
Shipwreck Graveyard Card 5:
Ambush
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.
Shipwreck Graveyard Card 6:
Caltrops
Item B
Traits: Object Basic
To Acquire: Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
Shipwreck Graveyard Card 7:
Jagged Shoals
Barrier 3
Traits: Obstacle Task Aquatic
To Defeat: Intelligence Knowledge Wisdom Survival 11
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.
Shipwreck Graveyard Card 8:
Mercenary
Monster B
Traits: Human Warrior Veteran
To Defeat: Combat 10
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers.
Shipwreck Graveyard Card 9:
Swabbing the Decks
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.

Sea Caves
At This Location (Open): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury a card.
When Closing: Summon and defeat a random monster that has the Aquatic trait.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Sea Caves Card 1 (Safe Harbor):
Safe Harbor
Spell 2
Traits: Magic Arcane Healing
To Acquire: Intelligence Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.
Sea Caves Card 2:
The Ancient Mariner
Henchman 2
Type: Monster
Traits: Undead Mummy Aquatic
To Defeat: Combat 15
The Ancient Mariner is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 9 check or bury the top 1d4 cards of your deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Sea Caves Card 3:
Sea Scourge
Monster 2
Traits: Ooze Aquatic
To Defeat: Combat 12
The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.
Sea Caves Card 4:
Sea Drake
Monster B
Traits: Dragon Aquatic
To Defeat: Combat 14
The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.
Sea Caves Card 5:
Treasure Hunt
Barrier C
Traits: Cache Task Veteran
To Defeat: Intelligence Knowledge 7
The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.
Sea Caves Card 6:
Dragon Pistol
Weapon B
Traits: Firearm Ranged Piercing Elite
To Acquire: Dexterity Ranged Craft 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. 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 your location.
Sea Caves Card 7:
Chain Mail
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.
Sea Caves Card 8:
Blessing of Cayden Cailean
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.
Sea Caves Card 9:
Blessing of Erastil
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.
Sea Caves Card 10:
Captain
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.

Fog Bank
At This Location (Open): After a character at any location 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.
At This Location (Closed): No effect.
M: 3 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Celeste/elcoderdude

Fog Bank Card 1:
Goose in the Rigging
Barrier 1
Traits: Task Elite
To Defeat: Intelligence Craft 7
Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.
Fog Bank Card 2:
Ambush
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.
Fog Bank Card 3:
Bloodbug
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.
Fog Bank Card 4:
Arcane Armor
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.
Fog Bank Card 5:
Dire Rat
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.
Fog Bank Card 6:
Blood Moon Pirate
Monster B
Traits: Lycanthrope Pirate Elite
To Defeat: Combat 13
Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.
Fog Bank Card 7:
Uthiggmaru
Villain 3
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
Before the encounter, choose a character at your location to summon and encounter the henchman Blackwater Charda.
To defeat Uthiggmaru, succeed at a Combat check equal to 10 plus half the number of cards in the blessings discard pile, rounded up.
"One should be wary of what one stirs up from the lightless depths." -- Uthiggmaru
Fog Bank Card 8:
Animate Water
Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Fog Bank Card 9:
Blessing of Milani
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.

Riptide Cove
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Radovan/wkover

Riptide Cove Card 1:
Swab
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.
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.
Riptide Cove Card 2:
Besmaran Vestments
Armor 3
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 6
If you are on a ship, you may reveal this card to add 1 to your combat check, or 2 if you have the Divine skill.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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.
Riptide Cove Card 3:
Shipwreck
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.
Riptide Cove Card 4:
Besmaran Priest
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.
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.
Riptide Cove Card 5:
Scalawag
Monster 2
Traits: Human Pirate Elite
To Defeat: Combat 13
Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.
Riptide Cove Card 6:
Fever Sea Marauder
Monster 3
Traits: Human Pirate Elite
To Defeat: Combat 17
After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.
Riptide Cove Card 7:
Blast Stone
Item C
Traits: Object Alchemical Basic
To Acquire: Intelligence Craft 4
Banish this card to add 1d4 to any combat check attempted by a character at your location.
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.

Mancatcher Cove
At This Location (Open): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
When Closing: Summon and defeat the henchman Sea Devil.
When Permanently Closed: On closing, succeed at a Constitution or Fortitude 6 check or bury 1 card.
At This Location (Closed): At the start of your turn, succeed at a Constitution or Fortitude 6 check or bury 1 card.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Mancatcher Cove Card 1 (Bloodbug):
Bloodbug
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.
Mancatcher Cove Card 2:
Rapier
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.
Mancatcher Cove Card 3:
Potion of Healing
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.
Mancatcher Cove Card 4:
Shipwreck
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.
Mancatcher Cove Card 5:
Dodo
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.
Mancatcher Cove Card 6:
Marine
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.
Mancatcher Cove Card 7:
Dead Man's Chest
Barrier C
Traits: Cache Lock Pirate
To Defeat: Dexterity Disable 11 OR Strength Melee 13
If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.
Mancatcher Cove Card 8:
Throwing Axe
Weapon B
Traits: Axe Ranged Slashing Elite
To Acquire: Dexterity Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged 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.
Mancatcher Cove Card 9:
Jellyfish Swarm
Monster 2
Traits: Animal Aquatic Swarm
To Defeat: Combat 16 OR Dexterity Acrobatics 10
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.
Mancatcher Cove Card 10:
Swabbing the Decks
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.

Coastline
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Raker Shoals
At This Location (Open): 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.
At This Location (Closed): No effect.
M: 0 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Balazar/TheGreatNateO, Grazzle/Matsu Kurisu

Raker Shoals Card 1 (Pirate Entertainments):
Pirate Entertainments
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.
Raker Shoals Card 2:
Ormandar
Henchman 3
Type: Monster
Traits: Merfolk Druid Aquatic
To Defeat: Combat 16 OR Divine 12
Ormandar may not be evaded.
Before you act, a random character at your location must summon and encounter a Hammerhead Shark.
If defeated, you may immediately attempt to close the location this henchman came from.
After you act, a random character at your location must summon and encounter a Hammerhead Shark.
Raker Shoals Card 3:
Illusory Wall
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.
Raker Shoals Card 4:
Becalmed
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.
Raker Shoals Card 5:
Morningstar +1
Weapon 2
Traits: Mace Melee Piercing Magic Elite
To Acquire: Strength Melee 8
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 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.
Raker Shoals Card 6:
Blessing of Abadar
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.
Raker Shoals Card 7:
Chain Shirt
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.
Raker Shoals Card 8:
Blessing of Erastil
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.


Balazar's Deck Builder

Turn Order - Radovan, Balazar, Celeste, Bekah, Grazzle
Turn # 7 - Top of Blessings Discards Deck: Blessing of the Gods
SOT Ship takes 1 structural damage but is reduced to 0 due to thresher ability.
[ooc]Give Card: None

Will cast object Reading at Raker Shoals.
Raker Shoals Card 1 (Pirate Entertainments)
Raker Shoals Card 2: Ormandar
Raker Shoals Card 3: Illusory Wall
Will make order:
Top Card: Ormandar Henchman
2nd Card: Illusory Wall
3rd Card: Pirate Entertainment

Arcane Check DC 11: 1d12 + 3 ⇒ (1) + 3 = 4 Spell is discarded

Move: Raker Shoals -> Sea Caves
Explore: Sea Caves Card 1 (Safe Harbor): Safe Harbor. Grazzle will discard blessing of Abraxus to add 2 dice

Arcane Check DC 8: 3d12 + 3 ⇒ (3, 12, 9) + 3 = 27 Safe Harbor Acquired

Will recharge Safe Harbor to draw random monster (Rat Swarm B) into hand. Will then banish rat swarm to recharge Object Reading Spell.

Safe Harbor:

Spell 2
Traits: Magic Arcane Healing
To Acquire: Intelligence Arcane 8
Display this card next to a closed location. While a character is at that location, instead of the first exploration of his turn, he may recharge 1d4+1 random cards from his discard pile. At the start of your turn, if ou do not have the Arcane skill, banish this card, otherwise, attempt an Arcane 10 check. If you succeed, recharge this card; if you fail, discard it.

Will reset hand and end turn

Balazar wrote:

Hand: Good Omen, Charm Monster, Staff of Cackliing Wrath, Bound Imp, Blackcloth Armor, Black Spot

Displayed: Padrig
Deck: 13 Discard: 0 Buried: 0
Notes: (0) Monister(s) are avable to be banished for 1d4 + AD Number for someone at my location Combat Check. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
Black Spot, Good Omen

Skills and Powers:
SKILLS

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 [X] +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
[X] 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: Display this card. While displayed, for your combat check, you may reveal a monster or spell to roll 2d10; or 2d12 if you have a role card. Add the card's adventure deck number and the Melee trait. While displayed, you may recharge a card to use your Arcane skill instead of the normal skill on your Strength or Fortitude non-combat check.


Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: Blessing of Abadar Apprentice Sage's Journal Blessing of Pharasma Augury Riftwarden Blessing of Bastet Detect Magic Buccaneer's Breastplate
Recharged: Enchanted Fang, zRage, zSafe Harbor, Object Reading
Discard Pile:
Buried Pile:

Liberty's Edge

Grazzle - out of turn

Discard blessing of abraxas for Balazar acquire check

Grazzle wrote:

Hand: Life Drain, Fire Snake, Binder's Tome, , Holy Light, Armor of the Sands,

Displayed: , , , , , ,
Deck: 9 Discard: 2 Buried: 1
Notes: Binders Tome (MENTAL) = +1d4 on COmbat or Charisma at my location
Kit: , ,

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +0
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 6
Proficient With: Light Armors

POWERS:
You automatically succeed at your check to recharge a spell([ ] and you may shuffle it into your deck as well instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([X] 1 plus) twice the number of cards you discarded.
[X] Add 2 to your checks that invokes that Attack trait

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