HARSK 341416-1001 |
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn # 25 - Blessings Deck Card # 25: Blessing of the Elements
Give Card: None
Move: Stay at Sharkskin Reef
Start of Turn Location Effect: Summon and encounter the henchman Hammerhead Shark. I will Display my Toxic Blunderbuss +1 and Archer's Bracers for combat
Hammerhead Shark - Combat DC 11: 2d10 + 8 ⇒ (4, 4) + 8 = 16 - Success
Toxic Blunderbuss Misfire: 1d12 ⇒ 11 - Stays in Hand
Explore: None
I will end my turn and rest my hand to 5
Hand: Masterwork Tools, Toxic Blunderbuss +1, Archer's Bracers, zRetriever, Deathbane Light Crossbow +1
Displayed:
Deck: 6 Discard: 7 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
Masterwork Tools, Deathbane Light Crossbow +1
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Forititude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}: Venomous Hand Crossbow + 1
Recharged: Surgeon, Snow Leopard, Blessing of Shax, Returning Throwing Axe +1 (1), Tooled Crocodile Skin
Discard Pile:
Buried Pile:
[ ] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
BR skizzerz |
During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
This adventure does not use traders.
Do not read any scenario’s villains or henchmen before playing it.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
The scourge die is 1d6.
Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
Dark Archive Condition: For the rest of the adventure, when you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Scarab Sages Condition: For the rest of the adventure, on your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Sovereign Court Condition: For the rest of the adventure, add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
During This Scenario: When you encounter a bane that has the Aquatic trait, you may succeed at an Acrobatics or Fortitude check with a difficulty of 3 plus the scenario’s adventure deck number to evade your encounter.
Displayed By Scenario: Reinforcements
New Rule: Reinforcements
This event introduces a new type of support card: reinforcements. The Overseer GM will randomly choose one-third of the Adventure Card Guild tables (rounded up) and give them the support card Reinforcements. When a table gets this card, display it next to the scenario. While displayed, the card’s powers are in effect for characters at that table.
New Rule: Favors
This event introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. Afterward, if it would be removed from the blessings deck discard pile, banish it instead.
Announced Conditions
During the adventure, the Overseer GM will announce numerous conditions that affect all characters. If a character is encountering a card at that time, the condition occurs after the encounter. If a character is attempting a check outside of an encounter, the condition occurs after the check.
Rules: Ships and Plunder
This event uses a simplified variation of the ship and plunder rules from Skull & Shackles. Ignore any references to commanding or seizing ships.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane. First apply any effects that happen when you encounter a ship. Then, 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, stash a plunder card (see below). If you fail a check to defeat a ship, it deals an amount of Structural damage equal to the difference between the difficulty to defeat the ship and your check result. Characters may play cards or use powers that reduce Structural damage (effects that reduce damage to characters do not reduce Structural damage), then characters must collectively discard from the tops of their decks a total number of cards equal to the remaining Structural damage.
When you are instructed to stash or add a plunder card, roll 1d6 on the table below and draw a card of the corresponding type from the game box.
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing
Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.
When you suffer a scourge, roll 1d6 on the table below.
1. Curse of Poisoning
2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
Curse of Poisoning (8 copies)
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
Curse of Vulnerability (3 copies)
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.
Curse of Daybane (3 copies)
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
Curse of the Ravenous (3 copies)
Scourge 1
Traits: Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. blessings
2. allies
3. spells and weapons
4. items
If you already have Curse of the Ravenous displayed, banish this card.
Curse of Withering (3 copies)
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.
When you encounter a random ship, roll 1d10 and encounter the appropriate ship below.
1. Dominator
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
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.
2. Merchantman
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
3. Sea Chanty
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
4. Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
If your check to defeat has the Swashbuckling trait, add 1 to it.
5. Truewind
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
6. Wormwood
Ship B
Class 5
To Defeat: Dexterity Acrobatics 9 OR Wisdom Survival 7
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
7. Man's Promise
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
8. Deathknell
Ship 2
Class 7
To Defeat: Divine 7 OR Wisdom Survival 9
You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
9. Devil's Pallor
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
If defeated, discard a card. DO not roll for the plunder card type; stash a random weapon instead.
10. Thresher
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
Before you act, bury a random card from your discard pile.
Reinforcements
Reinforcements 2/5
On your check, after the roll, you may bury this card to add 1d8.
You may bury this card; each character shuffles a random card from his discard pile into his deck.
You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
Game of Afterlife (Loot)
Loot B
Type: Item
Traits: Object Gambling
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.
Remove Curse (Loot)
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Hammerhead Shark (Summon)
Henchman 2
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.
Acid Splash (Spell B)
Spell B
Traits: Magic Arcane Acid Attack
To Acquire: Intelligence Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Augury (Spell B)
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
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.
Blessing of Abadar (Blessing B)
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 of Khepri (Blessing P)
Blessing P
Traits: Divine Healing Khepri
To Acquire: Craft 7 OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Blessing of Maat (Blessing 2)
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Crocodile Skin Helmet (Armor B)
Armor B
Traits: Light Armor Elite
To Acquire: Constitution Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.
Filter Hood (Armor B)
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Hand of the Guilty Man (Item 2)
Item 2
Traits: Accessory Magic Mummy
To Acquire: Wisdom Divine 7
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.
Mystic Silk Cloak (Armor 2)
Armor 2
Traits: Clothing Light Armor Magic
To Acquire: Constitution Fortitude 8
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.
Noxious Bomb (Item B)
Item B
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.
Poisoned Sand Tube (Weapon B)
Weapon B
Traits: Blowgun Ranged Poison Alchemical Elite
To Acquire: Intelligence Craft Knowledge Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Remove Curse (Spell B)
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Smoked Glass Goggles (Item B)
Item B
Traits: Accessory
To Acquire: Intelligence Craft Wisdom Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
Stone Weasel (Ally B)
Ally B
Traits: Animal Elemental
To Acquire: Wisdom Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.
Monster 1
Monster B
Traits: Trigger Bonecrusher Wizard Elite
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Monster 2
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Monster 3
Monster B
Traits: Trigger Elemental Outsider Janni Veteran
To Defeat: Combat 8
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.
Monster 4
Monster B
Traits: Trigger Bonecrusher Veteran
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Monster 5
Monster 2
Traits: Ooze Electricity Elite
To Defeat: Combat 12
The Brain Ooze is immune to the Mental and Poison traits.
All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
If undefeated, discard a spell.
Barrier 1
Barrier 1
Traits: Obstacle Trap Piercing Elite
To Defeat: Disable Perception 6 OR Dexterity Acrobatics 8
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Barrier 2
Barrier P
Traits: Trigger Curse Magic Cache
To Defeat: DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.
Barrier 3
Barrier B
Traits: Trap Basic
To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Barrier 4
Barrier B
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.
Barrier 5
Barrier 2
Traits: Trap Magic Fire Elite
To Defeat: Constitution 6 OR Dexterity Acrobatics Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.
Weapon 1
Weapon 1
Traits: Axe Ranged Slashing Magic
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 2
Weapon 1
Traits: Sling Ranged Bludgeoning Magic
To Acquire: Dexterity Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
Weapon 3
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon 4
Weapon B
Traits: Blowgun Dart Ranged Piercing Poison Basic
To Acquire: Dexterity Ranged Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Spell 1
Spell 2
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Spell 2
Spell 1
Traits: Magic Divine Undead
To Acquire: Wisdom Divine 4
When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Spell 3
Spell B
Traits: Magic Arcane Divine Attack Poison Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 4
Spell 2
Traits: Magic Arcane Divine Acid
To Acquire: Intelligence Arcane Wisdom Divine 7
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead 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 9 check to recharge this card instead of discarding it.
Spell 5
Spell B
Traits: Magic Divine Attack Elite
To Acquire: Wisdom Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor 1
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 2
Armor B
Traits: Light Armor Elite
To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Armor 3
Armor B
Traits: Clothing Light Armor Offhand Magic
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
Armor 1
Traits: Shield
To Acquire: Constitution Fortitude Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Item 1
Item B
Traits: Liquid Cold Alchemical Basic
To Acquire: Intelligence Craft 5
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Item 2
Item B
Traits: Tool Basic
To Acquire: Intelligence Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.
Item 3
Item 2
Traits: Liquid Poison
To Acquire: Intelligence Craft 8
Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.
Ally 1
Ally B
Traits: Animal Poison Basic
To Acquire: Wisdom Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Ally 2
Ally B
Traits: Undead Ghost Incorporeal
To Acquire: Divine Charisma Diplomacy 8
Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
Ally 3
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2.
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
Discard this card to explore your location.
Ally 4
Ally B
Traits: Dwarf
To Acquire: Craft Charisma Diplomacy 10
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Blessing 1
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 2
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing 3
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Turn: 26 Seelah/Andrew Valentin
Top of Blessing Discard Pile:
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
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: 5
Blessings Deck Card 27 - Turn 27 Meliski/Zalarian
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessings Deck Card 28 - Turn 28 Maznar/PuntNScoop
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 29 - Turn 29 Harsk/TheGreatNateO
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessings Deck Card 30 - Turn 30 Seelah/Andrew Valentin
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 31 - Turn 31 Meliski/Zalarian
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during 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.
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: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Maznar/PuntNScoop
Monster B
Traits: Aberration Fire Basic
To Defeat: Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Henchman 2
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.
Scenario: When you encounter a bane that has the Aquatic trait, you may succeed at an Acrobatics or Fortitude check with a difficulty of 3 plus the scenario’s adventure deck number to evade your encounter.
Barrier B
Traits: Trap Construct Veteran
To Defeat: Dexterity Disable Stealth Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier B
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Raker Shoals
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
Shipwreck Graveyard
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
Tempest Cay
At This Location (Open): If this location is occupied, Structural damage to your ship at any location is increased by 1.
When Closing: Succeed at an Intelligence or Knowledge 7 check.
When Permanently Closed: On closing, move to a random other location.
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Meliski/Zalarian, Seelah/Andrew Valentin
Ally B
Traits: Thriae Druid Veteran Poison
To Acquire: Charisma Diplomacy 7
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.
Condition (Sovereign Court): For the rest of the adventure, add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Villain 2
Type: Monster
Traits: Aquatic Veteran
To Defeat: Combat 14
Before you act, the Maddened Sea Serpent deals Structural damage equal to the number of characters.
The difficulty to defeat is increased by three times the scenario’s adventure deck number.
If undefeated, bury 1d4+1 cards from your discard pile.
Scenario: When you encounter a bane that has the Aquatic trait, you may succeed at an Acrobatics or Fortitude check with a difficulty of 3 plus the scenario’s adventure deck number to evade your encounter.
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.
Sharkskin Reef
At This Location (Open): At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
At This Location (Closed): No effect.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO
Barrier B
Traits: Trigger Trap Magic Electricity Basic
To Defeat: Dexterity Stealth Disable Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Monster B
Traits: Trigger Bonecrusher Basic
To Defeat: Combat 9 THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Henchman 2
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.
Scenario: When you encounter a bane that has the Aquatic trait, you may succeed at an Acrobatics or Fortitude check with a difficulty of 3 plus the scenario’s adventure deck number to evade your encounter.
Monster 2
Traits: Outsider Psychopomp
To Defeat: Combat 13
The Vanth is immune to the Poison trait.
Before you act, draw a random scourge from the box.
Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Monster 1
Traits: Trigger Undead Mummy Swarm
To Defeat: Combat 8 THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
Condition (Dark Archive): For the rest of the adventure, when you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): For the rest of the adventure, on your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Gozreh's Flow
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: Lightning Storm
Barrier B
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Seelah - notshown |
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 26 - Blessing of Thoth
At the Start of my turn, I examine the top card of my location deck. Tempest Cay Card 1: Druid of the Hive (Ally B). It is a boon, so it goes to the bottom of the location deck.
Give Card: None
Move: Stay at Tempest Cay
Explore: Tempest Cay Card 2: Maddened Sea Serpent (Villain 2)
Pausing for temporary closings
HARSK 341416-1001 |
Temporary Close of Sharkskin Reef:
I will Banish zRetriever. Sharkskin Reef is now Temporarily Closed
Hand: Masterwork Tools, Toxic Blunderbuss +1, Archer's Bracers, Deathbane Light Crossbow +1
Displayed:
Deck: 6 Discard: 7 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
Masterwork Tools, Deathbane Light Crossbow +1
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Forititude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}: Venomous Hand Crossbow + 1
Recharged: Surgeon, Snow Leopard, Blessing of Shax, Returning Throwing Axe +1 (1), Tooled Crocodile Skin
Discard Pile:
Buried Pile:
[ ] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Seelah - notshown |
1 person marked this as a favorite. |
Resuming turn...
STR Melee 1d10+3
Meliski discards Fire Snot to add 1d4 plus Fire trait
Discard Blessing of Angradd to add 2d10]
Meliski reveals Binder's Tome to add 1d4
Harsk discards Deathbane Light Crossbow +1 to add 1d4
Harsk recharges *another card* to add 1d4+1
Reveal and discard Katana +1 2d8+1, treat 1s as 10s
Reveal Champion's Do-Maru +1
Banner +1
Combat 20: 1d10 + 3 + 1d4 + 2d10 + 1d4 + 1d4 + 1 + 1d4 + 2d8 + 1 + 1 ⇒ (7) + 3 + (2) + (10, 10) + (3) + (2) + 1 + (1) + (3, 7) + 1 + 1 = 51
The seas calm as Seelah approaches a rotted ship. An old man sits serenely on the deck, as if everything that’s happening is perfectly natural. “That which you seek is nearby,” he mysteriously says. Before she can respond, the old man leaps to his feet, runs to the rail, and leaps off the ship into the water. Seelah rushes to the rail, but before she can look over the side the massive sea serpent erupts from the brine and fills her view.
“Now!” shouts Meliski. Maznar throws his arms out wide, dispersing the fog around him. Harsk seemingly grows extra arms as a volley of missiles streak towards the monster. Out of the corner of her eye, Seelah thinks she sees the dwarf kick her dog off his boat, but she can’t be sure, and she has bigger problems in front of her.
She climbs the spongy mainmast as Meliski casts the most disgusting spell she’s ever seen. The serpent rears on her, and she leaps off the mast, katana first, into its maw. The sword emerges from the other side of its neck. It reflexively swallows the paladin, but she keeps a firm grip on her weapon. The result is a long, mortal gash that opens the monster’s neck from head to torso.
It thrashes about, throwing gore everywhere. Seelah is thrown empty-handed onto the deck. She and her companions watch it grow still and slip beneath the surface. It’ll be a while before the corpse floats back up and she can recover her sword. Until then, they can rest and recover, and maybe celebrate a little.
Maznar and Harsk join Seelah and Meliski, congratulating each other. Seelah turns to Harsk and askes, “Where’s my dog?”
BR skizzerz |
Development
Your hippocampus’s tail whips the harbor into foamy whitecaps as you weave through the Flotsam Graveyard’s worst obstacles. Behind you floats the lifeless body of a fearsome sea serpent that will trouble Absalom no further.
As you draw closer to the dread flagships, the insignia on their tattered sails come into view, as do the scores of undead marines that captain the vessels. A less brave or determined soul may have fled in the face of such overwhelming odds, but you have a plan.
Reward
For the rest of the adventure, each character gains the following power:
“You may bury 2 cards to put the bottom card of the blessings discard pile on the bottom of the blessings deck.”
Acquired Cards
Poisoned Sand Tube (Weapon B)
Acid Splash (Spell B)
Augury (Spell B)
Remove Curse (Spell B)
Mystic Silk Cloak (Armor 2)
Crocodile Skin Helmet (Armor B)
Filter Hood (Armor B)
Hand of the Guilty Man (Item 2)
Noxious Bomb (Item B)
Smoked Glass Goggles (Item B)
Stone Weasel (Ally B)
Blessing of Maat (Blessing 2)
Blessing of Abadar (Blessing B)
Blessing of Khepri (Blessing P)
BR skizzerz |
9-00C2: Silencing the Tide
Absalom’s harbor is a riot of whitecaps and waves. You close in on the Silent Tide armada, comprised of centuries-dead Taldan invaders who once dreamed of conquering Absalom, the so-called City at the Center of the World. These undead marines have risen and now nimbly sail through the Flotsam Graveyard. They’re only precious minutes from making landfall, and there’s no sign of reinforcements from Escadar, where most of Absalom’s navy resides. That leaves you and a handful of Wave Riders as Absalom’s best chance—and last defense—to thwart the assault.
You against dozens of ships isn’t a fair fight, but you remember Captain Sevana Kinhan’s theory: eliminate the flagships that seem to control the armada, and the whole fleet might break apart. The question is which vessel’s the greatest threat? As you scan the masts, you begin remembering stories of these fearsome ships and their captains.
There sails the Lioness, a privateer’s pride last commanded by the bloodthirsty Commander Paulus Saltbain. He recklessly delighted in being the first to board each enemy ship he caught.
You then spot the Oppara, its silver-trimmed forecastles now tarnished by seawater. The once-staid Commodore Maurus Korgen cackles and crows his love of Taldor as he grips the wheel, barely noticing his intestines that spill from his rotten body onto the deck.
Suddenly, your eyes catch sight of the Dreadnought, from which the legendary Admiral Arminus Pythareus commanded the doomed invasion. It slips out of view behind other ships, but you have your target.
To reach it, you’ll have to run the wreckage and skirt Harbor Island, where even now ghoulish marines are making landfall and fighting with the Harbor Guard. There’s no time to waste!
BR skizzerz |
During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
This adventure does not use traders.
Do not read any scenario’s villains or henchmen before playing it.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
The scourge die is 1d6.
Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
Dark Archive Condition: For the rest of the adventure, when you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Scarab Sages Condition: For the rest of the adventure, on your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Sovereign Court Condition: For the rest of the adventure, add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
9-00C1 Reward: You may bury 2 cards to put the bottom card of the blessings discard pile on the bottom of the blessings deck.
During This Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
New Rule: Reinforcements
This event introduces a new type of support card: reinforcements. The Overseer GM will randomly choose one-third of the Adventure Card Guild tables (rounded up) and give them the support card Reinforcements. When a table gets this card, display it next to the scenario. While displayed, the card’s powers are in effect for characters at that table.
New Rule: Favors
This event introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. Afterward, if it would be removed from the blessings deck discard pile, banish it instead.
Announced Conditions
During the adventure, the Overseer GM will announce numerous conditions that affect all characters. If a character is encountering a card at that time, the condition occurs after the encounter. If a character is attempting a check outside of an encounter, the condition occurs after the check.
Rules: Ships and Plunder
This event uses a simplified variation of the ship and plunder rules from Skull & Shackles. Ignore any references to commanding or seizing ships.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane. First apply any effects that happen when you encounter a ship. Then, 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, stash a plunder card (see below). If you fail a check to defeat a ship, it deals an amount of Structural damage equal to the difference between the difficulty to defeat the ship and your check result. Characters may play cards or use powers that reduce Structural damage (effects that reduce damage to characters do not reduce Structural damage), then characters must collectively discard from the tops of their decks a total number of cards equal to the remaining Structural damage.
When you are instructed to stash or add a plunder card, roll 1d6 on the table below and draw a card of the corresponding type from the game box.
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing
Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.
When you suffer a scourge, roll 1d6 on the table below.
1. Curse of Poisoning
2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
Curse of Poisoning (8 copies)
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
Curse of Vulnerability (3 copies)
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.
Curse of Daybane (3 copies)
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
Curse of the Ravenous (3 copies)
Scourge 1
Traits: Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. blessings
2. allies
3. spells and weapons
4. items
If you already have Curse of the Ravenous displayed, banish this card.
Curse of Withering (3 copies)
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.
When you encounter a random ship, roll 1d10 and encounter the appropriate ship below.
1. Dominator
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
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.
2. Merchantman
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
3. Sea Chanty
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
4. Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
If your check to defeat has the Swashbuckling trait, add 1 to it.
5. Truewind
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
6. Wormwood
Ship B
Class 5
To Defeat: Dexterity Acrobatics 9 OR Wisdom Survival 7
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
7. Man's Promise
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
8. Deathknell
Ship 2
Class 7
To Defeat: Divine 7 OR Wisdom Survival 9
You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
9. Devil's Pallor
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
If defeated, discard a card. DO not roll for the plunder card type; stash a random weapon instead.
10. Thresher
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
Before you act, bury a random card from your discard pile.
Reinforcements
Reinforcements 2/5
On your check, after the roll, you may bury this card to add 1d8.
You may bury this card; each character shuffles a random card from his discard pile into his deck.
You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
Game of Afterlife (Loot)
Loot B
Type: Item
Traits: Object Gambling
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.
Remove Curse (Loot)
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Turn: 0
Blessings Remaining: 31
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
Fringes of the Eye
At This Location (Open): The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a locatoin and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
At This Location (Closed): The difficulty of checks to defeat barriers is increased by 3.
M: 1 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None
Pinnacle Atoll
At This Location (Open): When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Scar Bay
At This Location (Open): All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
At This Location (Closed): No effect.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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
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: None
Seelah - notshown |
Will start at Scar Bay. Posting starting hand. Favored Card is Weapon
Hand: Cold Iron Longsword, Riding Horse, Katana +1, Remove Curse, Naginata, Researcher
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons
POWERS:
" At the start of your ([ ] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([ ] and add 1d6 to your next check this turn)"
Middle {Order is not Known}: Cold Iron Mace +1, Champion's Do-Maru, Four-Mirror Armor, Heavy Iron Shield, Gem of Physical Prowess, Banner, Teamster, Blessing of the Samurai, Blessing of the Gods, Blessing of Angradd
Recharged:
Discard Pile:
Buried Pile:
Meliski |
choose item as favored card. Starting at Fringes of the Eye.
Hand: Burning Snot, Blessing of the Spellbound, Ivory Dice, Cleric of Nethys, Cure
Displayed:
Deck: 11 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.
Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors
POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
Middle {Order is not Known}: Blessing of Milani Blessing of Abadar Blessing of Nethys Shield of Fire Resistance Binder's Tome Byzantine Lexicon Burglar Fox Life Drain Fire Snake Fly
Recharged:
Discard Pile:
Buried Pile:
Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.
HARSK 341416-1001 |
Starting Location: Fringes of the Eye
Posting Starting Hand
Hand: Surgeon, Returning Throwing Axe +1 (2), Masterwork Tools, Blessing of Milani, Blessing of the Samurai (1)
Displayed:
Deck: 11 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:
Blessing of the Samurai (1)
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Forititude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}: Blessing of Shax Blessing of Erastil Blessing of the Samurai (2) Tooled Crocodile Skin Snow Leopard Emerald of Dexterity Deathbane Light Crossbow +1 Venomous Hand Crossbow + 1 Returning Throwing Axe +1 (1) Archer's Bracers Toxic Blunderbuss +1
Recharged:
Discard Pile:
Buried Pile:
[ ] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Maznar - PuntNScoop |
Starting at Fringes of the Eye
Starting hand below.
Hand: Dog, Cure, Pearl of Wisdom, Wolfhide Armor, Quarterstaff, 2 BotG
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Blessing to use and +1d4 for checks at my location.
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d4 +1 [ ]
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 1
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
- Divine: Wisdom+3
- Survival: Wisdom+2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Blessing
Hand Size: 6 [ ] 7
Proficient With: Light Armors [ ] Weapons
POWERS:
"Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a
character at your location and shuffle 1d4 ([ ] +1) random cards from her discard pile into her deck."
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
"You may discard a spell to search your deck ([ ] or your discard pile) for an ally that has the
Animal trait and put it in your hand."
Middle {Order is not Known}: 1 BotG Blessing of Pharasma 2 Blessing of Milani Blessing of Pharasma Hide from Animals Frigid Blast FireBlade Frog Crow
Recharged:
Discard Pile:
Buried Pile:
BR skizzerz |
During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
This adventure does not use traders.
Do not read any scenario’s villains or henchmen before playing it.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
The scourge die is 1d6.
Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
Dark Archive Condition: For the rest of the adventure, when you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Scarab Sages Condition: For the rest of the adventure, on your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Sovereign Court Condition: For the rest of the adventure, add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
9-00C1 Reward: You may bury 2 cards to put the bottom card of the blessings discard pile on the bottom of the blessings deck.
During This Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
New Rule: Reinforcements
This event introduces a new type of support card: reinforcements. The Overseer GM will randomly choose one-third of the Adventure Card Guild tables (rounded up) and give them the support card Reinforcements. When a table gets this card, display it next to the scenario. While displayed, the card’s powers are in effect for characters at that table.
New Rule: Favors
This event introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. Afterward, if it would be removed from the blessings deck discard pile, banish it instead.
Announced Conditions
During the adventure, the Overseer GM will announce numerous conditions that affect all characters. If a character is encountering a card at that time, the condition occurs after the encounter. If a character is attempting a check outside of an encounter, the condition occurs after the check.
Rules: Ships and Plunder
This event uses a simplified variation of the ship and plunder rules from Skull & Shackles. Ignore any references to commanding or seizing ships.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane. First apply any effects that happen when you encounter a ship. Then, 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, stash a plunder card (see below). If you fail a check to defeat a ship, it deals an amount of Structural damage equal to the difference between the difficulty to defeat the ship and your check result. Characters may play cards or use powers that reduce Structural damage (effects that reduce damage to characters do not reduce Structural damage), then characters must collectively discard from the tops of their decks a total number of cards equal to the remaining Structural damage.
When you are instructed to stash or add a plunder card, roll 1d6 on the table below and draw a card of the corresponding type from the game box.
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing
Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.
When you suffer a scourge, roll 1d6 on the table below.
1. Curse of Poisoning
2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
Curse of Poisoning (8 copies)
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
Curse of Vulnerability (3 copies)
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.
Curse of Daybane (3 copies)
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
Curse of the Ravenous (3 copies)
Scourge 1
Traits: Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. blessings
2. allies
3. spells and weapons
4. items
If you already have Curse of the Ravenous displayed, banish this card.
Curse of Withering (3 copies)
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.
When you encounter a random ship, roll 1d10 and encounter the appropriate ship below.
1. Dominator
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
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.
2. Merchantman
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
3. Sea Chanty
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
4. Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
If your check to defeat has the Swashbuckling trait, add 1 to it.
5. Truewind
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
6. Wormwood
Ship B
Class 5
To Defeat: Dexterity Acrobatics 9 OR Wisdom Survival 7
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
7. Man's Promise
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
8. Deathknell
Ship 2
Class 7
To Defeat: Divine 7 OR Wisdom Survival 9
You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
9. Devil's Pallor
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
If defeated, discard a card. DO not roll for the plunder card type; stash a random weapon instead.
10. Thresher
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
Before you act, bury a random card from your discard pile.
Reinforcements
Reinforcements 2/5
On your check, after the roll, you may bury this card to add 1d8.
You may bury this card; each character shuffles a random card from his discard pile into his deck.
You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
Game of Afterlife (Loot)
Loot B
Type: Item
Traits: Object Gambling
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.
Remove Curse (Loot)
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Monster 1
Monster 2
Traits: Construct Golem Elite
To Defeat: Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Monster 2
Monster 2
Traits: Undead Elite
To Defeat: Combat 13
The Tekenu is immune to the Mental and Poison traits.
Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
If the check to defeat has the Divine trait, add 1d6.
Monster 3
Monster 1
Traits: Trigger Vermin Acid Elite
To Defeat: Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Monster 4
Monster B
Traits: Animal Electricity Basic
To Defeat: Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Monster 5
Monster B
Traits: Trigger Bonecrusher Basic
To Defeat: Combat 9 THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Barrier 1
Barrier 2
Traits: Obstacle Lamia Elite
To Defeat: Stealth Charisma Diplomacy 8 OR Combat 15
If defeated, you may examine the top 3 cards of your location and place them back in any order.
If undefeated, put this card on top of your location.
Barrier 2
Barrier B
Traits: Trap Acid Fire Poison Veteran
To Defeat: Dexterity Acrobatics Wisdom Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Barrier 3
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Wisdom Divine Charisma Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.
Barrier 4
Barrier B
Traits: Trap Construct Veteran
To Defeat: Dexterity Disable Stealth Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier 5
Barrier B
Traits: Trigger Cache Lock Poison Veteran
To Defeat: Disable 6 OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Weapon 1
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon 2
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon 3
Weapon P
Traits: Axe Book Ranged Bludgeoning Magic Arcane
To Acquire: CharismaMelee 13
For your comat check, discard thid card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Chasima or Dexterity skill.
Recharge this card to add 1d8 to your Charisma or Diplomacy check.
Recharge this card to add 1d4 to any check by a character at your location.
Weapon 4
Weapon B
Traits: Knife Ranged Slashing Basic
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon 5
Weapon B
Traits: Club Melee Bludgeoning Fire Basic
To Acquire: Strength Intelligence Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Spell 1
Spell 2
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane 9 OR Wisdom Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap 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 11 or Divine 9 check to recharge this card instead of discarding it.
Spell 2
Spell B
Traits: Magic Divine Attack Elite
To Acquire: Wisdom Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 3
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 4
Spell 2
Traits: Magic Arcane Divine Acid
To Acquire: Intelligence Arcane Wisdom Divine 7
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead 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 9 check to recharge this card instead of discarding it.
Spell 5
Spell 2
Traits: Magic Arcane Attack Poison
To Acquire: Intelligence Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Armor 1
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Armor 2
Armor 2
Traits: Shield Offhand
To Acquire: Constitution Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
Armor 3
Armor 1
Traits: Light Armor
To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.
Armor 4
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
Armor B
Traits: Light Armor Elite
To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Item 1
Item 1
Traits: Trigger Object Magic Thoth
To Acquire: Knowledge Wisdom Divine 7
When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
Recharge this card to add the Cold trait to your check.
Item 2
Item B
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 3
Item B
Traits: Book Basic
To Acquire: Intelligence Wisdom Knowledge 3
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Item 4
Item 1
Traits: Accessory Magic Healing
To Acquire: Constitution Fortitude 4 OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile.
Item 5
Item B
Traits: Object Basic
To Acquire: Wisdom Survival 4
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.
Ally 1
Ally B
Traits: Dwarf
To Acquire: Craft Charisma Diplomacy 10
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Ally 2
Ally B
Traits: Trigger Animal Elite
To Acquire: Wisdom Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.
Ally 3
Ally 1
Traits: Half-Elf Fighter
To Acquire: Melee Charisma Diplomacy 9
If you fail the check to acquire Idorii, you are dealt 1d4 Combat damage.
Recharge this card to add 1d4 to a combat check at your location.
Discard this card to explore your location. Add 2d4 to combat checks during this exploration.
Ally 4
Ally B
Traits: Thriae Druid Veteran Poison
To Acquire: Charisma Diplomacy 7
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.
Ally 5
Ally 2
Traits: Human Shopkeeper Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
Blessing 1
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing 2
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 4
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Turn: 1 Harsk/TheGreatNateO
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Remaining: 30
Blessings Deck Card 2 - Turn 2 Seelah/Andrew Valentin
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 3 - Turn 3 Meliski/Zalarian
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 4 - Turn 4 Maznar/PuntNScoop
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 5 - Turn 5 Harsk/TheGreatNateO
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessings Deck Card 6 - Turn 6 Seelah/Andrew Valentin
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 7 - Turn 7 Meliski/Zalarian
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 8 - Turn 8 Maznar/PuntNScoop
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 9 - Turn 9 Harsk/TheGreatNateO
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during 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 Seelah/Andrew Valentin
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 11 - Turn 11 Meliski/Zalarian
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire 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 12 - Turn 12 Maznar/PuntNScoop
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire 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 Harsk/TheGreatNateO
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 14 - Turn 14 Seelah/Andrew Valentin
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessings Deck Card 15 - Turn 15 Meliski/Zalarian
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessings Deck Card 16 - Turn 16 Maznar/PuntNScoop
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 17 - Turn 17 Harsk/TheGreatNateO
Blessing P
Traits: Divine Healing Khepri
To Acquire: Craft 7 OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Blessings Deck Card 18 - Turn 18 Seelah/Andrew Valentin
Favor 2
Traits:
When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards.
While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.
Blessings Deck Card 19 - Turn 19 Meliski/Zalarian
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 20 - Turn 20 Maznar/PuntNScoop
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire 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 21 - Turn 21 Harsk/TheGreatNateO
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Seelah/Andrew Valentin
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessings Deck Card 23 - Turn 23 Meliski/Zalarian
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 24 - Turn 24 Maznar/PuntNScoop
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 25 - Turn 25 Harsk/TheGreatNateO
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you 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 Seelah/Andrew Valentin
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 27 - Turn 27 Meliski/Zalarian
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 28 - Turn 28 Maznar/PuntNScoop
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessings Deck Card 29 - Turn 29 Harsk/TheGreatNateO
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessings Deck Card 30 - Turn 30 Seelah/Andrew Valentin
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessings Deck Card 31 - Turn 31 Meliski/Zalarian
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.
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
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Barrier B
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.
Barrier 1
Traits: Trigger Trap Cold Arcane Veteran
To Defeat: Intelligence Arcane Knowledge 6 OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Spell B
Traits: Magic Arcane Divine Attack Cold Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
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.
Monster B
Traits: Trigger Animal Basic
To Defeat: Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster B
Traits: Trigger Animal Basic
To Defeat: Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Monster B
Traits: Trigger Bonecrusher Wizard Elite
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Fringes of the Eye
At This Location (Open): The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a locatoin and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
At This Location (Closed): The difficulty of checks to defeat barriers is increased by 3.
M: 1 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, Maznar/PuntNScoop, Meliski/Zalarian
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Monster 1
Traits: Trigger Undead Mummy Swarm
To Defeat: Combat 8 THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Barrier B
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Location: The difficulty of checks to defeat barriers is increased by 3.
Barrier B
Traits: Trap Basic
To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Location: The difficulty of checks to defeat barriers is increased by 3.
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.
Location: The difficulty of checks to defeat barriers is increased by 3.
Ally B
Traits: Undead Ghost Incorporeal
To Acquire: Divine Charisma Diplomacy 8
Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Ally B
Traits: Human Bard Aspis
To Acquire: Charisma Diplomacy 8
If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
During a character at your location's explore step, discard this card to allow her to explore her location.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Barrier B
Traits: Trigger Trap Magic Electricity Basic
To Defeat: Dexterity Stealth Disable Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Location: The difficulty of checks to defeat barriers is increased by 3.
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Pinnacle Atoll
At This Location (Open): When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Monster B
Traits: Trigger Elemental Outsider Basic
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Monster 2
Traits: Outsider Psychopomp
To Defeat: Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
Ally B
Traits: Human Rogue Basic
To Acquire: Charisma Diplomacy Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Villain 2
Type: Monster
Traits: Undead Aristocrat Veteran
To Defeat: Combat Divine 10 THEN Combat Divine 13
Admiral Arminus Pythareus is immune to the Mental and Poison traits. Damage dealt by Admiral Arminus Pythareus may not be reduced.
Before you act, you are dealt 1 Ranged Combat damage.
The difficulty to defeat is increased by twice the scenario’s adventure deck number.
After you act, you are dealt 1 Ranged Combat damage.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Barrier 1
Traits: Trigger Obstacle Plant Elite
To Defeat: Wisdom Stealth Perception Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
Barrier 2
Traits: Trap Magic Fire Elite
To Defeat: Constitution 6 OR Dexterity Acrobatics Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Scar Bay
At This Location (Open): All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
At This Location (Closed): No effect.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Seelah/Andrew Valentin
Item B
Traits: Liquid Cold Alchemical Basic
To Acquire: Intelligence Craft 5
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Barrier B
Traits: Obstacle Trap Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception Survival 6
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Monster B
Traits: Trigger Bonecrusher Wizard Elite
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Monster 2
Traits: Caligni Veteran
To Defeat: Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
If undefeated, the Dark Stalker deals 2 Poison damage to you.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Monster B
Traits: Elemental Outsider Electricity Basic
To Defeat: Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Monster B
Traits: Trigger Vermin Swarm Poison Veteran
To Defeat: Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Item B
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Barrier B
Traits: Trap Construct Veteran
To Defeat: Dexterity Disable Stealth Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
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
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Wisdom Intelligence Charisma Diplomacy 7
When you examine this card, suffer the scourge Curse of Daybane then banish this card.
If undefeated, suffer the scourge Curse of the Daybane, then banish this card.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Barrier B
Traits: Trap Acid Fire Poison Veteran
To Defeat: Dexterity Acrobatics Wisdom Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Barrier B
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Item 1
Traits: Staff Attack Magic Arcane Divine Anubis
To Acquire: Arcane Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade your encounter against a monster that has the Undead trait.
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
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.
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: None
Barrier 2
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately 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.
Spell B
Traits: Magic Divine Attack Elite
To Acquire: Wisdom Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor B
Traits: Light Armor Elite
To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Monster 1
Traits: Construct Elite
To Defeat: Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Item B
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.
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
Monster B
Traits: Trigger Animal Poison Basic
To Defeat: Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Barrier 1
Traits: Obstacle Trap Piercing Elite
To Defeat: Disable Perception 6 OR Dexterity Acrobatics 8
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Weapon B
Traits: Knife Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
HARSK 341416-1001 |
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn # 1 - Blessings Deck Card # 1: Blessing of the Ancients
Give Card: Meliski -> Masterwork Tools
Move: Stay at Fringes of the Eye
Explore: Fringes of the Eye Card 1 - Blessing of the Ancients (Blessing B)
I will roll Divine and use Maznar power for 1d4.
Acquire Blessing of the Ancients - Divine DC 3: 2d4 ⇒ (2, 4) = 6 Acquired
I will discard Surgeon to Explore: Fringes of the Eye Card 2 - Ubashki Swarm (Monster 1)
I will Display my Returning Throwing Axe +1 (2) and use Maznar power for 1d4 for both combat checks
Ubashki Swarm - Combat 1 DC 8: 1d10 + 1d8 + 1d4 + 6 ⇒ (4) + (3) + (4) + 6 = 17 - Success by 2
Ubashki Swarm - Combat 2 DC 8: 1d10 + 1d8 + 1d4 + 6 ⇒ (5) + (7) + (2) + 6 = 20 - Success by 2
I will discard Blessing of the Samurai (1) to Explore: Fringes of the Eye Card 3 - Scurvy Zombie (Henchman 2). I will roll for Random Ship
Random Ship to Encounter: 1d10 ⇒ 10 - Thresher Ship 2 Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
Before you act, bury a random card from your discard pile.
Blessing of the Samurai (1) is buried - Success
I will use Survival and Maznar Blessing of the Gods and Power for 1d4.
Thresher - Survival DC 7: 2d6 + 1d4 + 1 ⇒ (6, 5) + (2) + 1 = 14 - Success
I will Display my Returning Throwing Axe +1 (2) and use Maznar power for 1d4 for combat.
Scurvy Zombie - Combat DC 13: 1d10 + 1d8 + 1d4 + 6 ⇒ (10) + (5) + (1) + 6 = 22 - Success
I will attempt to Close Fringes of the Eye - Summon and defeat a random barrier - Hepsushep Barrier 2 Combat DC 15 + 3
I will discard my zBlessing of the Ancients for 1 die then Display my Returning Throwing Axe +1 (2) and use Maznar power for 1d4 for combat.
Hepsushep - Combat DC 18: 1d10 + 1d8 + 1d4 + 6 ⇒ (9) + (5) + (4) + 6 = 24
Fringes of the Eye Location is CLOSED
Add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
Random Barriers: 1d4 ⇒ 3
Random Blessing: 1d4 ⇒ 3
I will roll 1d6 for ramdom card to encounter. 1-3 will be Random Barrier 1-3 and 4-6 will be Random Blessing 1-3. FYI Random Barrier and Blessing 1-3 are now located at Fringes of the Eye. So if you have to get one start with #4 for each until update.
Random Card at Fringes of the Eye: 1d6 ⇒ 4 - Ramdom Blessing 1 - Blessing of Bastet
I will use Maznar power for 1d4
Blessing of Bastet - Divine DC 6: 2d4 ⇒ (4, 3) = 7 - Success
Meliski will cast Cure on me.
Cure: 1d4 + 1 ⇒ (3) + 1 = 4 - Surgeon and zBlessing of the Ancients are added back to my deck.
I will end my turn and reset my hand to 5
Hand: zBlessing of Bastet, Returning Throwing Axe +1 (2), Blessing of the Samurai (2), Blessing of Milani, Snow Leopard
Displayed:
Deck: 11 Discard: 0 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
Snow Leopard, Blessing of Milani, Blessing of the Samurai (2)
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Forititude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}: Blessing of Shax Blessing of Erastil Tooled Crocodile Skin Surgeon Emerald of Dexterity Deathbane Light Crossbow +1 Venomous Hand Crossbow + 1 Returning Throwing Axe +1 (1) Archer's Bracers Toxic Blunderbuss +1 zBlessing of the Ancients
Recharged:
Discard Pile:
Buried Pile:
[ ] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
HARSK 341416-1001 |
EDIT TURN
Meliski will cast Cure on me.
Cure: 1d4 + 1 ⇒ (3) + 1 = 4 - Surgeon and zBlessing of the Ancients are added back to my deck.
Roll for Plunder to my Hand: 1d6 ⇒ 2 - Spell - Heat Metal (Spell 2)
UPDATED HAND
Hand: zBlessing of Bastet, Returning Throwing Axe +1 (2), Blessing of the Samurai (2), Blessing of Milani, zHeat Metal
Displayed:
Deck: 11 Discard: 1 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
Blessing of the Samurai (2), Blessing of Milani
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Forititude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}: Blessing of Shax Blessing of Erastil Tooled Crocodile Skin Snow Leopard Emerald of Dexterity Deathbane Light Crossbow +1 Venomous Hand Crossbow + 1 Returning Throwing Axe +1 (1) Archer's Bracers Toxic Blunderbuss +1
Recharged: zBlessing of the Ancients
Discard Pile:
Buried Pile:
[ ] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Seelah - notshown |
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 2 - Blessing of Abadar
At the Start of my turn, I examine the top card of my location deck. Scar Bay Card 1: Flash Freeze (Item B). It is a boon, so it goes to the bottom of the location deck.
Give Card: None
Move: Stay at Scar Bay
Explore: Scar Bay Card 2: Falling Rubble (Barrier 2)
I use Harsk's Blessing of Milani
Dexterity 6: 3d4 ⇒ (1, 2, 4) = 7 Success! Defeating the barrier allows me to explore again.
Scar Bay Card 3: Marianix Karn (Ally B)
Charisma Diplomacy 9: 1d8 + 3 + 1d8 ⇒ (2) + 3 + (5) = 10 Acquired!
I discard the Researcher to explore again. Scar Bay Card 4: Bonecrusher Wizard (Monster B)
Per Dark Archive, I recharge Remove Curse to ignore the Cold damage
STR Melee 1d10+3
Katana +1 1d8+1, treat 1s as 10s
Combat 11: 1d10 + 3 + 1d8 + 1 ⇒ (9) + 3 + (6) + 1 = 19 Victory! I take 1 Poison damage, and discard Cold Iron Longsword
I reset my hand, then end my turn.
Seelah strikes out on her own, heading towards Scar Bay where an aura of undeath taints everything. The cursed, undying marines are so intent on their objective, they don’t notice the paladin and her entourage enter a ship through a gaping hole in its side.
The hull contains various barrels and crates, most of them nearly beyond their usefulness. A small mist-shrouded vial sits atop one box; Seelah barely gives it a look before dismissing it. Whatever it is, its cold properties won’t aid her against these foes.
A simple crane hoists a platform full of barrels through an opening in the deck above her; just before it clears the ceiling, the ropes snap, dropping the cargo on Seelah. A quick roll takes her to safety, and brings her face to face with a human woman.
The stranger presses her finger to her lips as she appraises the paladin. “Iomedae? Surely you’re in the wrong place,” she whispers. Seelah notices the stranger’s brooch: a bronze badge depicting a snake coiled around a Sihedron Rune and a phoenix. “Aspis? I’m not sure these invaders have any trade interests. Or perhaps the Consortium is investigating new avenues of profit…?”
The stranger smiles, “Would you believe I was on this ship before it came to life? I have salvage papers…”
Seelah dismisses the thought with a wave of her hand. “We have little time for talk. It’s in both of our interests to stop this madness. I think we can help each other.”
“Agreed. Let’s start with this: I think your partner is about to get us in trouble.” The Aspis agent points towards Siri as the young researcher opens a door better left closed. A hulking, rotting figure turns and lurches forward, throwing spells at anything with a pulse.
“I’ve got this,” mutters Seelah.
Hand: Riding Horse, Katana +1, Naginata, zMarianix Karn , Blessing of the Samurai, Blessing of Angradd
Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes:
Blessing of Angradd, Blessing of the Samurai
Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons
POWERS:
" At the start of your ([ ] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([ ] and add 1d6 to your next check this turn)"
Middle {Order is not Known}: Cold Iron Mace +1 Champion's Do-Maru Four-Mirror Armor Heavy Iron Shield Gem of Physical Prowess Banner Teamster Blessing of the Gods
Recharged: Remove Curse
Discard Pile:
Buried Pile:
Meliski |
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 3 Blessing of the Ancients
Give Card:None
Move: Fringes of the Eye -> Scar Bay
Free Explore: Scar Bay Card 5: Dark Stalker. Will cast Fire Snot and Seelah will recharge Blessing of Angradd for 2 dice
Monster 2
Traits: Caligni Veteran
To Defeat: Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
If undefeated, the Dark Stalker deals 2 Poison damage to you.
Burning Snot Spell DC 12+2=14(17*): 1d6 + 3d10 + 3 ⇒ (6) + (8, 10, 3) + 3 = 30 Dark Stalker is defeated
Recharge Burning Snot DC 7: 1d10 + 3 ⇒ (6) + 3 = 9 Spell is recharged
Discard Cleric of Nethys to examine 2 cards and encounter 1.
Scar Bay Card 6: Shock Elemental
Scar Bay Card 7: Scarab Swarm Trigger
Must Encounter Scarab Swarm due to trigger. Discard Blessing of the Spellbound for poison damage and then recharge Cure spell to evade.
Monster B
Traits: Trigger Vermin Swarm Poison Veteran
To Defeat: Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
Encountering Shock Elemental. Harsk will recharge a card for fire support while being punched.
Monster B
Traits: Elemental Outsider Electricity Basic
To Defeat: Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Strength Check DC 9: 1d8 + 1d4 + 1 ⇒ (2) + (1) + 1 = 4
Using Ivory Dice and choosing odd
Ivory Dice Roll: 1d6 ⇒ 2
Ivory Dice Roll Paizo Product Reroll: 1d6 ⇒ 5 Dice are recharged and Elemental is defeated
Scar Bay Cards 7-10 are shuffled
Forgot boon card on bottom...1, 7-10 are shuffled
Reset Hand and end turn
Hand: Binder's Tome, Blessing of Nethys, Blessing of Milani, Byzantine Lexicon, Harsk Tools
Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors
POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
Middle {Order is not Known}: Blessing of Abadar Shield of Fire Resistance Burglar Fox Life Drain Fire Snake Fly
Recharged: Burning Snot, Cure, Ivory Dice
Discard Pile:
Buried Pile:
Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.
BR skizzerz |
During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
This adventure does not use traders.
Do not read any scenario’s villains or henchmen before playing it.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
The scourge die is 1d6.
Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
Dark Archive Condition: For the rest of the adventure, when you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Scarab Sages Condition: For the rest of the adventure, on your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Sovereign Court Condition: For the rest of the adventure, add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
9-00C1 Reward: You may bury 2 cards to put the bottom card of the blessings discard pile on the bottom of the blessings deck.
During This Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
New Rule: Reinforcements
This event introduces a new type of support card: reinforcements. The Overseer GM will randomly choose one-third of the Adventure Card Guild tables (rounded up) and give them the support card Reinforcements. When a table gets this card, display it next to the scenario. While displayed, the card’s powers are in effect for characters at that table.
New Rule: Favors
This event introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. Afterward, if it would be removed from the blessings deck discard pile, banish it instead.
Announced Conditions
During the adventure, the Overseer GM will announce numerous conditions that affect all characters. If a character is encountering a card at that time, the condition occurs after the encounter. If a character is attempting a check outside of an encounter, the condition occurs after the check.
Rules: Ships and Plunder
This event uses a simplified variation of the ship and plunder rules from Skull & Shackles. Ignore any references to commanding or seizing ships.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane. First apply any effects that happen when you encounter a ship. Then, 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, stash a plunder card (see below). If you fail a check to defeat a ship, it deals an amount of Structural damage equal to the difference between the difficulty to defeat the ship and your check result. Characters may play cards or use powers that reduce Structural damage (effects that reduce damage to characters do not reduce Structural damage), then characters must collectively discard from the tops of their decks a total number of cards equal to the remaining Structural damage.
When you are instructed to stash or add a plunder card, roll 1d6 on the table below and draw a card of the corresponding type from the game box.
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing
Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.
When you suffer a scourge, roll 1d6 on the table below.
1. Curse of Poisoning
2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
Curse of Poisoning (8 copies)
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
Curse of Vulnerability (3 copies)
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.
Curse of Daybane (3 copies)
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
Curse of the Ravenous (3 copies)
Scourge 1
Traits: Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. blessings
2. allies
3. spells and weapons
4. items
If you already have Curse of the Ravenous displayed, banish this card.
Curse of Withering (3 copies)
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.
When you encounter a random ship, roll 1d10 and encounter the appropriate ship below.
1. Dominator
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
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.
2. Merchantman
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
3. Sea Chanty
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
4. Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
If your check to defeat has the Swashbuckling trait, add 1 to it.
5. Truewind
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
6. Wormwood
Ship B
Class 5
To Defeat: Dexterity Acrobatics 9 OR Wisdom Survival 7
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
7. Man's Promise
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
8. Deathknell
Ship 2
Class 7
To Defeat: Divine 7 OR Wisdom Survival 9
You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
9. Devil's Pallor
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
If defeated, discard a card. DO not roll for the plunder card type; stash a random weapon instead.
10. Thresher
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
Before you act, bury a random card from your discard pile.
Reinforcements
Reinforcements 2/5
On your check, after the roll, you may bury this card to add 1d8.
You may bury this card; each character shuffles a random card from his discard pile into his deck.
You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
Game of Afterlife (Loot)
Loot B
Type: Item
Traits: Object Gambling
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.
Remove Curse (Loot)
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Blessing of the Ancients (Blessing B)
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Bastet (Blessing B)
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Heat Metal (Spell 2)
Spell 2
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane 9 OR Wisdom Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap 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 11 or Divine 9 check to recharge this card instead of discarding it.
Marianix Karn (Ally B)
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.
Monster 1
Monster B
Traits: Elemental Outsider Electricity Basic
To Defeat: Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Monster 2
Monster B
Traits: Animal Poison Basic
To Defeat: Stealth 6 OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.
Monster 3
Monster B
Traits: Animal Electricity Basic
To Defeat: Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Monster 4
Monster B
Traits: Trigger Gnoll Veteran
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Monster 5
Monster B
Traits: Animal Poison Basic
To Defeat: Stealth 6 OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.
Barrier 1
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
Barrier 2
Barrier B
Traits: Trap Poison Slashing Elite
To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage.
Barrier 3
Barrier 1
Traits: Trap Poison Veteran
To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Barrier 4
Barrier B
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Barrier 5
Barrier B
Traits: Trigger Trap Magic Electricity Basic
To Defeat: Dexterity Stealth Disable Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Weapon 1
Weapon 2
Traits: Spear Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
Weapon 2
Weapon 1
Traits: Sling Ranged Bludgeoning Magic
To Acquire: Dexterity Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
Weapon 3
Weapon B
Traits: Pick Melee Piercing Magic Elite
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon 4
Weapon 1
Traits: Axe Ranged Slashing Magic
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 5
Weapon B
Traits: Sling Staff Ranged Bludgeoning 2-Handed Elite
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.
Spell 1
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 2
Spell 1
Traits: Magic Divine Fire Veteran
To Acquire: Wisdom Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Spell 3
Spell P
Traits: Magic Divine
To Acquire: WisdomDivine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Spell 4
Spell B
Traits: Magic Arcane Acid Attack
To Acquire: Intelligence Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 5
Spell B
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Armor 1
Armor P
Traits: Light Armor Magic
To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.
Armor 2
Armor 1
Traits: Shield
To Acquire: Constitution Fortitude Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Armor 3
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 4
Armor 1
Traits: Shield
To Acquire: Constitution Fortitude Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Armor 5
Armor 1
Traits: Shield Offhand Magic
To Acquire: Constitution Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Item 1
Item P
Traits: Accessory Magic
To Acquire: Constitution 1
Bury this card to evade your encounter.
Bury this card to ignore any power on a card that happens when it is examined.
"No."
Item 2
Item 1
Traits: Liquid Cold Poison Alchemical
To Acquire: Intelligence Craft Knowledge 7
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
Reveal this card to add 2 and the Poison trait to your combat check; if it is against a bane that has the Undead trait, ignore its immunities. Then succeed at a Craft or Disable 7 check or bury the top card of your deck.
Item 3
Item 2
Traits: Liquid Alchemical Mummy
To Acquire: Intelligence Craft 8
Banish this card to banish a displayed card that has the Curse trait.
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
Item 4
Item B
Traits: Accessory
To Acquire: Intelligence Craft Wisdom Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
Item 5
Item B
Traits: Liquid Acid Alchemical Basic
To Acquire: Intelligence Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Ally 1
Ally B
Traits: Dwarf Cleric Basic
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Ally 2
Ally B
Traits: Elemental Electricity Veteran
To Acquire: Charisma Survival Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.
Ally 3
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Ally 4
Ally B
Traits: Human Rogue Aspis Hireling
To Acquire: Charisma Diplomacy 8
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
Discard this card to explore your location.
Ally 5
Ally 2
Traits: Human Shopkeeper Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
Blessing 1
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing 3
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 4
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 5
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Turn: 4 Maznar/PuntNScoop
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Remaining: 27
Blessings Deck Card 5 - Turn 5 Harsk/TheGreatNateO
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessings Deck Card 6 - Turn 6 Seelah/Andrew Valentin
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 7 - Turn 7 Meliski/Zalarian
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 8 - Turn 8 Maznar/PuntNScoop
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 9 - Turn 9 Harsk/TheGreatNateO
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during 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 Seelah/Andrew Valentin
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 11 - Turn 11 Meliski/Zalarian
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire 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 12 - Turn 12 Maznar/PuntNScoop
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire 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 Harsk/TheGreatNateO
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 14 - Turn 14 Seelah/Andrew Valentin
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessings Deck Card 15 - Turn 15 Meliski/Zalarian
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessings Deck Card 16 - Turn 16 Maznar/PuntNScoop
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 17 - Turn 17 Harsk/TheGreatNateO
Blessing P
Traits: Divine Healing Khepri
To Acquire: Craft 7 OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Blessings Deck Card 18 - Turn 18 Seelah/Andrew Valentin
Favor 2
Traits:
When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards.
While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.
Blessings Deck Card 19 - Turn 19 Meliski/Zalarian
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 20 - Turn 20 Maznar/PuntNScoop
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire 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 21 - Turn 21 Harsk/TheGreatNateO
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Seelah/Andrew Valentin
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessings Deck Card 23 - Turn 23 Meliski/Zalarian
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 24 - Turn 24 Maznar/PuntNScoop
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 25 - Turn 25 Harsk/TheGreatNateO
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you 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 Seelah/Andrew Valentin
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 27 - Turn 27 Meliski/Zalarian
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 28 - Turn 28 Maznar/PuntNScoop
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessings Deck Card 29 - Turn 29 Harsk/TheGreatNateO
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessings Deck Card 30 - Turn 30 Seelah/Andrew Valentin
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessings Deck Card 31 - Turn 31 Meliski/Zalarian
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.
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
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Barrier B
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.
Barrier 1
Traits: Trigger Trap Cold Arcane Veteran
To Defeat: Intelligence Arcane Knowledge 6 OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Spell B
Traits: Magic Arcane Divine Attack Cold Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
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.
Monster B
Traits: Trigger Animal Basic
To Defeat: Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster B
Traits: Trigger Animal Basic
To Defeat: Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Monster B
Traits: Trigger Bonecrusher Wizard Elite
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Fringes of the Eye
Closed
At This Location (Closed): The difficulty of checks to defeat barriers is increased by 3.
M: 0 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: Harsk/TheGreatNateO, Maznar/PuntNScoop
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Wisdom Divine Charisma Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Location: The difficulty of checks to defeat barriers is increased by 3.
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.
Barrier B
Traits: Obstacle Fire Basic
To Defeat: Dexterity Acrobatics Perception Craft 6
If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.
Location: The difficulty of checks to defeat barriers is increased by 3.
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Stealth Perception Charisma Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Location: The difficulty of checks to defeat barriers is increased by 3.
Pinnacle Atoll
At This Location (Open): When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
At This Location (Closed): No effect.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Monster B
Traits: Trigger Elemental Outsider Basic
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Monster 2
Traits: Outsider Psychopomp
To Defeat: Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
Ally B
Traits: Human Rogue Basic
To Acquire: Charisma Diplomacy Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Villain 2
Type: Monster
Traits: Undead Aristocrat Veteran
To Defeat: Combat Divine 10 THEN Combat Divine 13
Admiral Arminus Pythareus is immune to the Mental and Poison traits. Damage dealt by Admiral Arminus Pythareus may not be reduced.
Before you act, you are dealt 1 Ranged Combat damage.
The difficulty to defeat is increased by twice the scenario’s adventure deck number.
After you act, you are dealt 1 Ranged Combat damage.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Barrier 1
Traits: Trigger Obstacle Plant Elite
To Defeat: Wisdom Stealth Perception Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
Barrier 2
Traits: Trap Magic Fire Elite
To Defeat: Constitution 6 OR Dexterity Acrobatics Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Scar Bay
At This Location (Open): All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
At This Location (Closed): No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Meliski/Zalarian, Seelah/Andrew Valentin
Item B
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.
Item B
Traits: Liquid Cold Alchemical Basic
To Acquire: Intelligence Craft 5
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Monster B
Traits: Trigger Vermin Swarm Poison Veteran
To Defeat: Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
Barrier B
Traits: Trap Construct Veteran
To Defeat: Dexterity Disable Stealth Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Monster B
Traits: Elemental Outsider Electricity Basic
To Defeat: Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
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
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Wisdom Intelligence Charisma Diplomacy 7
When you examine this card, suffer the scourge Curse of Daybane then banish this card.
If undefeated, suffer the scourge Curse of the Daybane, then banish this card.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Barrier B
Traits: Trap Acid Fire Poison Veteran
To Defeat: Dexterity Acrobatics Wisdom Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Barrier B
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Item 1
Traits: Staff Attack Magic Arcane Divine Anubis
To Acquire: Arcane Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade your encounter against a monster that has the Undead trait.
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
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.
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: None
Barrier 2
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately 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.
Spell B
Traits: Magic Divine Attack Elite
To Acquire: Wisdom Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor B
Traits: Light Armor Elite
To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Monster 1
Traits: Construct Elite
To Defeat: Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Item B
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.
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
Monster B
Traits: Trigger Animal Poison Basic
To Defeat: Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Barrier 1
Traits: Obstacle Trap Piercing Elite
To Defeat: Disable Perception 6 OR Dexterity Acrobatics 8
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Weapon B
Traits: Knife Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
BR skizzerz |
Technically, the deck shuffles due to the evade after putting the cards back from Cleric of Nethys but before the explore, so the explore would not necessarily have been Shock Elemental. I'll let you decide whether or not you wish to retcon that; the above update assumes that it is being retconned and has the state of the location after the shuffle but before the explore.
If not retconning, ignore the first Shock Elemental you encounter in the location deck.
Meliski |
Retcon turn due to incorrect card encountered after using Cleric of Nethys and evading Swarm. The next card to explore should be random. Hand after evading Scarab Swarm:
Hand: Ivory Dice, Harsk Tools
Explore from Cleric of Nethys: Scar Bay Card 1: Frost Staff
Item B
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.
Arcane Check DC 6: 1d10 + 3 ⇒ (7) + 3 = 10 Acquired Staff
Reset Hand and End Turn
Summary (based on recent BR post): Harsk did not recharge a card for fire support. Card 1 is acquired. The 2 monsters are known (Shock Elemental and Scarab Swarm) but somewhere in the deck.
Hand: Ivory Dice, Harsk Tools, Blessing of Abadar, Fly, Binder's Tome
Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors
POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
Middle {Order is not Known}: Blessing of Milani Blessing of Nethys Shield of Fire Resistance Byzantine Lexicon Burglar Fox Life Drain Fire Snake Frost Staff
Recharged: Burning Snot, Cure
Discard Pile:
Buried Pile:
Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.
Maznar - PuntNScoop |
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 4 Blessings Deck Card 4/ Blessing of the Ancients
Give Card:None
Move: Fringes -> Scar Bay
Free explore Scar Bay card 2 - Flash Freeze (item B)
Intelligence Check DC 5: 1d6 + 1d4 + 0 ⇒ (4) + (3) + 0 = 7 Acquired!
End turn, hand at 6
Hand: Dog, Cure, Pearl of Wisdom, Wolfhide Armor, Quarterstaff, zFlash Freeze
Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: Blessing to use and +1d4 for checks at my location.
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d4 +1 [ ]
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 1
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
- Divine: Wisdom+3
- Survival: Wisdom+2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Blessing
Hand Size: 6 [ ] 7
Proficient With: Light Armors [ ] Weapons
POWERS:
"Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a
character at your location and shuffle 1d4 ([ ] +1) random cards from her discard pile into her deck."
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
"You may discard a spell to search your deck ([ ] or your discard pile) for an ally that has the
Animal trait and put it in your hand."
Middle {Order is not Known}: 1 BotG Blessing of Pharasma 2 Blessing of Milani Blessing of Pharasma Hide from Animals Frigid Blast FireBlade Frog Crow
Recharged:
Discard Pile:
Buried Pile:
Meliski |
Out of turn update. Binder's Tome is not in hand due to acquired Frost Staff. During Harsk turn immediately after start of turn will cast Fly and examine Raker Shoals and Pinnacle Atoll
Raker Shoals Card 1: Final Nights Trigger
Will recharge Staff of Frost to evade. Raker Shoals is shuffled
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Wisdom Intelligence Charisma Diplomacy 7
When you examine this card, suffer the scourge Curse of Daybane then banish this card.
If undefeated, suffer the scourge Curse of the Daybane, then banish this card.
2nd Location card examined: Pinnacle Atoll Card 1: Sand Creeper Trigger
No electricity cards to recharge. Rolling Perception and not succeeding so encountering. Maznar reveals animal and Harsk recharges card for fire support. Then rolling d12 to see if Giant Turtle notices.
Untrained Perception Check DC 4: 1d4 ⇒ 2 Encounter Card
Strength Check DC9: 1d8 + 1d4 + 1d4 + 1 ⇒ (3) + (2) + (4) + 1 = 10 Defeated
Does Hirgenzosk Notice?: 1d12 ⇒ 12 Not yet
Monster B
Traits: Trigger Elemental Outsider Basic
To Defeat: Combat 9
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.
Will then move self to Fringes of the eye so Harsk to give me Heat metal spell
Recharge Fly DC 10: 1d10 + 3 ⇒ (3) + 3 = 6 Fly is discarded
Hand: Ivory Dice, Harsk Tools, Blessing of Abadar, Heat Metal
Displayed:
Deck: 12 Discard: 3 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.
Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors
POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
Middle {Order is not Known}: Blessing of Milani Blessing of Nethys Shield of Fire Resistance Binder's Tome Byzantine Lexicon Burglar Fox Life Drain Fire Snake
Recharged: Burning Snot, Cure, Frost Staff
Discard Pile:
Buried Pile:
Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.
HARSK 341416-1001 |
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn # 5 - Blessings Deck Card # 5: Blessing of Horus
Give Card: Meliski -> zHeat Metal
Move: Fringes of the Eye -> Fog Bank
Explore: Fog Bank Card 1 - Blessing of the Ancients (Blessing B)
Acquire Blessing of the Ancients - Divine DC 3: 1d4 ⇒ 1 - Failed
I will use my power to Examine: Fog Bank Card 2 - Collapsing Scaffolding (Barrier B), the location is now shuffled.
I will end my turn and reset my hand to 5.
Hand: Archer's Bracers, Returning Throwing Axe +1 (2), Blessing of the Samurai (2), Blessing of Milani, Venomous Hand Crossbow + 1
Displayed:
Deck: 10 Discard: 1 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
Blessing of the Samurai (2), Blessing of Milani
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Forititude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}: Blessing of Shax Blessing of Erastil Tooled Crocodile Skin Snow Leopard Emerald of Dexterity Deathbane Light Crossbow +1 Returning Throwing Axe +1 (1) Toxic Blunderbuss +1
Recharged: zBlessing of the Ancients, zBlessing of Bastet
Discard Pile:
Buried Pile:
[ ] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Meliski |
Update to my prior turn..Final Nights is banished and not evaded. Shoals is not shuffled and Frost Staff is not recharged. Meliski has Curse of Daybane.
Curse of Daybane
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
During Seelah's turn discarding Blessing of Abadar for a check
Hand: Ivory Dice, Harsk Tools, Heat Metal, Frost Staff
Displayed: Curse of Daybane
Deck: 11 Discard: 4 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.
Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors
POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
Middle {Order is not Known}: Blessing of Milani Blessing of Nethys,LimitedExplore Shield of Fire Resistance Binder's Tome Byzantine Lexicon Burglar Fox Life Drain Fire Snake
Recharged: Burning Snot, Cure
Discard Pile:
Buried Pile:
Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.
Seelah - notshown |
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 6 - Blessing of the Elements
At the Start of my turn, I examine the top card of my location deck.
Scar Bay Card 3: Scarab Swarm
I take 1 Poison damage: discard Katana +1.
Per the Trigger, I encounter the card.
Strength Melee 1d10+3
Naginata 2d8
Maznar's Animal 1d4
Combat 10: 1d10 + 3 + 2d8 + 1d4 ⇒ (7) + 3 + (3, 5) + (2) = 20 Victory by more than 4, Swarm is banished
Give Card: None
Move: Stay at Scar Bay
Free Explore Card 4: Corridor Dart Trap
using Meliski's Blessing of Abadar
Dexterity 1d4
Recharge Marianix Karn1d6
Meliski's Blessing of Abadar 2d6
Maznar's Animal 1d4
Dexterity 10: 1d4 + 1d6 + 2d6 + 1d4 ⇒ (2) + (4) + (6, 6) + (1) = 19 Success, Corridor Dart Trap is banished.
Discard Riding Horse to explore again.
Scar Bay Card 5: The Ancient Mariner (Henchman 2)
Random Ship: 1d10 ⇒ 4 Shackles Pirate Ship
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
If your check to defeat has the Swashbuckling trait, add 1 to it.
Wisdom 1d8
Maznar's Animal 1d4
Wisdom 6: 1d8 + 1d4 ⇒ (6) + (2) = 8 Success
Plunder: 1d6 ⇒ 2 Random Spell 1: Acute Senses
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.
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.
Strength Melee 1d10+3
Recharge Blessing of the Samurai 1d10
Naginata 2d8
Maznar's Animal 1d4
Combat 10: 1d10 + 3 + 1d10 + 2d8 + 1d4 ⇒ (4) + 3 + (7) + (6, 8) + (3) = 31 Victory!
Attempt to close (using Harsk's Blessing of Milani)
Wisdom Divine 8: 1d8 + 1 + 2d8 + 1d4 ⇒ (3) + 1 + (3, 4) + (2) = 13 Success!
I take 1 Combat damage just before closing; discard Naginata.
Scar Bay is closed
I bury Reinforcements to allow everyone to shuffle a random card from discard into their deck.
I reset my hand and end my turn.
Seelah and her new companion, Marianix Karn, move from ship to ship, seeking out the captain leading this arm of the fleet. One ship was crawling with undead beetles; another fired endless darts from the darkened depths of its hull; Karn parted ways with Seelah there, making a half-hearted excuse.
Finally, the paladin discovered the pirate ship Shackles. She climbed the anchor chain, swinging freely without an anchor, and clambered aboard at the stern of the ship. The captain, gripping the helm, spun on her. Despite the waves splashing over the rails, no moisture could touch the desiccation of the mummy captain.
Seelah’s naginata clashed against the captain’s ancient kopesh again and again. The ship pitched, creating an opening in the mummy’s defenses that Seelah couldn’t pass up. She drove her weapon home, but the listing ship tipped too far. The paladin released her weapon to grasp the rail. The captain’s corpse fell away, taking the naginata with him.
As the ship righted itself, Seelah took hold of the wheel and channeled holy might into the helm. The wind died, and the other ships in the bay ceased their advance.
Seelah took a brief moment to thank the gods before moving on to the next fleet.
Hand: zAcute Senses, zMarianix Karn , Four-Mirror Armor, Blessing of the Gods, Cold Iron Mace +1, Blessing of the Samurai
Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes: Use what you need
Blessing of the Gods, Blessing of the Samurai
Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons
POWERS:
" At the start of your ([ ] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([ ] and add 1d6 to your next check this turn)"
Middle {Order is not Known}: Remove Curse Champion's Do-Maru Heavy Iron Shield Gem of Physical Prowess Banner Researcher Teamster Blessing of Angradd
Recharged:
Discard Pile:
Buried Pile:
Meliski |
Out of Turn Update. Random Card from Discard (Blessing of Spellbound) is shuffled into deck
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 7 Blessing of the Ancients
Give Card:None
Move: Frinces of the Eye -> Pinnacle Atoll
Since basic blessing, no free explore
Curse of Daybane
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
Reset Hand and End Turn
Hand: Ivory Dice, Harsk Tools, Burning Snot, Heat Metal, Frost Staff
Displayed: Curse of Daybane
Deck: 11 Discard: 3 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.
Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors
POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
Middle {Order is not Known}: Blessing of Milani Blessing of the Spellbound Blessing of Nethys,LimitedExplore Shield of Fire Resistance Binder's Tome Byzantine Lexicon Burglar Fox Cure Life Drain Fire Snake
Recharged:
Discard Pile:
Buried Pile:
Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.
Maznar - PuntNScoop |
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 8 Blessings Deck Card 8/ Blessing of the Elements
Give Card:None
Move: Scar Bay -> Shipwreck Graveyard
Free explore Shipwreck Graveyard Card 1 - Ambush (Barrier)
Will use Seelah's Blessing of the Gods
Wisdom Check DC 11: 1d10 + 1d10 + 1d4 + 1 ⇒ (2) + (10) + (1) + 1 = 14 Defeated!
Free explore for defeating barrier - Shipwreck Card 2 - Holy Light (Spell)
Divine Check DC 8: 1d10 + 1d4 + 4 ⇒ (5) + (2) + 4 = 11 Acquired!
End turn, discard Quarterstaff and Flash Freeze, reset hand
Hand: Dog, Cure, Pearl of Wisdom, Wolfhide Armor, zHoly Light, 1 BotG
Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes: Blessing to use and +1d4 for checks at my location.
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d4 +1 [ ]
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 1
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
- Divine: Wisdom+3
- Survival: Wisdom+2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Blessing
Hand Size: 6 [ ] 7
Proficient With: Light Armors [ ] Weapons
POWERS:
"Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a
character at your location and shuffle 1d4 ([ ] +1) random cards from her discard pile into her deck."
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
"You may discard a spell to search your deck ([ ] or your discard pile) for an ally that has the
Animal trait and put it in your hand."
Middle {Order is not Known}: 2 BotG Blessing of Pharasma 2 Blessing of Milani Blessing of Pharasma Hide from Animals Frigid Blast FireBlade Frog Crow
Recharged:
Discard Pile:
Buried Pile:
Meliski |
Since Harsk cleared out the Fringes of the Eye, Meliski headed over to the undead infested waters of Scar Bay to meet up with Seelah. A woman by the name of Marianix was talking to her while the lifeless body of a gnoll spellcaster was nearby.
Some movement caught the attention of Meliski and when he went to investigate it turned out to be a member of the dark folk also known as Caligni that was spying on the group. Meliski had no interest in letting the creature succeed in fleeing and so he covered the area with the mystical engergies of the goblin spell burning snot. The person did not reveal much information to Seelah and Meliski at first but when the Cleric of Nethys spoke with him he managed to learn about a lightning elemental along with some nearby hidden treasure. The treasure turned out to be a lie as the location was swarming with flesh eating scarabs. Fortunately, the work of the Dark Archive sending mixed signals to the undead was crucial in providing a distraction for the whole scarab swarm. Eventually, the swarm was able to be avoided long enough to find a chamber emitting magical cold. Maznar came by to help remove the cold and with his knowledge, a staff and a flask were safely retrieved. Rumours of a giant sea turtle around the pinnacle atoll warranted for Meliski to fly over to Harsk and update the status of the group. On the way to the foggy area that Harsk was checking out, a skeletal lich noticed the flying dwarf and hit him with a bolt of crackling black energy while flying across. Meliski looked very pale as a result of the bolt and later landed next to his cousin and showed him his newly pointed teeth. "I am not feelin' too good Cuz! The sun is very uncomfortable!" Harsk urged him to go back to have Seelah or Maznar see about curing this affliction. Rather than doing that, Meliski felt compelled to go to the atoll and retreated to a dark cave to wait until nightfall.
BR skizzerz |
During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
This adventure does not use traders.
Do not read any scenario’s villains or henchmen before playing it.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
The scourge die is 1d6.
Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
Dark Archive Condition: For the rest of the adventure, when you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Scarab Sages Condition: For the rest of the adventure, on your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Sovereign Court Condition: For the rest of the adventure, add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
9-00C1 Reward: You may bury 2 cards to put the bottom card of the blessings discard pile on the bottom of the blessings deck.
During This Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Reinforcements is buried and ready to be sent off!
Displayed by Meliski: Curse of Daybane (see Scourges spoiler for card text)
New Rule: Reinforcements
This event introduces a new type of support card: reinforcements. The Overseer GM will randomly choose one-third of the Adventure Card Guild tables (rounded up) and give them the support card Reinforcements. When a table gets this card, display it next to the scenario. While displayed, the card’s powers are in effect for characters at that table.
New Rule: Favors
This event introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. Afterward, if it would be removed from the blessings deck discard pile, banish it instead.
Announced Conditions
During the adventure, the Overseer GM will announce numerous conditions that affect all characters. If a character is encountering a card at that time, the condition occurs after the encounter. If a character is attempting a check outside of an encounter, the condition occurs after the check.
Rules: Ships and Plunder
This event uses a simplified variation of the ship and plunder rules from Skull & Shackles. Ignore any references to commanding or seizing ships.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane. First apply any effects that happen when you encounter a ship. Then, 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, stash a plunder card (see below). If you fail a check to defeat a ship, it deals an amount of Structural damage equal to the difference between the difficulty to defeat the ship and your check result. Characters may play cards or use powers that reduce Structural damage (effects that reduce damage to characters do not reduce Structural damage), then characters must collectively discard from the tops of their decks a total number of cards equal to the remaining Structural damage.
When you are instructed to stash or add a plunder card, roll 1d6 on the table below and draw a card of the corresponding type from the game box.
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing
Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.
When you suffer a scourge, roll 1d6 on the table below.
1. Curse of Poisoning
2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
Curse of Poisoning (8 copies)
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
Curse of Vulnerability (3 copies)
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.
Curse of Daybane (3 copies)
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
Curse of the Ravenous (3 copies)
Scourge 1
Traits: Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. blessings
2. allies
3. spells and weapons
4. items
If you already have Curse of the Ravenous displayed, banish this card.
Curse of Withering (3 copies)
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.
When you encounter a random ship, roll 1d10 and encounter the appropriate ship below.
1. Dominator
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
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.
2. Merchantman
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
3. Sea Chanty
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
4. Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
If your check to defeat has the Swashbuckling trait, add 1 to it.
5. Truewind
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
6. Wormwood
Ship B
Class 5
To Defeat: Dexterity Acrobatics 9 OR Wisdom Survival 7
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
7. Man's Promise
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
8. Deathknell
Ship 2
Class 7
To Defeat: Divine 7 OR Wisdom Survival 9
You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
9. Devil's Pallor
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
If defeated, discard a card. DO not roll for the plunder card type; stash a random weapon instead.
10. Thresher
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
Before you act, bury a random card from your discard pile.
Reinforcements
Reinforcements 2/5
On your check, after the roll, you may bury this card to add 1d8.
You may bury this card; each character shuffles a random card from his discard pile into his deck.
You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
Game of Afterlife (Loot)
Loot B
Type: Item
Traits: Object Gambling
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.
Remove Curse (Loot)
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Acute Senses (Spell B)
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.
Blessing of the Ancients (Blessing B)
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Bastet (Blessing B)
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Flash Freeze (Item B)
Item B
Traits: Liquid Cold Alchemical Basic
To Acquire: Intelligence Craft 5
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Frost Staff (Item B)
Item B
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.
Heat Metal (Spell 2)
Spell 2
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane 9 OR Wisdom Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap 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 11 or Divine 9 check to recharge this card instead of discarding it.
Holy Light (Spell B)
Spell B
Traits: Magic Divine Attack Elite
To Acquire: Wisdom Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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.
Marianix Karn (Ally B)
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.
Monster 1
Monster B
Traits: Elemental Outsider Electricity Basic
To Defeat: Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Monster 2
Monster B
Traits: Animal Poison Basic
To Defeat: Stealth 6 OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.
Monster 3
Monster B
Traits: Animal Electricity Basic
To Defeat: Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Monster 4
Monster B
Traits: Trigger Gnoll Veteran
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Monster 5
Monster B
Traits: Animal Poison Basic
To Defeat: Stealth 6 OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.
Barrier 1
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
Barrier 2
Barrier B
Traits: Trap Poison Slashing Elite
To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage.
Barrier 3
Barrier 1
Traits: Trap Poison Veteran
To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Barrier 4
Barrier B
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Barrier 5
Barrier B
Traits: Trigger Trap Magic Electricity Basic
To Defeat: Dexterity Stealth Disable Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Weapon 1
Weapon 2
Traits: Spear Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
Weapon 2
Weapon 1
Traits: Sling Ranged Bludgeoning Magic
To Acquire: Dexterity Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
Weapon 3
Weapon B
Traits: Pick Melee Piercing Magic Elite
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon 4
Weapon 1
Traits: Axe Ranged Slashing Magic
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 5
Weapon B
Traits: Sling Staff Ranged Bludgeoning 2-Handed Elite
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.
Spell 1
Spell 1
Traits: Magic Divine Fire Veteran
To Acquire: Wisdom Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Spell P
Traits: Magic Divine
To Acquire: WisdomDivine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Spell 3
Spell B
Traits: Magic Arcane Acid Attack
To Acquire: Intelligence Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 4
Spell B
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Armor 1
Armor P
Traits: Light Armor Magic
To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.
Armor 2
Armor 1
Traits: Shield
To Acquire: Constitution Fortitude Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Armor 3
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 4
Armor 1
Traits: Shield
To Acquire: Constitution Fortitude Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Armor 5
Armor 1
Traits: Shield Offhand Magic
To Acquire: Constitution Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Item 1
Item P
Traits: Accessory Magic
To Acquire: Constitution 1
Bury this card to evade your encounter.
Bury this card to ignore any power on a card that happens when it is examined.
"No."
Item 2
Item 1
Traits: Liquid Cold Poison Alchemical
To Acquire: Intelligence Craft Knowledge 7
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
Reveal this card to add 2 and the Poison trait to your combat check; if it is against a bane that has the Undead trait, ignore its immunities. Then succeed at a Craft or Disable 7 check or bury the top card of your deck.
Item 3
Item 2
Traits: Liquid Alchemical Mummy
To Acquire: Intelligence Craft 8
Banish this card to banish a displayed card that has the Curse trait.
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
Item 4
Item B
Traits: Accessory
To Acquire: Intelligence Craft Wisdom Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
Item 5
Item B
Traits: Liquid Acid Alchemical Basic
To Acquire: Intelligence Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Ally 1
Ally B
Traits: Dwarf Cleric Basic
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Ally 2
Ally B
Traits: Elemental Electricity Veteran
To Acquire: Charisma Survival Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.
Ally 3
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Ally 4
Ally B
Traits: Human Rogue Aspis Hireling
To Acquire: Charisma Diplomacy 8
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
Discard this card to explore your location.
Ally 5
Ally 2
Traits: Human Shopkeeper Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
Blessing 1
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing 3
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 4
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 5
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Turn: 9 Harsk/TheGreatNateO
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 22
Blessings Deck Card 10 - Turn 10 Seelah/Andrew Valentin
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 11 - Turn 11 Meliski/Zalarian
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire 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 12 - Turn 12 Maznar/PuntNScoop
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire 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 Harsk/TheGreatNateO
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 14 - Turn 14 Seelah/Andrew Valentin
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessings Deck Card 15 - Turn 15 Meliski/Zalarian
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessings Deck Card 16 - Turn 16 Maznar/PuntNScoop
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 17 - Turn 17 Harsk/TheGreatNateO
Blessing P
Traits: Divine Healing Khepri
To Acquire: Craft 7 OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Blessings Deck Card 18 - Turn 18 Seelah/Andrew Valentin
Favor 2
Traits:
When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards.
While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.
Blessings Deck Card 19 - Turn 19 Meliski/Zalarian
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 20 - Turn 20 Maznar/PuntNScoop
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire 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 21 - Turn 21 Harsk/TheGreatNateO
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Seelah/Andrew Valentin
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessings Deck Card 23 - Turn 23 Meliski/Zalarian
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 24 - Turn 24 Maznar/PuntNScoop
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 25 - Turn 25 Harsk/TheGreatNateO
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you 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 Seelah/Andrew Valentin
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 27 - Turn 27 Meliski/Zalarian
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 28 - Turn 28 Maznar/PuntNScoop
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessings Deck Card 29 - Turn 29 Harsk/TheGreatNateO
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessings Deck Card 30 - Turn 30 Seelah/Andrew Valentin
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessings Deck Card 31 - Turn 31 Meliski/Zalarian
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.
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: 0 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Monster B
Traits: Trigger Animal Basic
To Defeat: Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Barrier B
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
Barrier 1
Traits: Trigger Trap Cold Arcane Veteran
To Defeat: Intelligence Arcane Knowledge 6 OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
Monster B
Traits: Trigger Animal Basic
To Defeat: Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster B
Traits: Trigger Bonecrusher Wizard Elite
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Spell B
Traits: Magic Arcane Divine Attack Cold Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
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.
Fringes of the Eye
Closed
At This Location (Closed): The difficulty of checks to defeat barriers is increased by 3.
M: 0 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: None
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Wisdom Divine Charisma Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Location: The difficulty of checks to defeat barriers is increased by 3.
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.
Barrier B
Traits: Obstacle Fire Basic
To Defeat: Dexterity Acrobatics Perception Craft 6
If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.
Location: The difficulty of checks to defeat barriers is increased by 3.
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Stealth Perception Charisma Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Location: The difficulty of checks to defeat barriers is increased by 3.
Pinnacle Atoll
At This Location (Open): When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
At This Location (Closed): No effect.
M: 1 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Meliski/Zalarian
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Monster 2
Traits: Outsider Psychopomp
To Defeat: Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
Ally B
Traits: Human Rogue Basic
To Acquire: Charisma Diplomacy Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Villain 2
Type: Monster
Traits: Undead Aristocrat Veteran
To Defeat: Combat Divine 10 THEN Combat Divine 13
Admiral Arminus Pythareus is immune to the Mental and Poison traits. Damage dealt by Admiral Arminus Pythareus may not be reduced.
Before you act, you are dealt 1 Ranged Combat damage.
The difficulty to defeat is increased by twice the scenario’s adventure deck number.
After you act, you are dealt 1 Ranged Combat damage.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Barrier 1
Traits: Trigger Obstacle Plant Elite
To Defeat: Wisdom Stealth Perception Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
Barrier 2
Traits: Trap Magic Fire Elite
To Defeat: Constitution 6 OR Dexterity Acrobatics Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Scar Bay
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seelah/Andrew Valentin
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: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Barrier B
Traits: Trap Acid Fire Poison Veteran
To Defeat: Dexterity Acrobatics Wisdom Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Barrier B
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Item 1
Traits: Staff Attack Magic Arcane Divine Anubis
To Acquire: Arcane Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade your encounter against a monster that has the Undead trait.
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
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.
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: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Maznar/PuntNScoop
Armor B
Traits: Light Armor Elite
To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Monster 1
Traits: Construct Elite
To Defeat: Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Item B
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.
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
Monster B
Traits: Trigger Animal Poison Basic
To Defeat: Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Barrier 1
Traits: Obstacle Trap Piercing Elite
To Defeat: Disable Perception 6 OR Dexterity Acrobatics 8
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Weapon B
Traits: Knife Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Seelah - notshown |
Out of turn update: I will display Four-Mirror armor ASAP (start of Harsk's turn)
Hand: zAcute Senses, zMarianix Karn , Cold Iron Mace +1, Blessing of the Samurai
Displayed: Four-Mirror Armor
Deck: 8 Discard: 5 Buried: 0
Notes: Use what you need
Blessing of the Samurai
Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons
POWERS:
" At the start of your ([ ] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([ ] and add 1d6 to your next check this turn)"
Middle {Order is not Known}: Remove Curse Champion's Do-Maru Heavy Iron Shield Gem of Physical Prowess Banner Researcher Teamster Blessing of Angradd
Recharged:
Discard Pile:
Buried Pile:
HARSK 341416-1001 |
Out of turn update: Support used so I healed 1 card - Surgeon and shuffled my hand.
Hand: Archer's Bracers, Returning Throwing Axe +1 (2), Blessing of the Samurai (2), Venomous Hand Crossbow + 1
Displayed:
Deck: 11 Discard: 1 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
Blessing of the Samurai (2),
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Forititude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}: Blessing of Shax Blessing of Erastil Tooled Crocodile Skin Surgeon Snow Leopard Emerald of Dexterity Deathbane Light Crossbow +1 Returning Throwing Axe +1 (1) Toxic Blunderbuss +1 zBlessing of the Ancients zBlessing of Bastet
Recharged:
Discard Pile:
Buried Pile:
[ ] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
HARSK 341416-1001 |
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn # 9 - Blessings Deck Card # 9: Blessing of Pharasma
Give Card: None
Move: Fog Bank -> Pinnacle Atoll
Explore: Pinnacle Atoll Card 1 - Blessing of the Elements
Encounter Card Location Effect: 1d12 ⇒ 6 - No Effect
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Acquire Blessing of the Elements - Dexterity DC 6: 1d10 + 2 ⇒ (7) + 2 = 9 - Acquired
I will Discard: Blessing of the Elements to Explore: Pinnacle Atoll Card 2 - Alchemical Gas.
Encounter Card Location Effect: 1d12 ⇒ 3 - No Effect
Barrier B
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
I will use my Blessing of the Blessing of the Samurai (2) for Intelligence check.
Alchemical Gas - Intelligence DC 7: 2d6 ⇒ (5, 5) = 10 - Succeed
I will use my power to Examine: Pinnacle Atoll Card 3 - Helpful Haversack
Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
I will end my turn and reset my hand to 5
Hand: Archer's Bracers, Returning Throwing Axe +1 (2), zBlessing of the Ancients, Returning Throwing Axe +1 (1), Venomous Hand Crossbow + 1
Displayed:
Deck: 9 Discard: 3 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
zBlessing of the Ancients, Returning Throwing Axe +1 (1)
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Forititude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}: Blessing of Shax Blessing of Erastil Tooled Crocodile Skin Surgeon Snow Leopard Emerald of Dexterity Deathbane Light Crossbow +1 Toxic Blunderbuss +1 zBlessing of Bastet
Recharged:
Discard Pile:
Buried Pile:
[ ] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Seelah - notshown |
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 10 - Blessing of the Ancients
I display Acute Senses.
Give Card: None
Move: Scar Bay -> Fog Bank
Explore: Fog Bank Card 1: The Third Law.
The Third Law is displayed next to the scenario.
I examine Fog Bank Card 2: Hyena (Monster B). Its trigger deals 2 points of Combat damage and I encounter the card.
I recharge Four-Mirror Armor to reduce the damage to 0.
Strength Melee 1d10+3
Cold Iron Mace +1 1d8+1
Combat 9: 1d10 + 3 + 1d8 + 1 ⇒ (7) + 3 + (2) + 1 = 13 Victory!
Fog Bank is Shuffled
I Discard Marianix Karn to explore again.
Random Fog Bank Card: 1d7 + 2 ⇒ (7) + 2 = 9 Card 9: Unshakable Chill (Spell B)
Wisdom Divine 6: 1d8 + 1 ⇒ (6) + 1 = 7 Acquired!
I examine the next card in the Fog Bank deck:
Random Fog Bank Card: 1d6 + 2 ⇒ (3) + 2 = 5 Card 5: Void Glyph
I discard Blessing of the Samurai to add 1 die
Wisdom 10: 1d8 + 1d8 ⇒ (7) + (6) = 13 Success! No damage from Trigger, Void Glyph is not encountered
Fog Bank is Shuffled (again)
I reset my hand and end my turn. At the end of my turn, I check to recharge Acute Senses instead of discarding.
Divine 6: 1d8 + 1 ⇒ (1) + 1 = 2 Fail, discarded.
Summary: Fog Bank 1 is displayed, FB 2 is banished, FB 9 is acquired, the rest are shuffled
Hand: Cold Iron Mace +1, zUnshakable Chill, Blessing of Angradd, Banner, Gem of Physical Prowess, Heavy Iron Shield
Displayed:
Deck: 6 Discard: 8 Buried: 0
"Notes: Use what you need
Banner will be displayed when anyone encounters a monster"
Blessing of Angradd
Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons
POWERS:
" At the start of your ([ ] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([ ] and add 1d6 to your next check this turn)"
Middle {Order is not Known}: Remove Curse Champion's Do-Maru Researcher Teamster
Recharged: Four-Mirror Armor
Discard Pile:
Buried Pile:
Meliski |
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 11 Blessing of the Ra
Give Card:None
Move: Pinnacle Atoll -> Raker Shoals
Free explore: Raker Shoals Card 1: Blessing of Horus
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Divine Check DC 6: 1d10 + 3 ⇒ (4) + 3 = 7 Acquired
Will discord blessing to move to fog bank and explore
Random Card 3-8 at Fog Bank: 1d6 + 2 ⇒ (4) + 2 = 6 Fog Bank Card 6: Hyena
Monster B
Traits: Trigger Animal Basic
To Defeat: Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card
Cast Burning Snot, Seelah displays banner and Harsk will provide fire support.
Burning Snot Spell DC 9: 1d6 + 1d10 + 3 + 1 + 1d4 + 1 ⇒ (3) + (3) + 3 + 1 + (3) + 1 = 14 Defeated
Recharge Burning Snot DC 7: 1d10 + 3 ⇒ (7) + 3 = 10 Recharged
Reset Hand and End Turn
Hand: Ivory Dice, Harsk Tools, Burglar, Heat Metal, Frost Staff
Displayed: Curse of Daybane
Deck: 11 Discard: 4 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.
Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors
POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
Middle {Order is not Known}: Blessing of Milani Blessing of the Spellbound Blessing of Nethys,LimitedExplore Shield of Fire Resistance Binder's Tome Byzantine Lexicon Fox Cure Life Drain Fire Snake
Recharged: Burning Snot
Discard Pile:
Buried Pile:
Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.
Maznar - PuntNScoop |
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 4 Blessings Deck Card 4/ Blessing of the Ancients
Give Card:None
Move: Fringes -> Shipwreck Graveyard
Start of turn for Shipwreck Graveyard
Survival Check DC xx: 1d10 + 1d4 + 3 ⇒ (4) + (4) + 3 = 11 No structural damage.
Free explore Shipwreck Graveyard card 1 - Crocodile Skin Lamellar(item B)
Fortitude Check DC 7: 1d8 + 1d4 + 1 ⇒ (8) + (4) + 1 = 13 Acquired!
End turn, discard Crocodile Skin Lamellar
Hand: Dog, Cure, Pearl of Wisdom, Wolfhide Armor, zHoly Light, 1 BotG
Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: Blessing to use and +1d4 for checks at my location.
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d4 +1 [ ]
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 1
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
- Divine: Wisdom+3
- Survival: Wisdom+2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Blessing
Hand Size: 6 [ ] 7
Proficient With: Light Armors [ ] Weapons
POWERS:
"Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a
character at your location and shuffle 1d4 ([ ] +1) random cards from her discard pile into her deck."
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
"You may discard a spell to search your deck ([ ] or your discard pile) for an ally that has the
Animal trait and put it in your hand."
Middle {Order is not Known}: 2 BotG Blessing of Pharasma 2 Blessing of Milani Blessing of Pharasma Hide from Animals Frigid Blast FireBlade Frog Crow
Recharged:
Discard Pile:
Buried Pile:
BR skizzerz |
During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
This adventure does not use traders.
Do not read any scenario’s villains or henchmen before playing it.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
The scourge die is 1d6.
Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
Dark Archive Condition: For the rest of the adventure, when you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Scarab Sages Condition: For the rest of the adventure, on your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Sovereign Court Condition: For the rest of the adventure, add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
9-00C1 Reward: You may bury 2 cards to put the bottom card of the blessings discard pile on the bottom of the blessings deck.
During This Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Reinforcements is buried and ready to be sent off!
Displayed by Scenario: The Third Law
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Displayed by Meliski: Curse of Daybane (see Scourges spoiler for card text)
New Rule: Reinforcements
This event introduces a new type of support card: reinforcements. The Overseer GM will randomly choose one-third of the Adventure Card Guild tables (rounded up) and give them the support card Reinforcements. When a table gets this card, display it next to the scenario. While displayed, the card’s powers are in effect for characters at that table.
New Rule: Favors
This event introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. Afterward, if it would be removed from the blessings deck discard pile, banish it instead.
Announced Conditions
During the adventure, the Overseer GM will announce numerous conditions that affect all characters. If a character is encountering a card at that time, the condition occurs after the encounter. If a character is attempting a check outside of an encounter, the condition occurs after the check.
Rules: Ships and Plunder
This event uses a simplified variation of the ship and plunder rules from Skull & Shackles. Ignore any references to commanding or seizing ships.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane. First apply any effects that happen when you encounter a ship. Then, 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, stash a plunder card (see below). If you fail a check to defeat a ship, it deals an amount of Structural damage equal to the difference between the difficulty to defeat the ship and your check result. Characters may play cards or use powers that reduce Structural damage (effects that reduce damage to characters do not reduce Structural damage), then characters must collectively discard from the tops of their decks a total number of cards equal to the remaining Structural damage.
When you are instructed to stash or add a plunder card, roll 1d6 on the table below and draw a card of the corresponding type from the game box.
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing
Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.
When you suffer a scourge, roll 1d6 on the table below.
1. Curse of Poisoning
2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
Curse of Poisoning (8 copies)
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
Curse of Vulnerability (3 copies)
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.
Curse of Daybane (3 copies)
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
Curse of the Ravenous (3 copies)
Scourge 1
Traits: Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. blessings
2. allies
3. spells and weapons
4. items
If you already have Curse of the Ravenous displayed, banish this card.
Curse of Withering (3 copies)
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.
When you encounter a random ship, roll 1d10 and encounter the appropriate ship below.
1. Dominator
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
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.
2. Merchantman
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
3. Sea Chanty
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
4. Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
If your check to defeat has the Swashbuckling trait, add 1 to it.
5. Truewind
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
6. Wormwood
Ship B
Class 5
To Defeat: Dexterity Acrobatics 9 OR Wisdom Survival 7
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
7. Man's Promise
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
8. Deathknell
Ship 2
Class 7
To Defeat: Divine 7 OR Wisdom Survival 9
You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
9. Devil's Pallor
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
If defeated, discard a card. DO not roll for the plunder card type; stash a random weapon instead.
10. Thresher
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
Before you act, bury a random card from your discard pile.
Reinforcements
Reinforcements 2/5
On your check, after the roll, you may bury this card to add 1d8.
You may bury this card; each character shuffles a random card from his discard pile into his deck.
You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
Game of Afterlife (Loot)
Loot B
Type: Item
Traits: Object Gambling
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.
Remove Curse (Loot)
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Acute Senses (Spell B)
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.
Blessing of the Ancients (Blessing B)
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Bastet (Blessing B)
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing of the Elements (Blessing B)
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Horus (Blessing B)
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Crocodile Skin Lamellar (Armor B)
Armor B
Traits: Light Armor Elite
To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Flash Freeze (Item B)
Item B
Traits: Liquid Cold Alchemical Basic
To Acquire: Intelligence Craft 5
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Frost Staff (Item B)
Item B
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.
Heat Metal (Spell 2)
Spell 2
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane 9 OR Wisdom Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap 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 11 or Divine 9 check to recharge this card instead of discarding it.
Holy Light (Spell B)
Spell B
Traits: Magic Divine Attack Elite
To Acquire: Wisdom Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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.
Marianix Karn (Ally B)
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.
Unshakable Chill (Spell B)
Spell B
Traits: Magic Arcane Divine Attack Cold Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
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.
Monster 1
Monster B
Traits: Elemental Outsider Electricity Basic
To Defeat: Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Monster 2
Monster B
Traits: Animal Poison Basic
To Defeat: Stealth 6 OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.
Monster 3
Monster B
Traits: Animal Electricity Basic
To Defeat: Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Monster 4
Monster B
Traits: Trigger Gnoll Veteran
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Monster 5
Monster B
Traits: Animal Poison Basic
To Defeat: Stealth 6 OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.
Barrier 1
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
Barrier 2
Barrier B
Traits: Trap Poison Slashing Elite
To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage.
Barrier 3
Barrier 1
Traits: Trap Poison Veteran
To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Barrier 4
Barrier B
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Barrier 5
Barrier B
Traits: Trigger Trap Magic Electricity Basic
To Defeat: Dexterity Stealth Disable Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Weapon 1
Weapon 2
Traits: Spear Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
Weapon 2
Weapon 1
Traits: Sling Ranged Bludgeoning Magic
To Acquire: Dexterity Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
Weapon 3
Weapon B
Traits: Pick Melee Piercing Magic Elite
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon 4
Weapon 1
Traits: Axe Ranged Slashing Magic
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 5
Weapon B
Traits: Sling Staff Ranged Bludgeoning 2-Handed Elite
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.
Spell 1
Spell 1
Traits: Magic Divine Fire Veteran
To Acquire: Wisdom Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Spell P
Traits: Magic Divine
To Acquire: WisdomDivine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Spell 3
Spell B
Traits: Magic Arcane Acid Attack
To Acquire: Intelligence Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 4
Spell B
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Armor 1
Armor P
Traits: Light Armor Magic
To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.
Armor 2
Armor 1
Traits: Shield
To Acquire: Constitution Fortitude Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Armor 3
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 4
Armor 1
Traits: Shield
To Acquire: Constitution Fortitude Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Armor 5
Armor 1
Traits: Shield Offhand Magic
To Acquire: Constitution Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Item 1
Item P
Traits: Accessory Magic
To Acquire: Constitution 1
Bury this card to evade your encounter.
Bury this card to ignore any power on a card that happens when it is examined.
"No."
Item 2
Item 1
Traits: Liquid Cold Poison Alchemical
To Acquire: Intelligence Craft Knowledge 7
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
Reveal this card to add 2 and the Poison trait to your combat check; if it is against a bane that has the Undead trait, ignore its immunities. Then succeed at a Craft or Disable 7 check or bury the top card of your deck.
Item 3
Item 2
Traits: Liquid Alchemical Mummy
To Acquire: Intelligence Craft 8
Banish this card to banish a displayed card that has the Curse trait.
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
Item 4
Item B
Traits: Accessory
To Acquire: Intelligence Craft Wisdom Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
Item 5
Item B
Traits: Liquid Acid Alchemical Basic
To Acquire: Intelligence Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Ally 1
Ally B
Traits: Dwarf Cleric Basic
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Ally 2
Ally B
Traits: Elemental Electricity Veteran
To Acquire: Charisma Survival Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.
Ally 3
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Ally 4
Ally B
Traits: Human Rogue Aspis Hireling
To Acquire: Charisma Diplomacy 8
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
Discard this card to explore your location.
Ally 5
Ally 2
Traits: Human Shopkeeper Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
Blessing 1
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing 3
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 4
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 5
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Turn: 13 Harsk/TheGreatNateO
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Remaining: 18
Blessings Deck Card 14 - Turn 14 Seelah/Andrew Valentin
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessings Deck Card 15 - Turn 15 Meliski/Zalarian
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessings Deck Card 16 - Turn 16 Maznar/PuntNScoop
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 17 - Turn 17 Harsk/TheGreatNateO
Blessing P
Traits: Divine Healing Khepri
To Acquire: Craft 7 OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Blessings Deck Card 18 - Turn 18 Seelah/Andrew Valentin
Favor 2
Traits:
When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards.
While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.
Blessings Deck Card 19 - Turn 19 Meliski/Zalarian
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 20 - Turn 20 Maznar/PuntNScoop
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire 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 21 - Turn 21 Harsk/TheGreatNateO
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Seelah/Andrew Valentin
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessings Deck Card 23 - Turn 23 Meliski/Zalarian
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 24 - Turn 24 Maznar/PuntNScoop
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 25 - Turn 25 Harsk/TheGreatNateO
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you 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 Seelah/Andrew Valentin
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 27 - Turn 27 Meliski/Zalarian
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 28 - Turn 28 Maznar/PuntNScoop
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessings Deck Card 29 - Turn 29 Harsk/TheGreatNateO
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessings Deck Card 30 - Turn 30 Seelah/Andrew Valentin
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessings Deck Card 31 - Turn 31 Meliski/Zalarian
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.
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: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Meliski/Zalarian, Seelah/Andrew Valentin
Barrier 1
Traits: Trigger Trap Cold Arcane Veteran
To Defeat: Intelligence Arcane Knowledge 6 OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
Barrier B
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
The Third Law: when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish The Third Law.
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Monster B
Traits: Trigger Bonecrusher Wizard Elite
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Fringes of the Eye
Closed
At This Location (Closed): The difficulty of checks to defeat barriers is increased by 3.
M: 0 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: None
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Wisdom Divine Charisma Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Location: The difficulty of checks to defeat barriers is increased by 3.
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.
Barrier B
Traits: Obstacle Fire Basic
To Defeat: Dexterity Acrobatics Perception Craft 6
If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.
Location: The difficulty of checks to defeat barriers is increased by 3.
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Stealth Perception Charisma Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Location: The difficulty of checks to defeat barriers is increased by 3.
Pinnacle Atoll
At This Location (Open): When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO
Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Monster 2
Traits: Outsider Psychopomp
To Defeat: Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
Ally B
Traits: Human Rogue Basic
To Acquire: Charisma Diplomacy Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Villain 2
Type: Monster
Traits: Undead Aristocrat Veteran
To Defeat: Combat Divine 10 THEN Combat Divine 13
Admiral Arminus Pythareus is immune to the Mental and Poison traits. Damage dealt by Admiral Arminus Pythareus may not be reduced.
Before you act, you are dealt 1 Ranged Combat damage.
The difficulty to defeat is increased by twice the scenario’s adventure deck number.
After you act, you are dealt 1 Ranged Combat damage.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
The Third Law: when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish The Third Law.
Barrier 1
Traits: Trigger Obstacle Plant Elite
To Defeat: Wisdom Stealth Perception Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
Barrier 2
Traits: Trap Magic Fire Elite
To Defeat: Constitution 6 OR Dexterity Acrobatics Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Scar Bay
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: 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: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Barrier B
Traits: Trap Acid Fire Poison Veteran
To Defeat: Dexterity Acrobatics Wisdom Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Barrier B
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Item 1
Traits: Staff Attack Magic Arcane Divine Anubis
To Acquire: Arcane Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade your encounter against a monster that has the Undead trait.
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
The Third Law: when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish The Third Law.
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
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.
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: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Maznar/PuntNScoop
Monster 1
Traits: Construct Elite
To Defeat: Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Item B
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.
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
The Third Law: when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish The Third Law.
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
Monster B
Traits: Trigger Animal Poison Basic
To Defeat: Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Barrier 1
Traits: Obstacle Trap Piercing Elite
To Defeat: Disable Perception 6 OR Dexterity Acrobatics 8
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Weapon B
Traits: Knife Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
HARSK 341416-1001 |
Before my turn, I will bury zBlessing of the Ancients to send Reinforcements.
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn # 13 - Blessings Deck Card # 13: Blessing of Wadjet
Give Card: None
Move: Stay at Pinnacle Atoll
Explore: Pinnacle Atoll Card 1 - Helpful Haversack (Item 1)
Encounter Card Location Effect: 1d12 ⇒ 9 - No Effect
Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Acquire Helpful Haversack - Dexterity DC 6: 1d10 + 2 ⇒ (6) + 2 = 8 - Acquired
I will use my power to Examine Pinnacle Atoll Card 2 - Vanth (Monster 2)
Monster 2
Traits: Outsider Psychopomp
To Defeat: Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
I will end my turn and reset my hand to 5
Hand: Archer's Bracers, zHelpful Haversack, Snow Leopard, Returning Throwing Axe +1 (1), Venomous Hand Crossbow + 1
Displayed:
Deck: 9 Discard: 3 Buried: 2
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
Returning Throwing Axe +1 (1), Snow Leopard
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Forititude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}: Blessing of Shax Blessing of Erastil Tooled Crocodile Skin Surgeon Emerald of Dexterity Deathbane Light Crossbow +1 Toxic Blunderbuss +1 zBlessing of Bastet
Recharged: Returning Throwing Axe +1 (2)
Discard Pile:
Buried Pile:
[ ] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Seelah - notshown |
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 14 - Blessing of Horus
At the Start of my turn, I examine the top card of my location deck. Fog Bank Card 1: Void Glyph
I recharge Gem of Physical Prowess to use my Strength die
I discard Blessing of Angradd to add 2 dice
Wisdom 10: 1d10 + 2d10 ⇒ (6) + (3, 1) = 10 Success! No damage from Trigger, Void Glyph is not encountered.
Fog Bank is shuffled.
Give Card: Unshakable Chill to Meliski
Move: Stay at Fog Bank
Explore: Random Fog Bank card 1d5 ⇒ 4 Remove Curse
Wisdom Divine 6: 1d8 + 1 ⇒ (5) + 1 = 6 Acquired!
I recharge Remove Curse to banish Meliski's Curse of Daybane.
I reset my hand, then end my turn.
Hand: Cold Iron Mace +1, Heavy Iron Shield, Remove Curse, Champion's Do-Maru, Teamster, Researcher
Displayed: Banner
Deck: 4 Discard: 9 Buried: 0
"Notes: Use what you need
Banner will be displayed when anyone encounters a monster"
Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons
POWERS:
" At the start of your ([ ] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([ ] and add 1d6 to your next check this turn)"
Middle {Order is not Known}:
Recharged: Four-Mirror Armor, Gem of Physical Prowess, zRemove Curse
Discard Pile:
Buried Pile:
Meliski |
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 15 Blessing of Maat
Give Card:None
Move: Fog Bank -> Raker Shoals
Free Explore: Raker Shoals Card 1: Toxic Geyser. Will cast Heat Metal and recharge burglar.
Barrier B
Traits: Trap Acid Fire Poison Veteran
To Defeat: Dexterity Acrobatics Wisdom Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Dexterity Check DC 5+(2*2)=9: 3d6 + 1d10 ⇒ (4, 4, 1) + (2) = 11 Success
Recharge Frost Staff for reroll
Recharge Heat Metal DC 9: 1d10 + 3 ⇒ (4) + 3 = 7
Recharge Heat Metal Reroll DC 9: 1d10 + 3 ⇒ (3) + 3 = 6 Discarded
Reset hand and End Turn
Hand: Cure, Harsk Tools, Fox, Unshakeable Chill, Ivory Dice
Displayed:
Deck: 11 Discard: 5 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.
Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors
POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
Middle {Order is not Known}: Blessing of Milani Blessing of the Spellbound Blessing of Nethys,LimitedExplore Shield of Fire Resistance Binder's Tome Byzantine Lexicon Life Drain Fire Snake
Recharged: Burning Snot, Burglar, Frost Staff
Discard Pile:
Buried Pile:
Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.
Maznar - PuntNScoop |
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 16 Blessings Deck Card 16/ Blessing of Pharasma
Start of Turn Check DC 5: 1d10 + 1d4 + 3 ⇒ (8) + (3) + 3 = 14 No structural damage.
Give Card:None
Move: Shipwreck -> Fog Bank
Cure for Seelah 1d4+1 Cards: 1d4 + 1 ⇒ (2) + 1 = 3 3 cards shuffled into deck from discard
Free explore random of 4 cards left: 1d4 ⇒ 1 Card 1 Void Glyph
Forgot to check for spell recharge: Recharge Cure Check DC 8: 1d10 + 1d4 + 4 ⇒ (9) + (4) + 4 = 17 Recharged Cure
Discard BotG and Meliski recharges fox
Defeat Void Glyph Check DC 12: 1d10 + 1d10 + 1d4 + 1d4 + 1 ⇒ (9) + (5) + (3) + (1) + 1 = 19 Defeated!
End turn, reset hand
Hand: Dog, Blessing of Pharasma, Pearl of Wisdom, Wolfhide Armor, zHoly Light, Fireblade
Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes: Blessing to use and +1d4 for checks at my location.
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d4 +1 [ ]
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 1
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
- Divine: Wisdom+3
- Survival: Wisdom+2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Blessing
Hand Size: 6 [ ] 7
Proficient With: Light Armors [ ] Weapons
POWERS:
"Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a
character at your location and shuffle 1d4 ([ ] +1) random cards from her discard pile into her deck."
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
"You may discard a spell to search your deck ([ ] or your discard pile) for an ally that has the
Animal trait and put it in your hand."
Middle {Order is not Known}: 2 BotG Blessing of Pharasma 2 Blessing of Milani Hide from Animals Frigid Blast Frog Crow
Recharged: Cure
Discard Pile:
Buried Pile:
BR skizzerz |
During This Adventure: At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
This adventure does not use traders.
Do not read any scenario’s villains or henchmen before playing it.
If you are dead at the end of a scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
The scourge die is 1d6.
Any character may bury a card that has the Healing trait, an ally, or a blessing to give a displayed or buried Reinforcements support card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
Dark Archive Condition: For the rest of the adventure, when you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Scarab Sages Condition: For the rest of the adventure, on your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Sovereign Court Condition: For the rest of the adventure, add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
9-00C1 Reward: You may bury 2 cards to put the bottom card of the blessings discard pile on the bottom of the blessings deck.
During This Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
Displayed by Scenario: The Third Law
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
New Rule: Reinforcements
This event introduces a new type of support card: reinforcements. The Overseer GM will randomly choose one-third of the Adventure Card Guild tables (rounded up) and give them the support card Reinforcements. When a table gets this card, display it next to the scenario. While displayed, the card’s powers are in effect for characters at that table.
New Rule: Favors
This event introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. Afterward, if it would be removed from the blessings deck discard pile, banish it instead.
Announced Conditions
During the adventure, the Overseer GM will announce numerous conditions that affect all characters. If a character is encountering a card at that time, the condition occurs after the encounter. If a character is attempting a check outside of an encounter, the condition occurs after the check.
Rules: Ships and Plunder
This event uses a simplified variation of the ship and plunder rules from Skull & Shackles. Ignore any references to commanding or seizing ships.
Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane. First apply any effects that happen when you encounter a ship. Then, 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, stash a plunder card (see below). If you fail a check to defeat a ship, it deals an amount of Structural damage equal to the difference between the difficulty to defeat the ship and your check result. Characters may play cards or use powers that reduce Structural damage (effects that reduce damage to characters do not reduce Structural damage), then characters must collectively discard from the tops of their decks a total number of cards equal to the remaining Structural damage.
When you are instructed to stash or add a plunder card, roll 1d6 on the table below and draw a card of the corresponding type from the game box.
1. Weapon
2. Spell
3. Armor
4. Item
5. Ally
6. Blessing
Rules: Scourges
Scourges are cards that have lasting negative effects on characters. If a card tells you to suffer a specific scourge, draw it from the box and display it next to your character deck. If a card tells you to suffer a scourge without naming a specific card, check the adventure card to find out what the adventure’s scourge die is, roll that die on the scourge table, draw the corresponding scourge from the box, and display it next to your character deck. If you encounter a scourge in a location deck, immediately display it next to your character deck; the encounter is over. Some powers can remove scourges; otherwise, they remain displayed until the end of the scenario.
When you suffer a scourge, roll 1d6 on the table below.
1. Curse of Poisoning
2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
Curse of Poisoning (8 copies)
Scourge B
Traits: Curse Poison
While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
Curse of Vulnerability (3 copies)
Scourge B
Traits: Curse
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
If you already have Curse of Vulnerability displayed, banish this card.
Curse of Daybane (3 copies)
Scourge B
Traits: Curse Undead
While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
If you already have Curse of Daybane displayed, banish this card.
Curse of the Ravenous (3 copies)
Scourge 1
Traits: Curse
While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. blessings
2. allies
3. spells and weapons
4. items
If you already have Curse of the Ravenous displayed, banish this card.
Curse of Withering (3 copies)
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of the next lower-size dice.
If you already have Curse of Withering displayed, banish this card.
When you encounter a random ship, roll 1d10 and encounter the appropriate ship below.
1. Dominator
Ship B
Class 6
To Defeat: Wisdom Survival 8 OR Dexterity Ranged 11
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.
2. Merchantman
Ship B
Class 0
To Defeat: Wisdom Survival 5 OR Perception 7
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
3. Sea Chanty
Ship B
Class 3
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
You may reveal any number of allies; for each ally revealed, add 3 to your check to defeat the Sea Chanty.
4. Shackles Pirate Ship
Ship B
Class 0
To Defeat: Dexterity Disable 8 OR Wisdom Survival 6
If your check to defeat has the Swashbuckling trait, add 1 to it.
5. Truewind
Ship B
Class 1
To Defeat: Intelligence Knowledge 8 OR Wisdom Survival 6
You may discard an ally that has the Pirate trait to add 2 to your check to defeat.
6. Wormwood
Ship B
Class 5
To Defeat: Dexterity Acrobatics 9 OR Wisdom Survival 7
The difficulty of your check to defeat the Wormwood is increased by twice the adventure deck number, if any.
7. Man's Promise
Ship 1
Class 1
To Defeat: Wisdom Survival 6 OR Charisma Diplomacy 8
If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
8. Deathknell
Ship 2
Class 7
To Defeat: Divine 7 OR Wisdom Survival 9
You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
9. Devil's Pallor
Ship 2
Class 2
To Defeat: Wisdom Survival 7 OR Constitution Fortitude 9
If defeated, discard a card. DO not roll for the plunder card type; stash a random weapon instead.
10. Thresher
Ship 2
Class 2
To Defeat: Intelligence Knowledge 9 OR Wisdom Survival 7
Before you act, bury a random card from your discard pile.
Reinforcements
Reinforcements 2/5
On your check, after the roll, you may bury this card to add 1d8.
You may bury this card; each character shuffles a random card from his discard pile into his deck.
You may bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.
At the end of the scenario, give this card to another Pathfinder Adventure Card Guild table that does not have one displayed or buried.
Game of Afterlife (Loot)
Loot B
Type: Item
Traits: Object Gambling
Bury this card to banish a displayed card that has the Curse trait.
When you would fail a check, bury this card to reroll 1 die; take the new result.
After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.
Remove Curse (Loot)
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Acute Senses (Spell B)
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.
Blessing of the Ancients (Blessing B)
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Bastet (Blessing B)
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessing of the Elements (Blessing B)
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Horus (Blessing B)
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Crocodile Skin Lamellar (Armor B)
Armor B
Traits: Light Armor Elite
To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Flash Freeze (Item B)
Item B
Traits: Liquid Cold Alchemical Basic
To Acquire: Intelligence Craft 5
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Frost Staff (Item B)
Item B
Traits: Staff Attack Magic Cold
To Acquire: Arcane Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.
Heat Metal (Spell 2)
Spell 2
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane 9 OR Wisdom Divine 7
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap 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 11 or Divine 9 check to recharge this card instead of discarding it.
Helpful Haversack (Item 1)
Item 1
Traits: Accessory Magic
To Acquire: Dexterity Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.
Holy Light (Spell B)
Spell B
Traits: Magic Divine Attack Elite
To Acquire: Wisdom Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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.
Marianix Karn (Ally B)
Ally B
Traits: Human Aspis Sage
To Acquire: Charisma Diplomacy 9
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.
Remove Curse (Spell B)
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Unshakable Chill (Spell B)
Spell B
Traits: Magic Arcane Divine Attack Cold Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
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.
Monster 1
Monster B
Traits: Elemental Outsider Electricity Basic
To Defeat: Combat 9
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Monster 2
Monster B
Traits: Animal Poison Basic
To Defeat: Stealth 6 OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.
Monster 3
Monster B
Traits: Animal Electricity Basic
To Defeat: Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Monster 4
Monster B
Traits: Trigger Gnoll Veteran
To Defeat: Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Monster 5
Monster B
Traits: Animal Poison Basic
To Defeat: Stealth 6 OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.
Barrier 1
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
Barrier 2
Barrier B
Traits: Trap Poison Slashing Elite
To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage.
Barrier 3
Barrier 1
Traits: Trap Poison Veteran
To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Barrier 4
Barrier B
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Barrier 5
Barrier B
Traits: Trigger Trap Magic Electricity Basic
To Defeat: Dexterity Stealth Disable Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Weapon 1
Weapon 2
Traits: Spear Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
Weapon 2
Weapon 1
Traits: Sling Ranged Bludgeoning Magic
To Acquire: Dexterity Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
Weapon 3
Weapon B
Traits: Pick Melee Piercing Magic Elite
To Acquire: Strength Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon 4
Weapon 1
Traits: Axe Ranged Slashing Magic
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 5
Weapon B
Traits: Sling Staff Ranged Bludgeoning 2-Handed Elite
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.
Spell 1
Spell 1
Traits: Magic Divine Fire Veteran
To Acquire: Wisdom Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Spell P
Traits: Magic Divine
To Acquire: WisdomDivine 10
Display this card next to a character's deck. While displayed, add 1 die to her checks that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Spell 3
Spell B
Traits: Magic Arcane Acid Attack
To Acquire: Intelligence Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 4
Spell B
Traits: Magic Arcane Divine Attack Fire Elite
To Acquire: Intelligence Arcane Wisdom Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Armor 1
Armor P
Traits: Light Armor Magic
To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.
Armor 2
Armor 1
Traits: Shield
To Acquire: Constitution Fortitude Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Armor 3
Armor B
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 4
Armor 1
Traits: Shield
To Acquire: Constitution Fortitude Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.
Armor 5
Armor 1
Traits: Shield Offhand Magic
To Acquire: Constitution Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Item 1
Item P
Traits: Accessory Magic
To Acquire: Constitution 1
Bury this card to evade your encounter.
Bury this card to ignore any power on a card that happens when it is examined.
"No."
Item 2
Item 1
Traits: Liquid Cold Poison Alchemical
To Acquire: Intelligence Craft Knowledge 7
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
Reveal this card to add 2 and the Poison trait to your combat check; if it is against a bane that has the Undead trait, ignore its immunities. Then succeed at a Craft or Disable 7 check or bury the top card of your deck.
Item 3
Item 2
Traits: Liquid Alchemical Mummy
To Acquire: Intelligence Craft 8
Banish this card to banish a displayed card that has the Curse trait.
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
Item 4
Item B
Traits: Accessory
To Acquire: Intelligence Craft Wisdom Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
Item 5
Item B
Traits: Liquid Acid Alchemical Basic
To Acquire: Intelligence Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Ally 1
Ally B
Traits: Dwarf Cleric Basic
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Ally 2
Ally B
Traits: Elemental Electricity Veteran
To Acquire: Charisma Survival Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.
Ally 3
Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Ally 4
Ally B
Traits: Human Rogue Aspis Hireling
To Acquire: Charisma Diplomacy 8
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
Discard this card to explore your location.
Ally 5
Ally 2
Traits: Human Shopkeeper Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
Blessing 1
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing 3
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 4
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing 5
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Turn: 17 Harsk/TheGreatNateO
Top of Blessing Discard Pile:
Blessing P
Traits: Divine Healing Khepri
To Acquire: Craft 7 OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Blessings Remaining: 14
Blessings Deck Card 18 - Turn 18 Seelah/Andrew Valentin
Favor 2
Traits:
When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards.
While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.
Blessings Deck Card 19 - Turn 19 Meliski/Zalarian
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 20 - Turn 20 Maznar/PuntNScoop
Blessing B
Traits: Divine Ra Fire
To Acquire: Divine 6 OR Strength Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire 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 21 - Turn 21 Harsk/TheGreatNateO
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Seelah/Andrew Valentin
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessings Deck Card 23 - Turn 23 Meliski/Zalarian
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 24 - Turn 24 Maznar/PuntNScoop
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 25 - Turn 25 Harsk/TheGreatNateO
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you 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 Seelah/Andrew Valentin
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 27 - Turn 27 Meliski/Zalarian
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 28 - Turn 28 Maznar/PuntNScoop
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessings Deck Card 29 - Turn 29 Harsk/TheGreatNateO
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Blessings Deck Card 30 - Turn 30 Seelah/Andrew Valentin
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessings Deck Card 31 - Turn 31 Meliski/Zalarian
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.
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: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Maznar/PuntNScoop, Seelah/Andrew Valentin
Monster B
Traits: Trigger Bonecrusher Wizard Elite
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Barrier B
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage, then recharge your hand and end your turn.
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
The Third Law: when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish The Third Law.
Fringes of the Eye
Closed
At This Location (Closed): The difficulty of checks to defeat barriers is increased by 3.
M: 0 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: None
Blessing B
Traits: Divine Horus Electricity
To Acquire: Divine 6 OR Dexterity Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Wisdom Divine Charisma Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Location: The difficulty of checks to defeat barriers is increased by 3.
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.
Barrier B
Traits: Obstacle Fire Basic
To Defeat: Dexterity Acrobatics Perception Craft 6
If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.
Location: The difficulty of checks to defeat barriers is increased by 3.
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Stealth Perception Charisma Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Location: The difficulty of checks to defeat barriers is increased by 3.
Pinnacle Atoll
At This Location (Open): When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
When Closing: Discard a card from the blessings deck.
When Permanently Closed: On closing, stash a plunder card.
At This Location (Closed): No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO
Monster 2
Traits: Outsider Psychopomp
To Defeat: Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
Ally B
Traits: Human Rogue Basic
To Acquire: Charisma Diplomacy Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
Condition (Sovereign Court): Add 1d4 to your checks to acquire allies, or 1d8 if the ally has the Aristocrat or Human trait.
Villain 2
Type: Monster
Traits: Undead Aristocrat Veteran
To Defeat: Combat Divine 10 THEN Combat Divine 13
Admiral Arminus Pythareus is immune to the Mental and Poison traits. Damage dealt by Admiral Arminus Pythareus may not be reduced.
Before you act, you are dealt 1 Ranged Combat damage.
The difficulty to defeat is increased by twice the scenario’s adventure deck number.
After you act, you are dealt 1 Ranged Combat damage.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
The Third Law: when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish The Third Law.
Barrier 1
Traits: Trigger Obstacle Plant Elite
To Defeat: Wisdom Stealth Perception Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
Barrier 2
Traits: Trap Magic Fire Elite
To Defeat: Constitution 6 OR Dexterity Acrobatics Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Scar Bay
Closed
At This Location (Closed): No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: 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: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Meliski/Zalarian
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Barrier B
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Item 1
Traits: Staff Attack Magic Arcane Divine Anubis
To Acquire: Arcane Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade your encounter against a monster that has the Undead trait.
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
The Third Law: when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish The Third Law.
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
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.
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: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Monster 1
Traits: Construct Elite
To Defeat: Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Item B
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.
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.
Condition (Dark Archive): When you encounter a non-villain bane that has the Undead trait, you may recharge a card to evade your encounter or to ignore its power that happens before you act.
Condition (Scarab Sages): On your check to defeat a bane that has the Construct or Undead trait, you may bury a card to add 1d8.
Scenario: When you encounter Admiral Arminus Pythareus, The Ancient Mariner, or a Scurvy Zombie, summon and encounter a random ship. If the ship is not defeated, evade your encounter.
The Third Law: when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish The Third Law.
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
Monster B
Traits: Trigger Animal Poison Basic
To Defeat: Combat 9
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.
Barrier 1
Traits: Obstacle Trap Piercing Elite
To Defeat: Disable Perception 6 OR Dexterity Acrobatics 8
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Weapon B
Traits: Knife Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
HARSK 341416-1001 |
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn # 17 - Blessings Deck Card # 17: Blessing of Khepri
Give Card: None
Move: Stay at Pinnacle Atoll
Explore: Pinnacle Atoll Card 1 - Vanth (Monster 2)
Monster 2
Traits: Outsider Psychopomp
To Defeat: Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
Scourge Suffered: 1d6 ⇒ 5 - Curse of Withering is Displayed
Seelah will Recharge: Remove Curse and Banish Curse of Withering
For Combat I will Display my Returning Throwing Axe +1 (1) and Archer's Bracers and Recharge my Returning Throwing Axe +1 (1). Also +1 for Banner
Vanth - Combat DC 13: 1d10 + 1d8 + 1d6 + 9 ⇒ (7) + (7) + (1) + 9 = 24 - Success
I will discard to Explore: Pinnacle Atoll Card 2 - Tomb Raider (Ally B)
Ally B
Traits: Human Rogue Basic
To Acquire: Charisma Diplomacy Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.
I will use Charisma to Acquire Tomb Raider
Tomb Raider - Charisma DC 4: 1d8 + 1d4 ⇒ (7) + (4) = 11 - Acquired
I will use my power to Examine: Pinnacle Atoll Card 3 - Admiral Arminus Pythareus (Villain 2)
Villain 2
Type: Monster
Traits: Undead Aristocrat Veteran
To Defeat: Combat Divine 10 THEN Combat Divine 13
Admiral Arminus Pythareus is immune to the Mental and Poison traits. Damage dealt by Admiral Arminus Pythareus may not be reduced.
Before you act, you are dealt 1 Ranged Combat damage.
The difficulty to defeat is increased by twice the scenario’s adventure deck number.
After you act, you are dealt 1 Ranged Combat damage.
I will discard zTomb Raider, end my turn and reset my hand to 5
Hand: Archer's Bracers, zHelpful Haversack, Emerald of Dexterity, Tooled Crocodile Skin, Venomous Hand Crossbow + 1
Displayed:
Deck: 8 Discard: 5 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:
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Forititude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}: Blessing of Shax Blessing of Erastil Surgeon Deathbane Light Crossbow +1 Toxic Blunderbuss +1 zBlessing of Bastet
Recharged: Returning Throwing Axe +1 (2), Returning Throwing Axe +1 (1)
Discard Pile:
Buried Pile:
[ ] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
HARSK 341416-1001 |
Edit Turn -
Encounter Vanth:
Encounter Card Location Effect: 1d12 ⇒ 11 - No Effect
Encounter Tomb Raider:
Encounter Card Location Effect: 1d12 ⇒ 7 - No Effect
Seelah - notshown |
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 8 - Silver Crusade Favor
While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.
I recharge Blessing of Angradd.
At the Start of my turn, I examine the top card of my location deck.
Fog Bank Card 1: Bonecrusher Wizard
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
I discard Teamster
To Defeat: Combat 9+3 = 12
Strength 1d10+3
Cold Iron Mace +1 1d8+1
Maznar's Animal 1d4
Banner +1
Combat 12: 1d10 + 3 + 1d8 + 1 + 1d4 + 1 ⇒ (4) + 3 + (4) + 1 + (2) + 1 = 15 Victory!
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
I discard Heavy Iron Shield.
Fog Bank is Shuffled
Give Card: None
Move: Stay at Fog Bank
Explore: Random Fog Bank Card
Fog Bank Card: 1d2 + 1 ⇒ (1) + 1 = 2 Collapsing Scaffolding (Barrier B)
Dexterity 4: 2d4 ⇒ (3, 3) = 6 Success
I use Meliski's Blessing of Melani to add 2 dice to the second check.
Dexterity 7: 4d4 ⇒ (2, 2, 3, 4) = 11 Success. Collapsing Scaffolding is banished.
I discard Researcher to explore again.
Fog Bank Card 3: Scurvy Zombie
I summon and encounter a random ship: 1d10 ⇒ 8
Ship 2
Class 7
To Defeat: Divine 7 OR Wisdom Survival 9
You may discard a card that has the Divine trait to add 3 to your check to defeat the Deathknell.
Divine 7: 1d8 + 1 + 1d4 ⇒ (5) + 1 + (3) = 9 Dethknell is defeated.
To Defeat: Combat 13
Strength 1d10+3
Cold Iron Mace +1 1d8+1
Maznar's Animal 1d4
Champion's Do-Maru +1
Banner +1
Combat 13: 1d10 + 3 + 1d8 + 1 + 1d4 + 1 + 1 ⇒ (9) + 3 + (4) + 1 + (3) + 1 + 1 = 22 Victory!
I recharge my hand (3 cards) to close Fog Bank. Maznar will banish Fire Blade to pay the Third Law tax, then that curse is banished. I draw back up to 3 cards, display Four-mirror Armor, reset my hand, and end my turn.
Hand: zMarianix Karn, Gem of Physical Prowess, Riding Horse, Cold Iron Longsword, zRemove Curse, Remove Curse
Displayed: Banner, Four-Mirror Armor
Deck: 4 Discard: 7 Buried: 0
Notes: Banner is displayed
Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons
POWERS:
" At the start of your ([ ] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([ ] and add 1d6 to your next check this turn)"
Middle {Order is not Known}:
Recharged: Blessing of Angradd, Cold Iron Mace +1, Heavy Iron Shield, Champion's Do-Maru
Discard Pile:
Buried Pile:
Meliski |
Out of Turn updates: Recharged Fox during Maznar's turn and recharged Blessing of Horus from discard on Seelah's turn for Silver Crusader favor.
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 19 Blessing of the elements
Raker Shoals start of turn take 1 structural damage will discard one card (Life Drain)
Give Card:None
Move: Stay at Raker Shoals
Free Explore: Raker Shoals Card 1: Staff of Focus
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
To Acquire: Strength Melee Arcane Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.
Strength Check DC 6: 1d8 + 0 ⇒ (1) + 0 = 1
Recharge Masterwork Tools to reroll
Strength Check DC 6 Reroll: 1d8 + 0 ⇒ (6) + 0 = 6 Acquired Staff
Discard Dice and Unshakeable Chill, reset hand and end turn
Hand: Cure, Blessing of Nethys,LimitedExplore, Binder's Tome, Shield of Fire Resistance, Blessing of Milani
Displayed:
Deck: 9 Discard: 8 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.
Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors
POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
Middle {Order is not Known}: Blessing of the Spellbound Byzantine Lexicon Fire Snake
Recharged: Burning Snot, Burglar, Frost Staff, Fox, Blessing of Horus, Harsk Tools
Discard Pile:
Buried Pile:
Meliski |
Will cast Cure at start of Maznar's turn.
Cure 1d4+1 Cards: 1d4 + 1 ⇒ (3) + 1 = 4 4 Cards recharged
Recharge Cure Spell with Tome DC 8: 1d10 + 1d4 + 3 ⇒ (10) + (4) + 3 = 17 Recharged
Hand: Blessing of Nethys,LimitedExplore, Binder's Tome, Shield of Fire Resistance, Blessing of Milani
Displayed:
Deck: 14 Discard: 4 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..
Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors
POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
Middle {Order is not Known}: Blessing of Abadar Blessing of the Spellbound Ivory Dice Byzantine Lexicon Burglar Fox Burning Snot Fire Snake Harsk Tools Frost Staff Heat Metal Blessing of Horus Staff of Focus
Recharged: Cure
Discard Pile:
Buried Pile:
Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.
Meliski |
Posting Spoiler for Temp Close during Harsk turn. Will take 4 structural damage to temp close Raker Shoals. Blessing of Milani available for ship and Blessing of Nethys available for Admiral.
Ivory Dice
Blessing of Horus
Heat Metal
Burning Snot
Maznar - PuntNScoop |
Turn Order - Harsk, Seelah, Meliski, Maznar
Turn 20 Blessings Deck Card 20/ Blessing of Ra
Give Card:None
Move: Fog Bank -> Shipwreck Graveyard
End turn, reset hand, ready to temp close
Hand: Dog, Frigid Blast, Pearl of Wisdom, Wolfhide Armor, zHoly Light, Frog
Displayed:
Deck: 7 Discard: 4 Buried: 0
Notes: +1d4 for checks at my location.
Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d4 +1 [ ]
Constitution d8 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution + 1
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
- Divine: Wisdom+3
- Survival: Wisdom+2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Blessing
Hand Size: 6 [ ] 7
Proficient With: Light Armors [ ] Weapons
POWERS:
"Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a
character at your location and shuffle 1d4 ([ ] +1) random cards from her discard pile into her deck."
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
"You may discard a spell to search your deck ([ ] or your discard pile) for an ally that has the
Animal trait and put it in your hand."
Middle {Order is not Known}: 2 BotG Blessing of Pharasma 2 Blessing of Milani Hide from Animals Crow
Recharged: Cure, 1 BotG
Discard Pile:
Buried Pile: