[ACG][SoTT] AAUGHWHY's Season of Tapestry's Tides (Inactive)

Game Master AAUGHWHY

Useful Info (Includes Loot, Ship Info, and Commonly Summoned Banes)

Non-Loot Rewards:
5-1B: When you would stash any number of Plunder cards, any character may instead choose a basic boon from the box and shuffle it into their deck

5-1C: When you make a Survival Check, you may bury a boon to use STR, CON, or INT die instead of the normal one.

5-1E: You may add 1d4 to checks vs Undead banes. You may bury a card to Banish a Pirate Shade Haunt displayed next to your character

AD 1: You may bury a boon that has the Swashbuckling Trait to recharge 1d4 random cards from your discard pile.

5-3A: When you would banish a random plunder card, you may examine 2 random plunder cards and choose the one to banish.

5-3E:For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.

AD 3:For the rest of the Adventure Path, after you draw your starting hand, you may draw 2 cards.

5-4E:For the rest of the Adventure Path, when you defeat a ship but do not seize it, you may record it on your Chronicle Sheet as if you had seized it.

AD 4: For the rest of the Adventure Path, add 1d4 to your checks against monsters that have the Pirate trait.

5-5A:For the rest of the Adventure Path, at the start of a scenario, stash a second plunder cards.

5-5D:For the rest of the Adventure Path, when you would bury the top card of your deck, you may instead examine the top 2 cards of your deck, then recharge 1 and bury the other.

5-5D:For the rest of the Adventure Path, after drawing your starting hand, you may shuffle an ally and/or a blessing from the game box into your deck.

Plunder:

Plunder Table

Spoiler:
1- Weapon
2- Spell
3- Armor
4- Item
5- Ally
6- Your Choice of Above

Stashed Plunder

Spoiler:
Spell x1
Ally x1

Current Ship:

Feathered Dragon (Intact)

Spoiler:

Ship 6 (Class 6)
To Defeat: "Arcane/Divine 11 OR Wisdom/Survival 16

When Encountering this Ship:You may reveal any number of allies and blessings; add 1 to your check for each revealed card.

When Commanding this Ship:When you would discard allies or blessings as structural damage, you may recharge 1 or more of them instead

Feathered Dragon(Wrecked)

Spoiler:

Ship 6 (Class 6)
To Repair: Craft or Divine 8

When Commanding this Ship:At the start of your turn, recharge an ally or a blessing.


Turn Order:

2 - Ukuja/Bigguyinblack
3 - Enora/Akaitora
4 - Erasmus/AAUGHWHY

Adventure Deck # = 6


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During This Adventure: Your ship is the Raft.

You cannot command any other ship

During This Scenario: Your ship is anchored at the Tower.

After building the location decks, shuffle 2 barriers and 1 item from the box into each.

After you encounter a barrier or an item, examine the top card of your location deck; if it is a barrier or an item, you are dealt 1d4 Combat damage. Then you may banish the examined card.

When you defeat a non-henchman barrier, after applying the above power, you may immediately attempt to close your location.

Before you attempt to close your location, roll 1d10. If the location has more cards than the result, you may not close your location.

To win, close all locations.
Additional Rules: Story Banes:

Henchman: Jalhazar's Curse:

Henchman 3
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Wisdom 12
If undefeated, display this card next to your character card. While displayed, whenever you attempt a check, subtract 1 from each die rolled. If you defeat a bane that has the Pirate or Captain trait, banish this card.

Henchman: Cryptic Runes:

Henchman 3
Type: Barrier
Traits: Cache Trap Alchemical
To Defeat: Intelligence Craft Knowledge 10
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Summoned Henchman: Pirate Shade Haunt:

Henchman B
Type: Monster
Traits: Undead Pirate
To Defeat: None
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait. When you encounter the Pirate Shade Haunt, you may immediately attempt to close the location this henchman came from.

Turn: 23, Ukuja/Bigguyinblack

Random Cards:

Monsters
Spoiler:
Ghost
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8 The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_

Spoiler:
Scalawag
Monster 2
Traits:
Human
Pirate
Elite
To Defeat:
Combat 13 Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.

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

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

Spoiler:
Blood Moon Pirate
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13 Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.

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

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

Spoiler:
Jagged Shoals
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

Spoiler:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Spoiler:
Spiked Log Trap
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10 If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Weapons
Spoiler:
Repelling Pike +1
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.

Spoiler:
Morningstar +1
Weapon 2
Traits:
Mace
Melee
Piercing
Magic
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

Spoiler:
Trident +1
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
Elite To Acquire:
Strength
Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.

Spoiler:
Falcata +1
Weapon 1
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Spoiler:
Harpoon
Weapon C
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

Spells
Spoiler:
Obscure
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Holy Stone
Spell 1
Traits:
Magic
Divine
Attack
Ranged
Elite To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Wisdom, Divine, or Ranged skill + 1d6+1.
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.

Spoiler:
Speed
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Instant Armor
Spell C
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 3 When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
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 5 check to recharge this card instead of discarding it.

Spoiler:
Aqueous Orb
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 9 Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 11 check. If you succeed, recharge this card; if you fail, discard it.

Armors
Spoiler:
Blackcloth Armor
Armor 2
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 6 If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Buckler
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

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

Spoiler:
Fortified Leather Armor
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Sea Tyrant's Patch
Item 3
Traits:
Accessory
Magic
Swashbuckling
Elite To Acquire:
Charisma
Diplomacy 9 Reveal this card to add 1d6 and the Swashbuckling trait to your check to acqure an ally, or 2d6 if it has the Pirate trait.
Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.

Spoiler:
Periscope
Item 2
Traits:
Object To Acquire:
Wisdom
Perception 8 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.

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

Spoiler:
Potion of Healing
Item C
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

Spoiler:
Archer's Bracers
Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Dexterity
Ranged 7 Reveal this card to add 2 to your Ranged combat check.

Allies
Spoiler:
Cut-Throat Grok
Ally 1
Traits:
Half-Orc
Fighter
Pirate To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7 Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Conchobhar Turlach Shortstone
Ally 1
Traits:
Gnome
Bard
Pirate To Acquire:
Charisma
Diplomacy 7 Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Spoiler:
Barefoot Samms Toppin
Ally B
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 8 Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

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

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

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

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

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Top of Blessing Discard Pile:

Blessing of the Gods:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Remaining: 7

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5 /
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Chapel
Closed
At This Location: If you play a spell that has the Divine trait, you may immediately draw a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #2: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/AAUGHWHY, Ukuja/Bigguyinblack, Uliah/PinesAwait, Enora/Akaitora, Raft, Port Peril Corsair, Dodo, Shock Longbow +1

Tower Card 1 (Cryptic Runes):
Cryptic Runes
Henchman 3
Type: Barrier
Traits:
Cache
Trap
Alchemical
To Defeat:
Intelligence
Craft
Knowledge 10 If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Tower Card 2:
Dodo
Ally C
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 5 Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

Tower Card 3:
Port Peril Corsair
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13 Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.

Tower Card 4:
Shock Musket +1
Weapon 1
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Location #3: Safe House
Closed
At This Location: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Scar Bay
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Wishing Well
Closed
At This Location: If you end your turn at this location, banish all Haunts next to your character card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Deck Handler Desired upgrades: Spell 1, Blessing 1, Ally 1

Ukuja asks Enora to watch his Dwarf Caiman.

Pass Dwarf Caiman to Enora. Discard Oaken Staff and Underwater Crossbow, Recharge Shark Skin Armor. Refresh hand and end turn.

Ukuja wrote:

Hand: Fire Gecko, Angelstep (plant), Cloud Puff (plant), Snow Leopard aq, Blessing of Cayden Cailean aq, Blessing of the Green Faith 2, Wendifisa Spear, Monkey Loot, Cure,

Displayed: Leryn, Python,
Deck: 2 Discard: 4 Buried: 2
"Notes: Leryn: Perception Wisdom +2, At the beginning of turn examine top card of location, May place on top of deck to examine top 2 cards.

Python: Fortitude Constitution +2, May use combat check for subsequent checks, May put on top of deck to ignore AYA power.

Blessing of Cayden Cailean: Discard this card to add 2 dice to any non-combat Strength or Constitution check.

Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.

Location: Tower"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [x] +1 [x] +2 [x] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 [ ] +1

Favored Card: Ally or Weapon
Hand Size 7
Proficient with: Light Armors | Weapons
Powers:
<Power 1> When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
<Power 2> You may discard a card that has the Animal trait to evade a bane you encounter ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] or to your check to defeat a barrier).
<Power 3> [ ] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
<Power 4>
<Power 5>


Deck upgrade preference: Spell 6, maybe Item 5 or Ally 6 Deck Handler

Ukuja calls to Enora at the top of the tower. It seems like all that stands between the group and the last unexplored room of these ruins is what looks to be a magical glyph.

Ukuja did well to call Enora as well, as she can see that the rune has countermeasures to disincentivize tampering.

She gets to work to try and decipher them.

Enora begins her turn under Blessing of Pharasma.

She will take her free explore to encounter Cryptic Runes, revealing Spellbook on the CtD.

CtD Knowledge 10: 1d12 + 1d4 + 6 ⇒ (3) + (1) + 6 = 10

Uff! That was too close to comfort, but the barrier is defeated. I examine the next card: Dodo (Ally C). No combat damage. I will see if we are able to close the location this time.

Scenario effect, close?: 1d10 ⇒ 6

The location has 3 cards left, so we can attempt to close it. I will reveal the Dwarf Caiman that Ukuja passed to Enora to add 1d6 to her Stealth check, I will also recharge Ukuja's Blessing of the Green Faith and discard Uliah's Blessing of Sarenrae to add 2 dice.

Closing tower, Stealth 7: 1d6 + 3d4 ⇒ (4) + (2, 1, 4) = 11

The runes are deciphered and, with Uliah and Ukuja's help, they open the final door.

We win! Phew! This was a dangerous one, but we got so many boons!


Ok. Here's the Acquired Card for now. The rest of the end of scenario stuff will come in a couple hours. Plunder's already included; it was a Spell 1. Also, I thought we got a Weapon at some point, but its not showing up. If you have an acquired weapon, let me know and I'll add it in.

Joseph "Jack" Scrimshaw (Ally C)
Snow Leopard (Ally C)
Crimson Cogward (Ally 1)
Slip (Ally 3)
Tessa Fairwind (Ally 3)

Shark Skin Armor (Armor 2)
Wilderness Studded Leather (Armor 3)

Blessing of Pharasma (Blessing B)
Blessing of Cayden Cailean (Blessing B)

Potion of Flying (Item 3)
Worn Leather Skullcap (Item 2)
Potion of Heroism (Item 1)
Old Salt's Bandana (Item B)

Geyser (Spell 2)
Illuminate (Spell 1)
Freezing Sphere (Spell 3)
Holy Stone (Spell 1)
Animated Weapon (Spell 2)
Safe Harbor (Spell 2)
Animate Water (Spell 3)


Completed Scenario 5-3C: The Lure of Artifacts

Reward:
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Jalhazar’s Wheel, and 1 character may temporarily replace 1 item in his deck with the loot Ring of the Iron Skull. At the end of each scenario, return the loot to the game box.

Jalhazar's Wheel:

Loot 3
Type: Item
Traits: Object Magic
To Acquire:
Reveal this card to add 1d8 to your check to defeat a barrier that has the Task trait. At the end of your turn, if your ship is not wrecked, recharge this card to move.

Ring of the Iron Skull:

Loot 3
Type: Item
Traits: Accessory Magic
To Acquire:
If you defeat a monster by 4 or more, reveal this card to examine the top card of your location deck.

Development:
You made it past the enchanted runes to enter the temple, and you found no shortage of danger within. The collection of artifacts you’ve found to take back to the Pathfinder Society is nothing to sniff at, but you haven’t found anything connected to The Hao Jin Tapestry. You’re just making your way to the exit with your finds when a shadow darkens the doorway.

“The answers… I have found them.”

The voice is familiar, but Akinaru doesn’t look like you expect him to. In fact, he doesn’t look like you expect anyone to look.

He grows easily two feet in height, and his features warp and transform. His face becomes monstrous and dark, and his hands now end in black talons.

“I have found my true calling,” he says, and you now wonder if you should not have helped in that process.

Personalized Development:
You made it past the enchanted runes to enter the temple, and even though most of the other traps were "disarmed" with impacts with your body, it wasn't anything a little healing magic couldn't fix. The collection of artifacts you’ve found to take back to the Pathfinder Society is nothing to sniff at; even better you were able to rescue a large party that had been trapped in the temple for who knows how long. Despite this, you haven’t found anything connected to The Hao Jin Tapestry. You’re just making your way to the exit with your finds when a shadow darkens the doorway.

“The answers… I have found them.”

The voice is familiar, but Akinaru doesn’t look like you expect him to. In fact, he doesn’t look like you expect anyone to look.

He grows easily two feet in height, and his features warp and transform. His face becomes monstrous and dark, and his hands now end in black talons. Ukuja's familiar with taking on various beastial aspects, but this is wrong, unnatural. Meanwhile, Uliah sees a learning opportunity and reminds the group about the dangers of dark, life-stealing magic.

“I have found my true calling,” he says, and you now wonder if you should not have helped in that process.

Acquired Cards:
Joseph "Jack" Scrimshaw (Ally C)
Snow Leopard (Ally C)
Crimson Cogward (Ally 1)
Slip (Ally 3)
Tessa Fairwind (Ally 3)

Shark Skin Armor (Armor 2)
Wilderness Studded Leather (Armor 3)

Blessing of Pharasma (Blessing B)
Blessing of Cayden Cailean (Blessing B)

Potion of Flying (Item 3)
Worn Leather Skullcap (Item 2)
Potion of Heroism (Item 1)
Old Salt's Bandana (Item B)

Geyser (Spell 2)
Illuminate (Spell 1)
Freezing Sphere (Spell 3)
Holy Stone (Spell 1)
Animated Weapon (Spell 2)
Safe Harbor (Spell 2)
Animate Water (Spell 3)


Scenario 5-3D: Reunion in the Ruins

Standing before you, barring your exit from the temple, is Akinaru, your guide through this strange land. As he steps out of the harsh sunlight and into the passageway, you notice that he does not look quite the same. He’s quite a bit taller, and his features are no longer those of an elf. They are monstrous and oversized, and his fingers have turned to thick, gnarled claws.

“I found the answers that I sought. I have found my true calling. That missing patch of trees in the jungle was my real prison, not the tapestry.”

He approaches you, his eyes glistening with sinister ambition.

“I was a kami once, you see. A wretched kami, doomed to mope around this cursed jungle until I fulfilled my task. But I wanted more. I wanted to enjoy the pleasures that this world has to offer, and make them mine. I was in that patch of trees that went missing. Hao Jin scooped me up for her pathetic collection, and trapped me in that foul tapestry. Now that I’ve seen my former ward, I know that I was never meant to protect this world. I was meant to consume it.”

A sinister smile now playing on his twisted face, Akinaru begins to slowly pace before the exit, never taking his eyes off you.

“You needn’t be afraid. You’ve helped me get this far; I certainly owe you some reward for that. Your companionship has been admirable, and I will be sure that you savor plenty of your own delights. Once I’ve unraveled the blasted tapestry, I will need assistance in shepherding my fellow oni into the physical world. Together we shall enjoy everything that existence has to offer us!”

Drawing your weapon, you tell Akinaru exactly what you think of his offer.

“You are worthless! If you choose to waste your mortal existence, then so be it! You shall perish along with this doomed world!” he screams, slamming his fist through a nearby pillar. Suddenly, Akinaru transforms into a hideous, three-eyed giant with vicious horns. As he slams into the walls and pillars around him, the ground shakes and the ruins start collapsing around you. You’ll have to act fast to survive!

During this Scenario:
Your ship is anchored at a random Ghol Ghan Ruins.

When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a
Ghol-Gan Ruins location, do not flip the location card over.

When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage

When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.

To win, close the Tower.

Scenario Reward:
Each character chooses a type of boon other than loot and adds a non-Basic boon of that type from the game box to the cards acquired during the scenario.

Adventure Card Guild characters may choose a bonus deck upgrade.

---------------------------------
Story Banes:

Henchman: Collapsing Hallways:

Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.


Ship is Anchored at Location #: 1d4 ⇒ 4

During This Adventure: Your ship is the Raft.

You cannot command any other ship

During This Scenario:

During this Scenario:
Your ship is anchored at a random Ghol Ghan Ruins.

When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a
Ghol-Gan Ruins location, do not flip the location card over.

When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage

When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.

To win, close the Tower.


Additional Rules: Story Banes:

Henchman: Collapsing Hallways:

Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Location #2: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Location #3: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Raft


Plunder: 1d6 ⇒ 2 Spell


Deck upgrade preference: Spell 6, maybe Item 5 or Ally 6 Deck Handler

Enora would like to take the Ally 3, if possible. If not, she would be content with an Item 3 or Spell 3, in that order of preference.


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Spirit: Veldira

Replace Cook with Rekkish. Replace Spelldagger with Brine's Sting. I don't have the Totem Necklace

Favored Card: Armor

Starting Location: Ruins #1

Erasmus wrote:

Hand: Rekkish, Sign of the Pack 1, Lockpick Shield, Harrow Deck, Blessing of Cayden Cailean,

Displayed: Spirit Relatives
Deck: 13 Discard: 0 Buried: 0
Notes: Cayden Cailean: +2 Dice on Non-Combat STR/CHA
Sideboard cards:
Current Spirit: Veldira

Skills and Powers:
SKILLS

Strength d6 [X]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [X] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d6 [X] +1 [ ] +2
Perception: Wisdom +3
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Arcane: Charisma+1

Favored Card: Your Choice
Hand Size: 5
Proficient with: Light Armors, Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) the number of cards recharged to your checks until the end of the turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives


Deck Handler Desired upgrades: Spell 1, Blessing 1, Ally 1

Taking Monkey and will try out Jalhazar's Wheel. Weapon is favored card. Cohorts will be Leryn and Python. Starting at ruins #1.

Ukuja wrote:

Hand: Monkey Loot, Fire Gecko, Call Animal, Cure, Major Cure, Hatchet, Wendifisa Spear,

Displayed: Leryn, Python,
Deck: 11 Discard: 0 Buried: 0
"Notes: Leryn: Perception Wisdom +2, At the beginning of turn examine top card of location, May place on top of deck to examine top 2 cards.

Python: Fortitude Constitution +2, May use combat check for subsequent checks, May put on top of deck to ignore AYA power.

Location: Ruins #1"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [x] +1 [x] +2 [x] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 [ ] +1

Favored Card: Ally or Weapon
Hand Size 7
Proficient with: Light Armors | Weapons
Powers:
<Power 1> When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
<Power 2> You may discard a card that has the Animal trait to evade a bane you encounter ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] or to your check to defeat a barrier).
<Power 3> [ ] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
<Power 4>
<Power 5>

At the start of the first turn.

Ukuja calls in his Dwarf Caiman buddy.

Call animal for Dwarf Caiman recharge 6: 1d10 + 4 ⇒ (3) + 4 = 7

Ukuja wrote:

Hand: Monkey Loot, Fire Gecko, Cure, Major Cure, Hatchet, Wendifisa Spear, Dwarf Caiman,

Displayed: Leryn, Python,
Deck: 11 Discard: 0 Buried: 0
"Notes: Leryn: Perception Wisdom +2, At the beginning of turn examine top card of location, May place on top of deck to examine top 2 cards.

Python: Fortitude Constitution +2, May use combat check for subsequent checks, May put on top of deck to ignore AYA power.

Location: Ruins #1"
Sideboard cards:


Deck upgrade preference: Spell 6, maybe Item 5 or Ally 6 Deck Handler

Sorry guys. I could have sworn I had already posted this, but it must have slipped my mind, or the post was eaten by the forums' post monster.

Either way, Enora will be replacing her Talisman Crafter with Imp.

(Rather long) Flavor text:

As they are readying to face Akinaru, Enora can't help but think about her discovery atop the tower.

The room had been disappointingly empty. No powerful magical artifacts or lore lost to time to retrieve.

"But I felt something...powerful inside here. I am so sure! - Enora thought as she continued to examine the dusty tome that had long since lost their pages to the passage of time.

"So it is power you seek, little one?" - she heard a voice say as if from inside her head. Startled, Enora turned around to find that the others had already started descending the tower, and she was alone except with the crew's talisman crafter, Jemina, who was intensely focusing her gaze upon Enora.

Enora felt something was very wrong, but still found herself answering to the question in her mind: "Yes".

"You've given me freedom after all this time. You can have this boon. Receive my power."

Enora felt a surge of magical energy accumulate in the area, and then enter her body as suddenly as it had appeared in the room, countless memories of events she had never witnessed flooding her mind's eye, flashing past faster than she could comprehend.

Next thing she could remember was Jemine desperately trying to rouse her with a worried look in her eyes. She couldn't feel any magical aura coming Jemine anymore, but she noticed a small presence closely behind her.

"There will be time to process what just happened later" she thought to herself. "Thank you, Jemine. I'm better now. Where are the others?"

As she was getting up to go join the rest of the crew outside the tower, Uliah walked into the room, and immediately turned to Enora with a look that evoked as much disgust as did sadness. "Enora....what have you done?!"

Enora tried to approach Uliah to explain herself, but the warpriest recoiled at her approach. "I....can't stand to see your soul Erode like this. I'm afraid the light can't reach the dark, dark place you've gotten yourself into."

Shaking herself out of the memory, Enora began an incantation placing a defensive ward around the crew members around her. She would have to figure out how to explain what had happened to Ukuja and Erasmus later, and most importantly, try to find Uliah who was nowhere to be seen.

Starting at Ruins #1.

Enora wrote:

[b]Hand: Blessing of the Spellbound 1, Locate Object, Sapphire of Intelligence, Augury, Byzantine Lexicon, Spellbook, Good Omen,

Displayed:
Deck: 11 Discard: 0 Buried: 0
"Notes:
-Available for use without asking: Any blessing on check to close, on check against villain. Good omen on check to close or to acquire Boon 3 (adds 4). Byzantine Lexicon to add 1 die to non-combat Wisdom check at my location.
-Available for use if you ask: Any blessing for cases not covered above. Good omen on check to acquire a boon lower than 3.
"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1
Dexterity d6 ☐+1 ☐+2
Constitution d4 ☐+1
Intelligence d12 ☑ +1 ☑+2 ☑+3 ☐+4
Knowledge: Intelligence +3
Craft: Intelligence +1
Arcane: Intelligence +1
Wisdom d6 ☐+1 ☐+2 ☐+3
Charisma d6 ☐+1 ☐+2 ☐+3 ☐+4

Favored Card: Spell
Hand Size 6 ☑7
Powers:
When you attempt a check to acquire a spell (☑ or an item), you may use your Knowledge skill in place of any listed skill.
After you play a spell, you may recharge a random spell from your discard pile.
Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☑ or any character at your location) to 0.


During This Adventure: Your ship is the Raft.

You cannot command any other ship

During This Scenario: Your ship is anchored at a random Ghol Ghan Ruins.

When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a
Ghol-Gan Ruins location, do not flip the location card over.

When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage

When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.

To win, close the Tower.
Additional Rules: Story Banes:

Henchman: Collapsing Hallways:

Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 1, Erasmus/AAUGHWHY

Random Cards:

Monsters
Spoiler:
Shackled Sorcerer
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
Before you act, the Shackled Sorcerer deals 1 Fire damage to you.
After you act, the Shackled Sorcerer deals 1 Structural damage to your ship.

Spoiler:
Fever Sea Marauder
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17 After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.

Spoiler:
Scalawag
Monster 2
Traits:
Human
Pirate
Elite
To Defeat:
Combat 13 Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.

Spoiler:
Werecrocodile
Monster 3
Traits:
Lycanthrope
Aquatic
To Defeat:
Combat 18 Before you act, if the top card of the blessings discard pile is Blessing of the Gods, the difficulty of the check to defeat is increased by 5.
If undefeated, shuffle this card into a random open location.
If the check to defeat has the Cold trait, add 1d6 to it.

Spoiler:
Cecaelia
Monster B
Traits:
Merfolk
Aquatic
To Defeat:
Combat 13 Before you act, succeed at a Wisdom or Perception 8 check or the difficulty of the check to defeat is increased by 2.
If undefeated, each character at your location must succeed at a Constitution or Fortitude 8 check or bury the top 1d4 cards of his deck.

Barriers
Spoiler:
Becalmed
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

Spoiler:
Spiked Log Trap
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10 If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

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

Spoiler:
Bucket Brigade
Barrier C
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

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

Weapons
Spoiler:
Cutlass +1
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

Spoiler:
Main-Gauche
Weapon B
Traits:
Knife
Melee
Piercing
Finesse
Offhand
Swashbuckling
Elite To Acquire:
Strength
Melee 5 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2.

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

Spoiler:
Throwing Axe
Weapon B
Traits:
Axe
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spells
Spoiler:
Sphere of Fire
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 7 Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Find Traps
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6 Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

Spoiler:
Speed
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, that character's checks using her Dexterity skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Geyser
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

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

Spoiler:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Buckler
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Spoiler:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

Spoiler:
Masterwork Tools
Item B
Traits:
Tool
Elite To Acquire:
Dexterity
Disable 7 Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Spoiler:
Alchemical Glue
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7 Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

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

Spoiler:
Liquid Ice
Item 2
Traits:
Liquid
Attack
Cold
Ranged
Alchemical
Elite To Acquire:
Intelligence
Craft 9 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.

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

Spoiler:
Dodo
Ally C
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 5 Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

Spoiler:
Royster McCleagh
Ally 2
Traits:
Human
Fighter
Pirate To Acquire:
Charisma
Diplomacy 7 Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Merrill Pegsworthy
Ally 2
Traits:
Human
Fighter
Captain
Pirate To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8 Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Spoiler:
Coral Capuchin
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

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

Spoiler:
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7 /
Blessing of Hshurha
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Gozreh
Blessing C
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11 /
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Erastil
Blessing C
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 20 /
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 /
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 22 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 23 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 24 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 25 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 26 /
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 27 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 28 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 29 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Erasmus/AAUGHWHY, Ukuja/Bigguyinblack, Enora/Akaitora, None

Ghol-Gan Ruins Card 1:
Repelling Pike +1
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.

Ghol-Gan Ruins Card 2:
Scalawag
Monster 2
Traits:
Human
Pirate
Elite
To Defeat:
Combat 13 Before you act, display a random ally, if you have any. If defeated, and the check to defeat had the Swashbuckling trait, return the displayed ally to your hand; otherwise, bury it.

Ghol-Gan Ruins Card 3:
Jagged Shoals
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

Ghol-Gan Ruins Card 4:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Ghol-Gan Ruins Card 5:
Obscure
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Ghol-Gan Ruins Card 6:
Crocodile
Monster C
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed_

Ghol-Gan Ruins Card 7:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Ghol-Gan Ruins Card 8:
Imp
Ally 3
Traits:
Outsider
Elite To Acquire:
Charisma
Arcane 7 Recharge this card to draw a card.
Discard this card to draw 2 cards.
Discard this card to explore your location.

Ghol-Gan Ruins Card 9:
Siren Caller
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8 All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Ghol-Gan Ruins Card 10:
Collapsing Hallways
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11 If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #2: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

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

Ghol-Gan Ruins Card 2:
Wyvern Blade Trap
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12 If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.

Ghol-Gan Ruins Card 3:
Barefoot Samms Toppin
Ally B
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 8 Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ghol-Gan Ruins Card 4:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Ghol-Gan Ruins Card 5:
Shackles Pirate
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

Ghol-Gan Ruins Card 6:
Cutlass +1
Weapon C
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Ghol-Gan Ruins Card 7:
Barroom Brawl
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Ghol-Gan Ruins Card 8:
Pirate Captain
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12 Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.

Ghol-Gan Ruins Card 9:
Manticore
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Ghol-Gan Ruins Card 10:
Collapsing Hallways
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11 If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Raft

Ghol-Gan Ruins Card 1:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Ghol-Gan Ruins Card 2:
Collapsing Hallways
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11 If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 3:
Swamp Ghoul
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11 The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Ghol-Gan Ruins Card 4:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Ghol-Gan Ruins Card 5:
Giant Wasp
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13 The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.

Ghol-Gan Ruins Card 6:
Illuminate
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

Ghol-Gan Ruins Card 8:
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ghol-Gan Ruins Card 9:
Tessa Fairwind
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9 Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ghol-Gan Ruins Card 10:
Dragon Pistol
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged
Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Erasmus senses something different about Enora, an additional spirit hanging around her, but with the ruins collapsing he doesn't have time to investigate. He draws from his Harrow Deck to try to find the best way out. Play Harrow Deck to examine the top 3 cards of the location and rearrange them. Find Repelling Pike +1, Scalawag, and Jagged Shoals. New order is Pike, Shoals, Scalawag.

Recharge Harrow Deck Perception 12: 1d6 + 1d4 + 7 ⇒ (4) + (1) + 7 = 12

Erasmus directs the crew towards the exit. He comes across a Card 1: Repelling Pike +1 but figures it would be too bulky and would prevent them from moving quickly. He prays they get out safely. Discard Sign of the Pack to explore again.

Meanwhile, outside, the quaking is causing the river to roil; the raft risks coming lose and heading towards the Card 3: Jagged Shoals once again! Recharge Rekkish to add 1d4

WIS 11: 1d6 + 2d4 + 4 ⇒ (2) + (3, 4) + 4 = 13

But the knots hold fast.

Back inside, Erasmus spots a Card 2: Scalawag down a hall. Unfortunately, the Scalawag doesn't spot the large chunk of ruins falling on him. Auto-Pass Perception check. Banish Scalawag.

End Turn

Erasmus wrote:

Hand: Sorrowsoul, Blessing of Abadar, Lockpick Shield, Sign of the Pack 2, Blessing of Cayden Cailean,

Displayed: Spirit Relatives,
Deck: 11 Discard: 1 Buried: 0
Notes: Cayden Cailean: +2 Dice on Non-Combat STR/CHA
Sideboard cards:
Current Spirit: Veldira

Skills and Powers:
SKILLS

Strength d6 [X]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [X] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d6 [X] +1 [ ] +2
Perception: Wisdom +3
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Arcane: Charisma+1

Favored Card: Your Choice
Hand Size: 5
Proficient with: Light Armors, Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) the number of cards recharged to your checks until the end of the turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives


During This Adventure: Your ship is the Raft.

You cannot command any other ship

During This Scenario: Your ship is anchored at a random Ghol Ghan Ruins.

When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a
Ghol-Gan Ruins location, do not flip the location card over.

When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage

When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.

To win, close the Tower.
Additional Rules: Story Banes:

Henchman: Collapsing Hallways:

Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 2, Ukuja/Bigguyinblack

Random Cards:

Monsters
Spoiler:
Giant Anaconda
Monster 3
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 18 If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.

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

Spoiler:
Tiger Shark
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 The Tiger Shark may not be evaded.

Spoiler:
Blood Moon Pirate
Monster B
Traits:
Lycanthrope
Pirate
Elite
To Defeat:
Combat 13 Before you act, if the top card of the blessings discard pile is the Blessing of the Gods, the difficulty of the check to defeat the Blood Moon Pirate is increased by 3.
If the check to defeat has the Swashbuckling trait, after you act, discard the top card of the blessings deck.

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

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

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

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

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

Spoiler:
Ambush
Barrier C
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Weapons
Spoiler:
Longbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged 5 For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

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

Spoiler:
Main-Gauche
Weapon B
Traits:
Knife
Melee
Piercing
Finesse
Offhand
Swashbuckling
Elite To Acquire:
Strength
Melee 5 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2.

Spoiler:
Musket
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Spoiler:
Morningstar +1
Weapon 2
Traits:
Mace
Melee
Piercing
Magic
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

Spells
Spoiler:
Freezing Sphere
Spell 3
Traits:
Magic
Arcane
Cold
Attack To Acquire:
Intelligence
Arcane 11 Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Geyser
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

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

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

Spoiler:
Find Traps
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6 Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

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

Spoiler:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Sniper's Studded Leather
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Stealth 8 Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat or Perception check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

Spoiler:
Potion of the Ocean
Item 3
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 9 Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.

Spoiler:
Astrolabe
Item 1
Traits:
Tool To Acquire:
Wisdom
Survival 7 Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.

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

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

Spoiler:
Acolyte
Ally B
Traits:
Human
Elite To Acquire:
Arcane
Divine
Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

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

Spoiler:
Pierce Jerrell
Ally 3
Traits:
Human
Sorcerer
Captain
Pirate To Acquire:
Intelligence
Arcane 6
OR Charisma
Diplomacy 9 Reveal this card and recharge another card to add 2d6 and the Swashbuckling trait to any Diplomacy check or any check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

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

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of Hshurha
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Top of Blessing Discard Pile:

Blessing of Gozreh:
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Remaining: 28

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6 /
Blessing of Hshurha
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Gozreh
Blessing C
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10 /
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of Erastil
Blessing C
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19 /
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 /
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 21 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 22 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 24 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 25 /
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 26 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 27 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 28 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Erasmus/AAUGHWHY, Ukuja/Bigguyinblack, Enora/Akaitora, None

Ghol-Gan Ruins Card 1:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Ghol-Gan Ruins Card 2:
Obscure
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Ghol-Gan Ruins Card 3:
Crocodile
Monster C
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed_

Ghol-Gan Ruins Card 4:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Ghol-Gan Ruins Card 5:
Imp
Ally 3
Traits:
Outsider
Elite To Acquire:
Charisma
Arcane 7 Recharge this card to draw a card.
Discard this card to draw 2 cards.
Discard this card to explore your location.

Ghol-Gan Ruins Card 6:
Siren Caller
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8 All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Ghol-Gan Ruins Card 7:
Collapsing Hallways
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11 If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #2: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

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

Ghol-Gan Ruins Card 2:
Wyvern Blade Trap
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12 If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.

Ghol-Gan Ruins Card 3:
Barefoot Samms Toppin
Ally B
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 8 Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ghol-Gan Ruins Card 4:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Ghol-Gan Ruins Card 5:
Shackles Pirate
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

Ghol-Gan Ruins Card 6:
Cutlass +1
Weapon C
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Ghol-Gan Ruins Card 7:
Barroom Brawl
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Ghol-Gan Ruins Card 8:
Pirate Captain
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12 Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.

Ghol-Gan Ruins Card 9:
Manticore
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Ghol-Gan Ruins Card 10:
Collapsing Hallways
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11 If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Raft

Ghol-Gan Ruins Card 1:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Ghol-Gan Ruins Card 2:
Collapsing Hallways
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11 If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 3:
Swamp Ghoul
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11 The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Ghol-Gan Ruins Card 4:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Ghol-Gan Ruins Card 5:
Giant Wasp
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13 The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.

Ghol-Gan Ruins Card 6:
Illuminate
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

Ghol-Gan Ruins Card 8:
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ghol-Gan Ruins Card 9:
Tessa Fairwind
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9 Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ghol-Gan Ruins Card 10:
Dragon Pistol
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged
Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.


Deck Handler Desired upgrades: Spell 1, Blessing 1, Ally 1

Leryn does her duty as a expert scout reporting... that the decks need to be swabbed.

Well cats can be fastidious.

Ghol-Gan Ruins Card 1: Swabbing the Decks:

Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

fortitude 7 +3 discarding Monkey: 2d6 + 1d4 + 5 ⇒ (4, 6) + (2) + 5 = 17

Proving that even a trained monkey can do simple tasks, Ukuja and a monkey swab the deck.

Recharge Cure.

Meanwhile Leryn does some more scouting.

Reload Leryn to examine next 2 cards. Card 2 is an unimpressive spell 1, Card 3 is a Crocodile monster C.

Auto pass wisdom 5, Banish card 2 Obscure. draw and display Leryn.

Ukuja wrote:

Hand: Cauterize, Fire Gecko, Major Cure, Hatchet, Wendifisa Spear, Dwarf Caiman,

Displayed: Leryn, Python,
Deck: 11 Discard: 1 Buried: 0
"Notes: Leryn: Perception Wisdom +2, At the beginning of turn examine top card of location, May place on top of deck to examine top 2 cards.

Python: Fortitude Constitution +2, May use combat check for subsequent checks, May put on top of deck to ignore AYA power.

Location: Ruins #1"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [x] +1 [x] +2 [x] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 [ ] +1

Favored Card: Ally or Weapon
Hand Size 7
Proficient with: Light Armors | Weapons
Powers:
<Power 1> When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
<Power 2> You may discard a card that has the Animal trait to evade a bane you encounter ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] or to your check to defeat a barrier).
<Power 3> [ ] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
<Power 4>
<Power 5>

Ghol-Gan Ruins Cards 1 and 2 are banished.
Ghol-Gan Ruins Card 3 has been examined and is a crocodile.


Deck upgrade preference: Spell 6, maybe Item 5 or Ally 6 Deck Handler

Looks like my post got eaten by the post monster. I will try and get through my post as fast as possible, so I'll have to skip the flavor text. Sorry!

Starting Enora's turn under Blessing of Achaekek.

Knowing what's ahead, I will cast Locate Object to examine cards until I find a boon to acquire. I examine Card 3: Crocodile, Card 4: Blessing of the Gods. BotG automatically acquired.Ruins 1 needs to be shuffled. I will reveal spellbook for the Locate Object recharge check.

Recharge Locate Object, Arcane 8: 1d12 + 1d4 + 4 ⇒ (2) + (3) + 4 = 9

Seeing how I am lacking an offensive option in my hand and with 2 monsters to worry about, I will cast Augury looking for monsters. I examine 3 random cards, ignoring results of 4.

Random Card to examine: 1d5 + 2 ⇒ (5) + 2 = 7
Random Card to examine: 1d5 + 2 ⇒ (5) + 2 = 7
Random Card to examine: 1d5 + 2 ⇒ (3) + 2 = 5
Random Card to examine: 1d5 + 2 ⇒ (2) + 2 = 4
Random Card to examine: 1d5 + 2 ⇒ (1) + 2 = 3

I examine Card 7: Collapsing Hallways, Card 5: Imp (Ally 3), and Card 3: Crocodile. Crocodile is put at the bottom of the location, and the rest of the cards are shuffled. For the check to recharge Augury, I reveal spellbook.

Recharge Augury, Arcane 8: 1d12 + 1d4 + 4 ⇒ (12) + (3) + 4 = 19

I will end my turn here to avoid running into anything nasty. At the end of my turn, I resolve the scenario effect, using Veldira's passive to add 1d4 to my Wisdom check.

Scenario Effect, Wisdom 5: 1d6 + 1d4 ⇒ (2) + (3) = 5

I choose to banish the top card of my location, which is...(it can't be 1, 2, 3 or 4.)

Random card on top to banish: 1d3 + 4 ⇒ (3) + 4 = 7

Collapsing Hallways is banished.

Enora wrote:

Hand: Blessing of the Spellbound 1, Blessing of the Spellbound 3, Sapphire of Intelligence, Dreamcatcher, Byzantine Lexicon, Spellbook, Good Omen, (Acquired)Blessing of the Gods 1,

Displayed:
Deck: 11 Discard: 0 Buried: 0
"Notes:
-Available for use without asking: Any blessing on check to close, on check against villain. Good omen on check to close or to acquire Boon 3 (adds 4). Byzantine Lexicon to add 1 die to non-combat Wisdom check at my location.
-Available for use if you ask: Any blessing for cases not covered above. Good omen on check to acquire a boon lower than 3.
"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1
Dexterity d6 ☐+1 ☐+2
Constitution d4 ☐+1
Intelligence d12 ☑ +1 ☑+2 ☑+3 ☐+4
Knowledge: Intelligence +3
Craft: Intelligence +1
Arcane: Intelligence +1
Wisdom d6 ☐+1 ☐+2 ☐+3
Charisma d6 ☐+1 ☐+2 ☐+3 ☐+4

Favored Card: Spell
Hand Size 6 ☑7
Powers:
When you attempt a check to acquire a spell (☑ or an item), you may use your Knowledge skill in place of any listed skill.
After you play a spell, you may recharge a random spell from your discard pile.
Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☑ or any character at your location) to 0.


During This Adventure: Your ship is the Raft.

You cannot command any other ship

During This Scenario: Your ship is anchored at a random Ghol Ghan Ruins.

When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a
Ghol-Gan Ruins location, do not flip the location card over.

When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage

When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.

To win, close the Tower.
Additional Rules: Story Banes:

Henchman: Collapsing Hallways:

Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 4, Erasmus/AAUGHWHY

Random Cards:

Monsters
Spoiler:
Reefclaw
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.

Spoiler:
Bunyip
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9 Damage dealt by the Bunyip may not be reduced.
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_

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

Spoiler:
Marine
Monster C
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

Spoiler:
Sea Cat
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 12 Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.

Barriers
Spoiler:
Becalmed
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

Spoiler:
Ambush
Barrier C
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Spoiler:
Storm
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.

Spoiler:
Drowning Spikes Trap
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7 If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

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

Weapons
Spoiler:
Cat-o'-Nine-Tails
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Elite To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

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

Spoiler:
Pistol +1
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spoiler:
Trident +2
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic To Acquire:
Strength
Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.

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

Spells
Spoiler:
Skeleton Crew
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 7 Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
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.

Spoiler:
Sphere of Fire
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 7 Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Fear
Spell B
Traits:
Magic
Arcane
Divine
Attack
Mental
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Find Traps
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6 Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Freezing Sphere
Spell 3
Traits:
Magic
Arcane
Cold
Attack To Acquire:
Intelligence
Arcane 11 Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

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

Spoiler:
Fortified Leather Armor
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Blackcloth Armor
Armor 2
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 6 If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Items
Spoiler:
Crystal of Healing Hands
Item 3
Traits:
Accessory
Magic
Divine
Healing To Acquire:
Wisdom
Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then bury this card.
After playing this card, succeed at a Divine 11 check to recharge this card instaed of burying it.

Spoiler:
Potion of Healing
Item C
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

Spoiler:
Alchemical Glue
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7 Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

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

Spoiler:
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, put the examined card on the top or bottom of your deck.

Allies
Spoiler:
Royster McCleagh
Ally 2
Traits:
Human
Fighter
Pirate To Acquire:
Charisma
Diplomacy 7 Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

Spoiler:
Heartbreak Hinsin
Ally B
Traits:
Human
Aristocrat
Pirate To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7 Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

Spoiler:
Rosie Cusswell
Ally 1
Traits:
Halfling
Fighter
Pirate To Acquire:
Charisma
Diplomacy 6 Recharge this card to add 1d4 and the Swashbuckling trait to your combat or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Blessings
Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 26

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4 /
Blessing of Hshurha
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Gozreh
Blessing C
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8 /
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Erastil
Blessing C
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 17 /
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 20 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 22 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 /
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 24 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 25 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 26 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Erasmus/AAUGHWHY, Ukuja/Bigguyinblack, Enora/Akaitora, None

Ghol-Gan Ruins Card 1:
Imp
Ally 3
Traits:
Outsider
Elite To Acquire:
Charisma
Arcane 7 Recharge this card to draw a card.
Discard this card to draw 2 cards.
Discard this card to explore your location.

Ghol-Gan Ruins Card 2:
Siren Caller
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8 All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Ghol-Gan Ruins Card 3 (Crocodile):
Crocodile
Monster C
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed_

Location #2: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

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

Ghol-Gan Ruins Card 2:
Wyvern Blade Trap
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 10
OR Wisdom
Perception 12 If undefeated, you and 1 random other character, if any, at your location are dealt 1d4 Poison damage.

Ghol-Gan Ruins Card 3:
Barefoot Samms Toppin
Ally B
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 8 Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ghol-Gan Ruins Card 4:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Ghol-Gan Ruins Card 5:
Shackles Pirate
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

Ghol-Gan Ruins Card 6:
Cutlass +1
Weapon C
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Ghol-Gan Ruins Card 7:
Barroom Brawl
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Ghol-Gan Ruins Card 8:
Pirate Captain
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12 Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.

Ghol-Gan Ruins Card 9:
Manticore
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Ghol-Gan Ruins Card 10:
Collapsing Hallways
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11 If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Raft

Ghol-Gan Ruins Card 1:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Ghol-Gan Ruins Card 2:
Collapsing Hallways
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11 If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 3:
Swamp Ghoul
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11 The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Ghol-Gan Ruins Card 4:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Ghol-Gan Ruins Card 5:
Giant Wasp
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13 The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.

Ghol-Gan Ruins Card 6:
Illuminate
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

Ghol-Gan Ruins Card 8:
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ghol-Gan Ruins Card 9:
Tessa Fairwind
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9 Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ghol-Gan Ruins Card 10:
Dragon Pistol
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged
Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Retcon: I forgot about the scenario power vs the Jagged Shoals, I'll bury Lockpick Shield to reconcile it. I also had Brine's Sting listed in the on top section for some reason. This is what my hand and deck should have been:

Erasmus wrote:

Hand: Sorrowsoul, Blessing of Abadar, Planchette, Sign of the Pack 2, Blessing of Cayden Cailean,

Displayed: Spirit Relatives,
Deck: 11 Discard: 1 Buried: 1
Notes: Cayden Cailean: +2 Dice on Non-Combat STR/CHA
Sideboard cards:
Current Spirit: Veldira

Now actual turn:

Erasmus senses the overwhelming auras of hostile parties in the immediate area and decides to scout ahead. I also don't have any combat options and the current location is mostly monsters, so I'll move to Ruins #2.

He scouts a few meters ahead and prepares to Card 1: Aid his crew as they pass through. Auto-Acquire Aid

His scouting proves fruitful and he discovers a Card 2: Wyvern Blade Trap. He prays for assistance and tries his hand at disarming it. Discard Sign of the Pack to explore again. Play Blessing of Abadar to add 2 dice

Perception 15: 3d6 + 1d4 + 7 ⇒ (4, 5, 1) + (3) + 7 = 20

Erasmus easily spots the tripwire and cuts it to prevent the trap from going off. He examines his surroundings and discovers the dessicated corpse of Card 3: Barefoot Samms Toppin. It seems his crew isn't the first to encounter the blade trap... Auto succed End of turn Perception. Banish Top card.

Erasmus wrote:

Hand: Sorrowsoul, Cure, Planchette, Aid (Acquired), Blessing of Cayden Cailean,

Displayed: Spirit Relatives,
Deck: 10 Discard: 3 Buried: 1
Notes: Cayden Cailean: +2 Dice on Non-Combat STR/CHA. Aid: +1d6
Sideboard cards:
Current Spirit: Veldira

Skills and Powers:
SKILLS

Strength d6 [X]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [X] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d6 [X] +1 [ ] +2
Perception: Wisdom +3
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Arcane: Charisma+1

Favored Card: Your Choice
Hand Size: 5
Proficient with: Light Armors, Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) the number of cards recharged to your checks until the end of the turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives


During This Adventure: Your ship is the Raft.

You cannot command any other ship

During This Scenario: Your ship is anchored at a random Ghol Ghan Ruins.

When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a
Ghol-Gan Ruins location, do not flip the location card over.

When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage

When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.

To win, close the Tower.
Additional Rules: Story Banes:

Henchman: Collapsing Hallways:

Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 5, Ukuja/Bigguyinblack

Random Cards:

Monsters
Spoiler:
Jellyfish Swarm
Monster 2
Traits:
Animal
Aquatic
Swarm
To Defeat:
Combat 16
OR Dexterity
Acrobatics 10 If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.

Spoiler:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

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

Spoiler:
Cannoneer
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17 All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.

Spoiler:
Bull Shark
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13 The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.

Barriers
Spoiler:
Becalmed
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

Spoiler:
Cannonade
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

Spoiler:
Spiked Log Trap
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10 If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

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

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

Weapons
Spoiler:
Shock Musket +1
Weapon 1
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spoiler:
Musket
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Spoiler:
Harpoon
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

Spoiler:
Toxic Blunderbuss +1
Weapon 2
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 3d6 and the Poison trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spoiler:
Falcata +1
Weapon 1
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Spells
Spoiler:
Animate Water
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10 Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Spoiler:
Instant Armor
Spell C
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 3 When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
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 5 check to recharge this card instead of discarding it.

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

Spoiler:
Call Weapon
Spell B
Traits:
Magic
Arcane
Divine
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Discard this card to search the deck of a character at your location for a weapon and add it to your hand.
Bury this card to search the deck of a character at your location for a weapon and give it to any character.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Spoiler:
Find Traps
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6 Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Wilderness Studded Leather
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Survival 7 Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

Spoiler:
Shark Skin Armor
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Alchemical Glue
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7 Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Spoiler:
Potion of the Ocean
Item 3
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 9 Banish this card and choose a character at your location to succeed at a check to defeat a bane with the Aquatic trait.

Spoiler:
Powder Keg
Item 3
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 11 When you play a weapon that has the Ranged trait on a combat check; banish this card. For each die that rolls its maximum value, roll an additional die of that type and adds its value to the result. These additional dice do not add more dice.

Spoiler:
Worn Leather Skullcap
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite To Acquire:
Wisdom
Survival 7 Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.

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

Allies
Spoiler:
Surgeon
Ally B
Traits:
Human
Surgeon
Elite To Acquire:
Charisma
Diplomacy 6 Reveal this card and choose a character at your location. Shuffle a random card from her discard pile into her deck. Then recharge this card.
Discard this card to explore your location.

Spoiler:
Coral Capuchin
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

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

Spoiler:
Barefoot Samms Toppin
Ally B
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 8 Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

Blessings
Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 25

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 3 /
Blessing of Hshurha
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Gozreh
Blessing C
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7 /
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Erastil
Blessing C
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 16 /
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 21 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 /
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 24 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 25 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Ukuja/Bigguyinblack, Enora/Akaitora, Imp

Ghol-Gan Ruins Card 1:
Imp
Ally 3
Traits:
Outsider
Elite To Acquire:
Charisma
Arcane 7 Recharge this card to draw a card.
Discard this card to draw 2 cards.
Discard this card to explore your location.

Ghol-Gan Ruins Card 2:
Siren Caller
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8 All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Ghol-Gan Ruins Card 3 (Crocodile):
Crocodile
Monster C
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed_

Location #2: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Erasmus/AAUGHWHY, None

Ghol-Gan Ruins Card 1:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Ghol-Gan Ruins Card 2:
Shackles Pirate
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

Ghol-Gan Ruins Card 3:
Cutlass +1
Weapon C
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Ghol-Gan Ruins Card 4:
Barroom Brawl
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Ghol-Gan Ruins Card 5:
Pirate Captain
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12 Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.

Ghol-Gan Ruins Card 6:
Manticore
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Ghol-Gan Ruins Card 7:
Collapsing Hallways
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11 If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Raft

Ghol-Gan Ruins Card 1:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Ghol-Gan Ruins Card 2:
Collapsing Hallways
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11 If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 3:
Swamp Ghoul
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11 The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Ghol-Gan Ruins Card 4:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Ghol-Gan Ruins Card 5:
Giant Wasp
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13 The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.

Ghol-Gan Ruins Card 6:
Illuminate
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

Ghol-Gan Ruins Card 8:
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ghol-Gan Ruins Card 9:
Tessa Fairwind
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9 Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ghol-Gan Ruins Card 10:
Dragon Pistol
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged
Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.


Deck Handler Desired upgrades: Spell 1, Blessing 1, Ally 1

As Leryn scouts Ukuja runs a refresher course for Enora on the uses of Cauterize.

Pass Cauterize to Enora. Examine top card, Imp (ally 3).

Not wanting to make friends with an Imp Ukuja checks out some other ruins.

Travel to Location #2: Ghol-Gan Ruins.

Ghol-Gan Ruins Card 1: Blessing of the Gods:

Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Ukuja feels blessed.

Aoto acquire. Discard Blessing of the Gods to explore.

Ghol-Gan Ruins Card 2: Shackles Pirate:

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

"Bloody pirates!"

combat 9 +3 +3 revealing Wendifisa Spear to use Survival, revealing Fire Gecko, recharging Hatchet, aided by spirits: 1d10 + 1d12 + 1d6 + 2d4 + 7 ⇒ (8) + (7) + (6) + (1, 4) + 7 = 33

After sending some pirates to Davy Jones Locker Ukuja sends Leryn to scout.

Reload Leryn to examine top 2 cards. Card 3 Cutlass +1 (Weapon C), Card 4 Barroom Brawl (barrier B). Auto pass EOT check with the aid of spirits, banish Cutlass. Refresh hand drawing and redisplaying Leryn.

Ukuja wrote:

Hand: Jalhazar's Wheel Loot, Fire Gecko, Blessing of Milani, Major Cure, Wendifisa Spear, Dwarf Caiman,

Displayed: Leryn, Python,
Deck: 10 Discard: 2 Buried: 0
"Notes: Leryn: Perception Wisdom +2, At the beginning of turn examine top card of location, May place on top of deck to examine top 2 cards.

Python: Fortitude Constitution +2, May use combat check for subsequent checks, May put on top of deck to ignore AYA power.

Blessing of Milani: Discard to add 1 die or 2 dice vs Dexterity or Wisdom non-combat checks.

Location: Ruins #2"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [x] +1 [x] +2 [x] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 [ ] +1

Favored Card: Ally or Weapon
Hand Size 7
Proficient with: Light Armors | Weapons
Powers:
<Power 1> When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
<Power 2> You may discard a card that has the Animal trait to evade a bane you encounter ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] or to your check to defeat a barrier).
<Power 3> [ ] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
<Power 4>
<Power 5>

Cauterize passed to Enora.
Ruins 1 card 1 examined. Imp.
Ruins 2 card 1 acquired.
Ruins 2 cards 1 and 3 banished.
Ruins 2 card 4 examined. Baroom Brawl.


During This Adventure: Your ship is the Raft.

You cannot command any other ship

During This Scenario: Your ship is anchored at a random Ghol Ghan Ruins.

When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a
Ghol-Gan Ruins location, do not flip the location card over.

When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage

When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.

To win, close the Tower.
Additional Rules: Story Banes:

Henchman: Collapsing Hallways:

Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 6, Enora/Akaitora

Random Cards:

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

Spoiler:
Sea Cat
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 12 Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.

Spoiler:
Marine
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

Spoiler:
Darkforest Anemone
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16 The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.

Spoiler:
Mercenary
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_

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

Spoiler:
Drowning Spikes Trap
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7 If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

Spoiler:
Barroom Brawl
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Spoiler:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Strength
Melee 10
OR Dexterity
Disable 9 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Spoiler:
Spiked Log Trap
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10 If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Weapons
Spoiler:
Humanbane Crossbow +2
Weapon 3
Traits:
Bow
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2. Add another 1d8 if the bane has the Human trait.
If you are proficient with weapons, you may discard this card to add 1d4+1 to any combat check at another location, or 1d8 if the check is to defeat a bane that has the Human trait.

Spoiler:
Falcata +1
Weapon 1
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Spoiler:
Musket
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Spoiler:
Trident +1
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
Elite To Acquire:
Strength
Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.

Spoiler:
Cat-o'-Nine-Tails
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Elite To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 3d4. If you fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Spells
Spoiler:
Animate Water
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10 Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Spoiler:
Instant Armor
Spell C
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 3 When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
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 5 check to recharge this card instead of discarding it.

Spoiler:
Freezing Sphere
Spell 3
Traits:
Magic
Arcane
Cold
Attack To Acquire:
Intelligence
Arcane 11 Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

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

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

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

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

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

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

Spoiler:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Alchemical Glue
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7 Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Spoiler:
Potion of Healing
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

Spoiler:
Spyglass
Item B
Traits:
Object To Acquire:
Wisdom
Perception 4 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Spoiler:
Worn Leather Skullcap
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite To Acquire:
Wisdom
Survival 7 Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.

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

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

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

Spoiler:
Coral Capuchin
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

Spoiler:
Coral Capuchin
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

Spoiler:
Acolyte
Ally C
Traits:
Human
Elite To Acquire:
Arcane
Divine
Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Blessings
Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Top of Blessing Discard Pile:

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

Blessings Remaining: 24

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2 /
Blessing of Hshurha
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Gozreh
Blessing C
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6 /
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Erastil
Blessing C
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 /
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 20 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 /
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 23 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 24 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Enora/Akaitora, Imp

Ghol-Gan Ruins Card 1 (Imp):
Imp
Ally 3
Traits:
Outsider
Elite To Acquire:
Charisma
Arcane 7 Recharge this card to draw a card.
Discard this card to draw 2 cards.
Discard this card to explore your location.

Ghol-Gan Ruins Card 2:
Siren Caller
Monster B
Traits:
Siren
Aquatic
Veteran
To Defeat:
Wisdom 8 All damage dealt by the Siren Caller is Mental damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Ghol-Gan Ruins Card 3 (Crocodile):
Crocodile
Monster C
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed_

Location #2: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/AAUGHWHY, Ukuja/Bigguyinblack, None

Ghol-Gan Ruins Card 1 (Barroom Brawl):
Barroom Brawl
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Ghol-Gan Ruins Card 2:
Pirate Captain
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12 Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.

Ghol-Gan Ruins Card 3:
Manticore
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Ghol-Gan Ruins Card 4:
Collapsing Hallways
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11 If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Raft

Ghol-Gan Ruins Card 1:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Ghol-Gan Ruins Card 2:
Collapsing Hallways
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11 If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 3:
Swamp Ghoul
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11 The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Ghol-Gan Ruins Card 4:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Ghol-Gan Ruins Card 5:
Giant Wasp
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13 The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.

Ghol-Gan Ruins Card 6:
Illuminate
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

Ghol-Gan Ruins Card 8:
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ghol-Gan Ruins Card 9:
Tessa Fairwind
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9 Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ghol-Gan Ruins Card 10:
Dragon Pistol
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged
Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.


Deck upgrade preference: Spell 6, maybe Item 5 or Ally 6 Deck Handler

Starting Enora's turn under Blessing of Besmara

Alone once more, Enora feels the power inside her pulsating in powerful waves. Something is nearby.

Explore to encounter Imp. I will auto-acquire it by revealing spellbook and recharging a Blessing of the Spellbound.

"Let me show...you, my power has...many uses" - a by-now familiar disembodied voice says somewhere around Enora as an Imp materializes in her shoulder. Somehow, she knows the imp is her ally. She channels power through the imp and feels her connection to the entity she found in the tower grow.

I will display Imp and draw 2 cards: Ghost Whip and Blessing of the Spellbound. I will then use Blessing of the Gods to explore again and encounter Card 2: Siren Caller. I will recharge my Sapphire of Intelligence to temporarily use my Int die for Wisdom. I will also recharge Byzantine Lexicon to add a die to my Wisdom check.

CtD Wisdom 14: 2d12 ⇒ (7, 9) = 16

"Come closer to me...little one. Then, you shall know...true power!"

Enora snapped out of her trance-like when the ground began rumbling again, and rubble began falling all around her threatening to bury her alive.

I will discard Blessing of the Spellbound to add a die to my EOT Wisdom check.

Scenario Effect, Wisdom 5: 2d6 ⇒ (6, 2) = 8

Enora manages to dodge the rubble. She sees the crocodile she had seen in her visions earlier get crushed by a large falling boulder. It's a sad scene, but Enora can't do anything other than count her lucky stars and thanks Desna.

Card 3 is banished. The location is now empty so we can attempt to close it. For the check to close, I will use Good Omen to add 4 to my check to close and discard another Blessing of the Spellbound to add a die.

Check to close, Strength 8: 2d6 + 4 ⇒ (1, 5) + 4 = 10

Ruins 1 are closed! Enora will reveal spellbook to try and recharge Good Omen.

Recharge Good Omen, Arcane 8: 1d12 + 1d4 + 4 ⇒ (12) + (4) + 4 = 20

Feeling unsure as to how to feel about the presence that now accompanied her, Enora used the spell that Ukuja taught her to quickly take care of some scratches and began walking faster to try and catch up with the others.

Before resetting my hand, I will use Cauterize. I discard Ghost Whip, then I heal for...

Heal: 1d4 + 1 ⇒ (4) + 1 = 5
Recharge Cauterize, Arcane 11: 1d12 + 1d4 + 4 ⇒ (10) + (1) + 4 = 15

Excellent! Good as new now. Then I reset my hand.

Enora wrote:

Hand: Augury, Blessing of Pharasma, (Acquired)Blessing of the Gods 1, Dreamcatcher, Byzantine Lexicon, Spellbook, Good Omen, (Acquired)Imp,

Displayed:
Deck: 13 Discard: 0 Buried: 0
"Notes:
-Available for use without asking: Any blessing on check to close, on check against villain. Good omen on check to close or to acquire Boon 3 (adds 4). Byzantine Lexicon to add 1 die to non-combat Wisdom check at my location.
-Available for use if you ask: Any blessing for cases not covered above. Good omen on check to acquire a boon lower than 3.
"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1
Dexterity d6 ☐+1 ☐+2
Constitution d4 ☐+1
Intelligence d12 ☑ +1 ☑+2 ☑+3 ☐+4
Knowledge: Intelligence +3
Craft: Intelligence +1
Arcane: Intelligence +1
Wisdom d6 ☐+1 ☐+2 ☐+3
Charisma d6 ☐+1 ☐+2 ☐+3 ☐+4

Favored Card: Spell
Hand Size 6 ☑7
Powers:
When you attempt a check to acquire a spell (☑ or an item), you may use your Knowledge skill in place of any listed skill.
After you play a spell, you may recharge a random spell from your discard pile.
Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☑ or any character at your location) to 0.


Deck upgrade preference: Spell 6, maybe Item 5 or Ally 6 Deck Handler

I made a mistake during my turn. The opportunity to close an empty location happens before the end of turn, so I can't resolve the end of turn scenario effect and close the location this turn.

Luckily, my hand ended up containing Good Omen and the Blessing I used for the check to close, so I think we are good in that end. That being said, Ruins 1 is not closed.

Enora will probably stay at Ruins 1 one more turn to make sure Ruins 1 is closed.


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

I still don't have an offensive option and there's lots of banes in most of the locations. I think I'll go close Ruins 1. Start of Turn, Recharge Planchette to add 2 to checks

Erasmus senses the malevolent aura surrounding Enora getting stronger and notices that she's fallen behind. He makes his way back to meet up with her when the temple begins to rumble again! Play Aid to add 1d6

STR 8: 2d6 + 3 ⇒ (1, 2) + 3 = 6 Recharge Sorrowsoul to add 1 for every die that is 1 or 2: 6+2=8
Recharge Aid Divine 8: 1d6 + 1d4 + 6 ⇒ (2) + (1) + 6 = 9

Erasmus and the Sorrowsoul crewmember barely make it to Enora before the part of the ruins behind them collapse entirely! In the distance, they can hear gears grinding and structures rearranging themselves; no doubt more traps have been uncovered...

Auto-Succeed End of turn check. End turn. Ruins #1 are closed.

Erasmus wrote:

Hand: Mind Thrust, Cure, The Missing Eye, Sign of the Lantern Bearer, Blessing of Cayden Cailean,

Displayed: Spirit Relatives,
Deck: 10 Discard: 3 Buried: 1
Notes: Cayden Cailean: +2 Dice on Non-Combat STR/CHA. Lantern Bearer: Recharge vs Armors
Sideboard cards:
Current Spirit: Veldira

Skills and Powers:
SKILLS

Strength d6 [X]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [X] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d6 [X] +1 [ ] +2
Perception: Wisdom +3
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Arcane: Charisma+1

Favored Card: Your Choice
Hand Size: 5
Proficient with: Light Armors, Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) the number of cards recharged to your checks until the end of the turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives


During This Adventure: Your ship is the Raft.

You cannot command any other ship

During This Scenario: Your ship is anchored at a random Ghol Ghan Ruins.

When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a
Ghol-Gan Ruins location, do not flip the location card over.

When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage

When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.

To win, close the Tower.
Additional Rules: Story Banes:

Henchman: Collapsing Hallways:

Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 8, Ukuja/Bigguyinblack

Random Cards:

Monsters
Spoiler:
Will-o'-Wisp
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14 All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_

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

Spoiler:
Darkforest Anemone
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16 The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.

Spoiler:
Sea Cat
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 12 Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.

Spoiler:
Manticore
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Barriers
Spoiler:
Cannonade
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

Spoiler:
Sandbar
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11 Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

Spoiler:
Pirate Entertainments
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

Spoiler:
Bucket Brigade
Barrier C
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

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

Weapons
Spoiler:
Keen Falcata +1
Weapon 2
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.

Spoiler:
Blunderbuss
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Spoiler:
Pistol +1
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spoiler:
Dagger Pistol +1
Weapon 2
Traits:
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic To Acquire:
Dexterity
Ranged
Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

Spoiler:
Keen Falcata +1
Weapon 2
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.

Spells
Spoiler:
Instant Armor
Spell C
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 3 When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
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 5 check to recharge this card instead of discarding it.

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

Spoiler:
Charm Animal
Spell C
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 7 Bury this card to draw 1 random Animal ally from the box and add it to your hand.
If you do not have either the Arcane or Divine skill, banish this card after playing it.

Spoiler:
Wall of Fire
Spell 3
Traits:
Magic
Arcane
Divine
Attack
Fire To Acquire:
Intelligence
Arcane
Wisdom
Divine 11 Display this card on your turn. While displayed, for your combat check, you may use your Arcane or Divine skill + 2d6, or 2d10 if the bane has the undead trait. Any other character at this location who encounters a monster adds 2d4 and the Fire trait to her combat check. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Fear
Spell B
Traits:
Magic
Arcane
Divine
Attack
Mental
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Magic Buckler
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

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

Spoiler:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Items
Spoiler:
Astrolabe
Item 1
Traits:
Tool To Acquire:
Wisdom
Survival 7 Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.

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

Spoiler:
Ring of the Beasts
Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Wisdom
Divine 9 Reveal this card to add 1d6 to your check against a card with the Animal trait.

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

Spoiler:
Potion of Flying
Item 3
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 10 Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.

Allies
Spoiler:
Coral Capuchin
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

Spoiler:
Acolyte
Ally B
Traits:
Human
Elite To Acquire:
Arcane
Divine
Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

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

Spoiler:
Crimson Cogward
Ally 1
Traits:
Human
Rogue
Pirate To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7 Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

Blessings
Spoiler:
Blessing of Hshurha
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Top of Blessing Discard Pile:

Blessing of Hshurha:
Blessing of Hshurha
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Remaining: 22

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Gozreh
Blessing C
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4 /
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Erastil
Blessing C
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13 /
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 16 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 21 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 22 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Erasmus/AAUGHWHY, Enora/Akaitora, CLOSED

Location #2: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ukuja/Bigguyinblack, Barroom Brawl

Ghol-Gan Ruins Card 1:
Barroom Brawl
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Ghol-Gan Ruins Card 2:
Spiked Log Trap
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10 If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Ghol-Gan Ruins Card 3:
Pirate Captain
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12 Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.

Ghol-Gan Ruins Card 4:
Manticore
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Ghol-Gan Ruins Card 5:
Collapsing Hallways
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11 If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Raft

Ghol-Gan Ruins Card 1:
Dragon Pistol
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged
Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.

Ghol-Gan Ruins Card 2:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Ghol-Gan Ruins Card 3:
Collapsing Hallways
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11 If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 4:
Tessa Fairwind
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9 Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ghol-Gan Ruins Card 5:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Ghol-Gan Ruins Card 6:
Dead Man's Chest
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13 If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.

Ghol-Gan Ruins Card 7:
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ghol-Gan Ruins Card 8:
Swamp Ghoul
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11 The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Ghol-Gan Ruins Card 9:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Ghol-Gan Ruins Card 10:
Illuminate
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Ghol-Gan Ruins Card 11:
Giant Wasp
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13 The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.


Deck Handler Desired upgrades: Spell 1, Blessing 1, Ally 1

Leryn confirms there is a brawl going on in a nearby bar. In the ruins...

Who doesn't love a good fight?

Ghol-Gan Ruins Card 1: Barroom Brawl:

Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

dexterity 5 +3 +3 discarding Blessing of Milani: 3d10 ⇒ (8, 10, 4) = 22

Ukuja takes a breather. Those ancient bars are rough.

Ukuja wrote:

Hand: Jalhazar's Wheel Loot, Fire Gecko, Blessing of Kelizandri, Oaken Staff, Major Cure, Wendifisa Spear, Dwarf Caiman,

Displayed: Leryn, Python,
Deck: 8 Discard: 3 Buried: 0
"Notes: Leryn: Perception Wisdom +2, At the beginning of turn examine top card of location, May place on top of deck to examine top 2 cards.

Python: Fortitude Constitution +2, May use combat check for subsequent checks, May put on top of deck to ignore AYA power.

Blessing of Kelizandri: Discard to add 1 die or 2 dice on any check vs aquatic.

Location: Ruins #2"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [x] +1 [x] +2 [x] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 [ ] +1

Favored Card: Ally or Weapon
Hand Size 7
Proficient with: Light Armors | Weapons
Powers:
<Power 1> When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
<Power 2> You may discard a card that has the Animal trait to evade a bane you encounter ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] or to your check to defeat a barrier).
<Power 3> [ ] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
<Power 4>
<Power 5>

Ghol-Gan Ruins Card 1: Barroom Brawl banished.


During This Adventure: Your ship is the Raft.

You cannot command any other ship

During This Scenario: Your ship is anchored at a random Ghol Ghan Ruins.

When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a
Ghol-Gan Ruins location, do not flip the location card over.

When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage

When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.

To win, close the Tower.
Additional Rules: Story Banes:

Henchman: Collapsing Hallways:

Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 9, Enora/Akaitora

Random Cards:

Monsters
Spoiler:
Sea Cat
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 12 Before you act, display an ally that has the Animal trait, if you have any. If defeated, return the ally to your hand; if undefeated, banish the ally.

Spoiler:
Will-o'-Wisp
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14 All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_

Spoiler:
Reefclaw
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.

Spoiler:
Tiger Shark
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 The Tiger Shark may not be evaded.

Spoiler:
Mercenary
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_

Barriers
Spoiler:
Becalmed
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

Spoiler:
Storm
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.

Spoiler:
Storm
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.

Spoiler:
Sandbar
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11 Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

Spoiler:
Barroom Brawl
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Weapons
Spoiler:
Cutlass +1
Weapon C
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

Spoiler:
Fire Lance
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5 For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

Spoiler:
Heavy Crossbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

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

Spoiler:
Aqueous Orb
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 9 Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 11 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Animate Water
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10 Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

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

Spoiler:
Find Traps
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6 Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Blackcloth Armor
Armor 2
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 6 If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Fortified Leather Armor
Armor 1
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or to add 1 to your Constitution or Fortitude check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

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

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

Spoiler:
Potion of Flying
Item 3
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 10 Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.

Spoiler:
Crown of Swords
Item 2
Traits:
Accessory
Magic To Acquire:
Wisdom
Divine
Melee 8 Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.

Spoiler:
Spyglass
Item B
Traits:
Object To Acquire:
Wisdom
Perception 4 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

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

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

Spoiler:
Acolyte
Ally C
Traits:
Human
Elite To Acquire:
Arcane
Divine
Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

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

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

Blessings
Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Top of Blessing Discard Pile:

Blessing of Gozreh:
Blessing of Gozreh
Blessing C
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Remaining: 21

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 3 /
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Erastil
Blessing C
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12 /
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 17 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 20 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 21 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Erasmus/AAUGHWHY, Enora/Akaitora, CLOSED

Location #2: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ukuja/Bigguyinblack, Barroom Brawl

Ghol-Gan Ruins Card 1:
Spiked Log Trap
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10 If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Ghol-Gan Ruins Card 2:
Pirate Captain
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12 Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.

Ghol-Gan Ruins Card 3:
Manticore
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Ghol-Gan Ruins Card 4:
Collapsing Hallways
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11 If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #3: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Raft

Ghol-Gan Ruins Card 1:
Dragon Pistol
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged
Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.

Ghol-Gan Ruins Card 2:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Ghol-Gan Ruins Card 3:
Collapsing Hallways
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11 If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 4:
Tessa Fairwind
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9 Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ghol-Gan Ruins Card 5:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Ghol-Gan Ruins Card 6:
Dead Man's Chest
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13 If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.

Ghol-Gan Ruins Card 7:
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ghol-Gan Ruins Card 8:
Swamp Ghoul
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11 The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Ghol-Gan Ruins Card 9:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Ghol-Gan Ruins Card 10:
Illuminate
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Ghol-Gan Ruins Card 11:
Giant Wasp
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13 The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.


Deck upgrade preference: Spell 6, maybe Item 5 or Ally 6 Deck Handler

Starting Enora's turn under Blessing of Gozreh.

"I'm fine Erasmus! We have no time for this. Come on! Hurry!" - Enora brushed off Erasmus' approach as she ran away from the rapidly collapsing ruins, but as soon as she was out of sight the whispers intensified once more.

Enora will move to Ruins #2.

"Little one, tap into my power. You need it!" - it was hard to disagree with the voice while the ruins collapsed all around her threatening to swallow them all alive.

I will display imp to draw 2 cards. It will be discarded at the end of my turn. I draw Fire Snake and Blessing of the Spellbound.

"Knowledge....for you, little one" - without waiting for Enora to process the words, a vision once more rushed past her eyes. This time she could tell she was looking at the crumbling ruins as if moving fast as lightning through the halls, getting a glimpse of all the traps that awaited her.

I will cast Augury, looking for Barriers. I examine Card 1: Spiked Log Trap, Card 2: Pirate Captain and Card 3: Manticore. Those are some nasty monsters. Spiked log trap is moved to the bottom of Ruins #3. Rest of the location cards are shuffled.

Recharge Augury, revealing spellbook, Arcane 8: 1d12 + 1d4 + 4 ⇒ (10) + (3) + 4 = 17

Enora could tell that she was visibly upset. Not wanting to worry Ukuja or give Erasmus more of a reason to inquire, she spent some time collecting her thoughts before re-joining the group.

Unfortunately, I continue to not have a good answer for monsters. At the end of my turn, I will resolve the scenario effect. For the Wisdom check, I will recharge my Byzantine Lexicon to add 1 die. I will also use my Blessing of the Gods to make some room in my hand.

Wisdom 5: 3d6 ⇒ (3, 1, 3) = 7

As Enora snapped out of the vision, she noticed she was about to be crushed under falling rubble. She was however able to redirect the rocks into the halls down the stairs from the hallway she was in.

I will choose to banish the top card of the location.

Random card to banish, except 1: 1d3 + 1 ⇒ (1) + 1 = 2

Pirate Captain is banished. Enora resets her hand.

Enora wrote:

Hand: Blessing of Pharasma, Sphere of Fire, Dreamcatcher, Spellbook, Good Omen, Fire Snake, Blessing of the Spellbound 2,

Displayed: (Acquired)Imp,
Deck: 12 Discard: 1 Buried: 0
"Notes:
-Available for use without asking: Any blessing on check to close, on check against villain. Good omen on check to close or to acquire Boon 3 (adds 4). Byzantine Lexicon to add 1 die to non-combat Wisdom check at my location.
-Available for use if you ask: Any blessing for cases not covered above. Good omen on check to acquire a boon lower than 3.
"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1
Dexterity d6 ☐+1 ☐+2
Constitution d4 ☐+1
Intelligence d12 ☑ +1 ☑+2 ☑+3 ☐+4
Knowledge: Intelligence +3
Craft: Intelligence +1
Arcane: Intelligence +1
Wisdom d6 ☐+1 ☐+2 ☐+3
Charisma d6 ☐+1 ☐+2 ☐+3 ☐+4

Favored Card: Spell
Hand Size 6 ☑7
Powers:
When you attempt a check to acquire a spell (☑ or an item), you may use your Knowledge skill in place of any listed skill.
After you play a spell, you may recharge a random spell from your discard pile.
Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☑ or any character at your location) to 0.

Now we are in business. Sphere of Fire is now in my hand.


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

I'm in a good place to close Ruins #2

As the tremors subside momentarily, Erasmus catches up to the rest of his team at Ruins #2.

Random Card: 1d2 + 2 ⇒ (1) + 2 = 3 The Manticore... Aw man...

Random Character: 1=Erasmus, 2=Enora, 3=Ukuja: 1d3 ⇒ 1
BYA Ranged Combat Damage: 1d4 + 1 ⇒ (2) + 1 = 3 I'm in a slightly worse place to close the ruins... Discard Cure, Sign of the Lantern Bearer, The Missing Eye

Just as he arrives, a cloud of barbs sails towards him from behind, a good number of them embedding themselves in his flesh. Erasmus turns around to find a Card 3: Manticore bearing down upon them. Erasmus sends a telepathic attack directly at the Manticore's mind! Play Mind Thrust to use Perception+1d6+AD. Veldira adds 1d4+3

Combat 15: 2d6 + 1d4 + 10 ⇒ (5, 1) + (1) + 10 = 17
Recharge Mind Thrust Perception 7: 1d6 + 1d4 + 7 ⇒ (5) + (1) + 7 = 13

The manticore comes careening out of the air. Erasmus makes it to his team and the temple begins to rumble; the hallway they're in threatens to collapse any minute! Auto-pass end of turn check. With the Log-Trap on the bottom, we know that the Collapsing Hallway is on top, so I won't banish the card.

End Turn

Erasmus wrote:

Hand: Sign of the Stranger, Brine's Sting, Call Spirit, Force Missile, Blessing of Cayden Cailean,

Displayed: Spirit Relatives,
Deck: 7 Discard: 6 Buried: 1
Notes: Cayden Cailean: +2 Dice on Non-Combat STR/CHA. Stranger: Recharge vs Items. Call Spirit: Display at location for +1d4 to checks or +1 die to Perception (lasts until end of my turn)
Sideboard cards:
Current Spirit: Veldira

Skills and Powers:
SKILLS

Strength d6 [X]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [X] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d6 [X] +1 [ ] +2
Perception: Wisdom +3
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Arcane: Charisma+1

Favored Card: Your Choice
Hand Size: 5
Proficient with: Light Armors, Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) the number of cards recharged to your checks until the end of the turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives


During This Adventure: Your ship is the Raft.

You cannot command any other ship

During This Scenario: Your ship is anchored at a random Ghol Ghan Ruins.

When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a
Ghol-Gan Ruins location, do not flip the location card over.

When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage

When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.

To win, close the Tower.
Additional Rules: Story Banes:

Henchman: Collapsing Hallways:

Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 11, Ukuja/Bigguyinblack

Random Cards:

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

Spoiler:
Mercenary
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_

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

Spoiler:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Spoiler:
Will-o'-Wisp
Monster 3
Traits:
Aberration
To Defeat:
Combat 16
OR Wisdom 14 All damage from the Will-o'-Wisp is Electricity damage.
You may not play spells that have the Attack trait unless they also have the Force trait.
Before you act, succeed at a Wisdom 10 check or recharge 1d4 cards from your hand.
These maletic aberrations feed on the fear of terrified travelers_

Barriers
Spoiler:
Cannonade
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

Spoiler:
Pirate Entertainments
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

Spoiler:
Cannonade
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

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

Spoiler:
Storm
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.

Weapons
Spoiler:
Dragon Pistol +1
Weapon 2
Traits:
Firearm
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 12 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at this location.

Spoiler:
Harpoon
Weapon C
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

Spoiler:
Shock Musket +1
Weapon 1
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spoiler:
Pistol +1
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spoiler:
Cutlass +1
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spells
Spoiler:
Aqueous Orb
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 9 Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 11 check. If you succeed, recharge this card; if you fail, discard it.

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

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

Spoiler:
Aqueous Orb
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 9 Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 11 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Fear
Spell B
Traits:
Magic
Arcane
Divine
Attack
Mental
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Shark Skin Armor
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Blackcloth Armor
Armor 2
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 6 If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Worn Leather Skullcap
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite To Acquire:
Wisdom
Survival 7 Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.

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

Spoiler:
Amulet of Fortitude
Item B
Traits:
Accessory
Magic
Elite To Acquire:
Constitution
Fortitude 5 Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.

Spoiler:
Archer's Bracers
Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Dexterity
Ranged 7 Reveal this card to add 2 to your Ranged combat check.

Spoiler:
Periscope
Item 2
Traits:
Object To Acquire:
Wisdom
Perception 8 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the bottom 2 cards of your location deck and put them back in any order. After playing this card, reveal a card that has the Swashbuckling trait to recharge this card instead of discarding it.

Allies
Spoiler:
Acolyte
Ally B
Traits:
Human
Elite To Acquire:
Arcane
Divine
Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Spoiler:
Barefoot Samms Toppin
Ally B
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 8 Discard this card to add 1d6 to any check to defeat a barrier that has the Task trait; you may additionally discard another card to add another 1d6.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

Spoiler:
Coral Capuchin
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

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

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

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

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

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Top of Blessing Discard Pile:

Blessing of the Gods:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Remaining: 19

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Erastil
Blessing C
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10 /
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: CLOSED

Location #2: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/AAUGHWHY, Ukuja/Bigguyinblack, Enora/Akaitora,

Ghol-Gan Ruins Card 1 (Collapsing Hallways):
Collapsing Hallways
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11 If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 2 (Spiked Log Trap):
Spiked Log Trap
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10 If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Location #3: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Raft

Ghol-Gan Ruins Card 1:
Dragon Pistol
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged
Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.

Ghol-Gan Ruins Card 2:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Ghol-Gan Ruins Card 3:
Collapsing Hallways
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11 If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 4:
Tessa Fairwind
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9 Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ghol-Gan Ruins Card 5:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Ghol-Gan Ruins Card 6:
Dead Man's Chest
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13 If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.

Ghol-Gan Ruins Card 7:
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ghol-Gan Ruins Card 8:
Swamp Ghoul
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11 The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Ghol-Gan Ruins Card 9:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Ghol-Gan Ruins Card 10:
Illuminate
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Ghol-Gan Ruins Card 11:
Giant Wasp
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13 The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.


Deck Handler Desired upgrades: Spell 1, Blessing 1, Ally 1

Leryn warns of some Collapsing Hallways, But was it in time?

Ghol-Gan Ruins Card 1: Collapsing Hallways:

Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11 If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Perception 11 aided by Veldira and Erasmus's Call Spirit: 2d10 + 1d4 + 5 ⇒ (4, 1) + (2) + 5 = 12

Ukuja leads everyone out.

Constitution 5 +3 aided by Enora's Good Omens and Erasmus's Call Spirit: 1d6 + 1d4 + 4 ⇒ (5) + (1) + 4 = 10

But the ruins are truly ruined.

Location closed. Only 1 open location so no barriers get shuffled in. Auto pass eot Perception check.

Ukuja takes a moment to heal Erasmus's wounds before we move on.

Major Cure on Erasmus: 1d4 + 1 ⇒ (1) + 1 = 2
recharge 10 aided by Veldira and Call Spirits: 1d10 + 2d4 + 4 ⇒ (9) + (1, 4) + 4 = 18

Heal Blessing of the Gods. Discard Oaken Staff and the underperforming Jalhazar's Wheel Loot then refresh hand.

Ukuja wrote:

Hand: Underwater Crossbow, Fire Gecko, Blessing of Kelizandri, Cure, Elk, Wendifisa Spear, Dwarf Caiman,

Displayed: Leryn, Python,
Deck: 7 Discard: 4 Buried: 0
"Notes: Leryn: Perception Wisdom +2, At the beginning of turn examine top card of location, May place on top of deck to examine top 2 cards.

Python: Fortitude Constitution +2, May use combat check for subsequent checks, May put on top of deck to ignore AYA power.

Blessing of Kelizandri: Discard to add 1 die or 2 dice on any check vs aquatic.

Location: Ruins #2 (closed)"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [x] +1 [x] +2 [x] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 [ ] +1

Favored Card: Ally or Weapon
Hand Size 7
Proficient with: Light Armors | Weapons
Powers:
<Power 1> When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
<Power 2> You may discard a card that has the Animal trait to evade a bane you encounter ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] or to your check to defeat a barrier).
<Power 3> [ ] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
<Power 4>
<Power 5>

Used Erasmus's Call Spirit.
Used Enora's Good Omen.
Closed Location #2: Ghol-Gan Ruins.
Healed Erasmus for 2.

During Enora's turn...

"You are still looking ragged. Let's try this."

cure Erasmus: 1d4 + 1 ⇒ (1) + 1 = 2
recharge 8 aided by Veldira and Call Spirits: 1d10 + 2d4 + 4 ⇒ (2) + (3, 2) + 4 = 11


During This Adventure: Your ship is the Raft.

You cannot command any other ship

During This Scenario: Your ship is anchored at a random Ghol Ghan Ruins.

When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a
Ghol-Gan Ruins location, do not flip the location card over.

When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage

When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.

To win, close the Tower.
Additional Rules: Story Banes:

Henchman: Collapsing Hallways:

Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 12, Enora/Akaitora

Random Cards:

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

Spoiler:
Reefclaw
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.

Spoiler:
Ghost
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8 The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_

Spoiler:
Comozant Wyrd
Monster C
Traits:
Outsider
Elemental
Incorporeal
Elite
To Defeat:
Combat 10 The Comozant Wyrd is immune to the Cold, Electricity, and Poison traits. All damage dealt by it is electricity damage.
If the check to defeat does not have the Magic trait, the Comozant Wyrd is undefeated.

Spoiler:
Marine
Monster C
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

Barriers
Spoiler:
Barroom Brawl
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Spoiler:
Sandbar
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11 Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

Spoiler:
Pirate Entertainments
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

Spoiler:
Goose in the Rigging
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7 Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

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

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

Spoiler:
Trident +1
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic
Elite To Acquire:
Strength
Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.

Spoiler:
Cutlass +1
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

Spoiler:
Longbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged 5 For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Spells
Spoiler:
Charm Animal
Spell C
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 7 Bury this card to draw 1 random Animal ally from the box and add it to your hand.
If you do not have either the Arcane or Divine skill, banish this card after playing it.

Spoiler:
Freezing Sphere
Spell 3
Traits:
Magic
Arcane
Cold
Attack To Acquire:
Intelligence
Arcane 11 Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Fear
Spell B
Traits:
Magic
Arcane
Divine
Attack
Mental
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

Spoiler:
Aqueous Orb
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 9 Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 11 check. If you succeed, recharge this card; if you fail, discard it.

Armors
Spoiler:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Wooden Armor
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Sniper's Studded Leather
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Stealth 8 Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat or Perception check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Wilderness Studded Leather
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Survival 7 Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

Spoiler:
Liquid Ice
Item 2
Traits:
Liquid
Attack
Cold
Ranged
Alchemical
Elite To Acquire:
Intelligence
Craft 9 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.

Spoiler:
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, put the examined card on the top or bottom of your deck.

Spoiler:
Astrolabe
Item 1
Traits:
Tool To Acquire:
Wisdom
Survival 7 Discard this card to add 1d4 to any check attempted by a character on a ship; if the top card of the blessings discard pile is Blessing of the Gods, add 1d8 instead. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.

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

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

Spoiler:
Dodo
Ally C
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 5 Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

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

Spoiler:
Coral Capuchin
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

Spoiler:
Heartbreak Hinsin
Ally B
Traits:
Human
Aristocrat
Pirate To Acquire:
Dexterity
Disable 4
THEN Charisma
Diplomacy 7 Bury this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Blessings
Spoiler:
Blessing of Hshurha
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 18

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Erastil
Blessing C
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9 /
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: CLOSED

Location #2: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Erasmus/AAUGHWHY, Ukuja/Bigguyinblack, Enora/Akaitora, CLOSED, Call Spirit

Location #3: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Raft

Ghol-Gan Ruins Card 1:
Dragon Pistol
Weapon B
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged
Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
Recharge this card to add 1d6 and this card's traits to another character's combat check at your location.

Ghol-Gan Ruins Card 2:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Ghol-Gan Ruins Card 3:
Collapsing Hallways
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11 If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 4:
Tessa Fairwind
Ally 3
Traits:
Half-Elf
Bard
Captain
Pirate To Acquire:
Dexterity
Stealth 7
THEN Charisma
Diplomacy 9 Reveal this card and recharge another card to add 1d6 and the Swashbuckling trait to any check attempted by a character on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Ghol-Gan Ruins Card 5:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Ghol-Gan Ruins Card 6:
Dead Man's Chest
Barrier C
Traits:
Cache
Lock
Pirate
To Defeat:
Dexterity
Disable 11
OR Strength
Melee 13 If defeated, add 1 random weapon, 1 random item, and 1 random spell from the box to your hand.
If undefeated, you may banish this barrier.

Ghol-Gan Ruins Card 7:
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Ghol-Gan Ruins Card 8:
Swamp Ghoul
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11 The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Ghol-Gan Ruins Card 9:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Ghol-Gan Ruins Card 10:
Illuminate
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Ghol-Gan Ruins Card 11:
Giant Wasp
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13 The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.


Deck upgrade preference: Spell 6, maybe Item 5 or Ally 6 Deck Handler

Starting Enora's turn under Blessing of Gorum.

Seeing the crumbling ruins all around her, Enora realized that the party was running out of time. Desperate measures would have to be taken to leave the place alive.

"Erasmus, if you trust me, hold on to this and DON'T. LET. GO. I'll try to find a way out of here through the Ethereal Plane and I need your body as an anchor. It will be rather...painful for you, but I need your strength!"

As discussed in party chat, at the beginning of Enora's turn, Erasmus will recharge all blessings in his hand using his power to limit the amount of damage he will receive. Then, Enora will display Dreamcatcher next to Erasmus' deck.

Barely waiting for an answer, Enora leaves Erasmus holding the dreamcatcher as she hastily begins the ritual to enter the ethereal plane.

Moving to Ruins #3. I'll display Sphere of Fire now for good measure. I explore to encounter Ruins #3 Card 1: Dragon Pistol. I'll try to acquire it. I reveal Spellbook to add 1d4 to my non-combat Craft(Intelligence) check.

CtA Craft 9: 1d12 + 1d4 + 4 ⇒ (11) + (3) + 4 = 18

I reveal Blessing of the Spellbound to explore again. Erasmus takes 1 point of Irreducible mental damage. I encounter Card 2: Sea Hag. I reveal Blessing of the Spellbound for the BYA check. Erasmus takes his second point of Irreducible mental damage. I will also reveal spellbook to add 1d4.

BYA Arcane 8: 2d12 + 1d4 + 4 ⇒ (7, 8) + (4) + 4 = 23

For the combat check, I will use Sphere of Fire. I will also reveal Blessing of the Spellbound again to add to my Combat check. Erasmus takes another point of mental damage, but he has no more cards in hand so I'll stop tracking it at this point.

CtD Combat Arcane 14: 2d12 + 1d6 + 4 ⇒ (10, 12) + (4) + 4 = 30

I reveal Blessing of the Spellbound to explore again. I encounter Card 3: Collapsing Hallways. I will reveal Fire Snake to use my Arcane for the Dexterity CtD. I will reveal Blessing of the Spellbound to add a die, and Spellbook to add 1d4.

CtD Arcane 12: 2d12 + 1d4 + 4 ⇒ (9, 8) + (4) + 4 = 25

Enora could see a way out, but while in the Ethereal Plane the power she had recently acquired was that much greater. Filled with hubris, she decided to continue exploring instead of returning to her friends to share what she had learned. "They'll be safe for a few more minutes, and we can all benefit from the great magics I can feel just a little over yonder". Inside her, the mysterious presence stirred as if smiling.

I choose not to attempt to close the location. I reveal Blessing of the Spellbound to explore again and encounter Card 4: Tessa Fairwind. I will reveal Fire Snake, Spellbook and Blessing of the Spellbound for both checks to acquire.

CtA Arcane 7: 2d12 + 1d4 + 4 ⇒ (5, 12) + (2) + 4 = 23
CtA Arcane 9: 2d12 + 1d4 + 4 ⇒ (1, 7) + (4) + 4 = 16

I will reveal Blessing of the Spellbound to explore again. I encounter Card 5: Curse of the Deep. I reveal Fire Snake, Blessing of the Spellbound and Spellbook for the CtD.

CtD Arcane 10: 2d12 + 1d4 + 4 ⇒ (4, 1) + (1) + 4 = 10

Close call! But I continue going. I reveal Blessing of the Spellbound to explore again and encounter Card 6: Deadman's Chest. I reveal Fire Snake, Blessing of the Spellbound and Spellbook for the CtD.

CtD Arcane 14: 2d12 + 1d4 + 4 ⇒ (1, 10) + (4) + 4 = 19

Nice! I add a random weapon: Falcata (B), item: Ruby of Charisma (B) and spell: Charm Animal (C) from the box. Not what I expected, but can't complain. I reveal Blessing of the Spellbound to explore again and encounter Card 7: Blessing of Erastil. I reveal Fire Snake for the CtA. I automatically acquire the Blessing.

I reveal Blessing of the Spellbound to explore again and encounter Card 8: Swamp Ghoul. At this rate, I will end my turn with too many cards in it, so I will reveal and bury the dragon pistol, as well as discard Blessing of Erastil to add a total of 5d6 to my Dexterity combat check.

CtD Dexterity 14: 6d6 ⇒ (5, 3, 6, 3, 3, 3) = 23

I reveal Blessing of the Spellbound again to explore and encounter Card 9: Curse of the Deep. I reveal Fire Snake, Blessing of the Spellbound and Spellbook for the CtD.

CtD Arcane 10: 2d12 + 1d4 + 4 ⇒ (8, 9) + (4) + 4 = 25

I reveal Blessing of the Spellbound again to explore and encounter Card 10: Illuminate, which I automatically acquire with my Knowledge of 1d12+6.

I reveal Blessing of the Spellbound to explore and encounter Card 11: Giang Wasp. I will discard Sphere of Fire to use my Arcane+2d6 for the CtD. I will also recharge Blessing of the Spellbound to add a die.

CtD Combat Arcane 16: 2d12 + 2d6 + 4 ⇒ (6, 6) + (5, 4) + 4 = 25
Recharge Sphere of Fire, Arcane 9: 1d12 + 1d4 + 4 ⇒ (4) + (3) + 4 = 11

The location is now empty, so I will attempt to close. To do so, I will reveal Fire Snake and Spellbook.

Closing check, Arcane 8: 1d12 + 1d4 + 4 ⇒ (9) + (4) + 4 = 17

Feeling no more sources of magical power, Enora emerged from the ethereal plane and promptly guided everyone to the exit. She felt like she could do that forever if she had to. Her power felt limitless. It was exhilarating.

At the end of my turn, I resolve the scenario effect, revealing Fire Snake and Spellbook to automatically succeed. Then, I will attempt to recharge Dreamcatcher.

Recharge Dreamcatcher, Arcane 12: 1d12 + 1d4 + 4 ⇒ (7) + (2) + 4 = 13

Before resetting my hand, I will bury Charm Animal to draw a random animal ally: Dodo (C). Then, I will discard Dodo, Illuminate, Ruby of Charisma and Falcata from my hand. Then I reset my hand.

Enora wrote:

Hand: Blessing of Pharasma, Blessing of the Spellbound 3, (Acquired)Tessa Fairwind, Staffbearer, Spellbook, Good Omen, Fire Snake,

Displayed:
Deck: 13 Discard: 7 Buried: 2
"Notes:
-Available for use without asking: Any blessing on check to close, on check against villain. Good omen on check to close or to acquire Boon 3 (adds 4). Byzantine Lexicon to add 1 die to non-combat Wisdom check at my location.
-Available for use if you ask: Any blessing for cases not covered above. Good omen on check to acquire a boon lower than 3.
"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1
Dexterity d6 ☐+1 ☐+2
Constitution d4 ☐+1
Intelligence d12 ☑ +1 ☑+2 ☑+3 ☐+4
Knowledge: Intelligence +3
Craft: Intelligence +1
Arcane: Intelligence +1
Wisdom d6 ☐+1 ☐+2 ☐+3
Charisma d6 ☐+1 ☐+2 ☐+3 ☐+4

Favored Card: Spell
Hand Size 6 ☑7
Powers:
When you attempt a check to acquire a spell (☑ or an item), you may use your Knowledge skill in place of any listed skill.
After you play a spell, you may recharge a random spell from your discard pile.
Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☑ or any character at your location) to 0.

Erasmus took a million irreducible mental damage.
Ruins #3 is closed.


During This Adventure: Your ship is the Raft.

You cannot command any other ship

During This Scenario: Your ship is anchored at a random Ghol Ghan Ruins.

When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a
Ghol-Gan Ruins location, do not flip the location card over.

When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage

When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.

To win, close the Tower.
Additional Rules: Story Banes:

Henchman: Collapsing Hallways:

Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 13, Erasmus/AAUGHWHY

Random Cards:

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

Spoiler:
Pirate Captain
Monster B
Traits:
Human
Captain
Pirate
Veteran
To Defeat:
Combat 12 Before you act, recharge a card.
The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any. You may not play allies that have the Pirate trait on this check.
After you act, the Pirate Captain deals 2 Structural damage to your ship.

Spoiler:
Marine
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

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

Spoiler:
Crocodile
Monster C
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed_

Barriers
Spoiler:
Bucket Brigade
Barrier C
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Spoiler:
Bucket Brigade
Barrier B
Traits:
Task
Fire
Elite
To Defeat:
Constitution
Fortitude 6 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
Each character at this location must succeed at a check to defeat this barrier or be dealt 2 Fire damage. The barrier is defeated or undefeated based solely on your check.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn. If you start your turn at this location, your ship is dealt 1 Structural damage.

Spoiler:
Spiked Log Trap
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10 If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Spoiler:
Cannonade
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

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

Weapons
Spoiler:
Harpoon
Weapon B
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Elite To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

Spoiler:
Throwing Axe
Weapon B
Traits:
Axe
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Dagger Pistol +1
Weapon 2
Traits:
Knife
Firearm
Ranged
Piercing
Swashbuckling
Magic To Acquire:
Dexterity
Ranged
Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d8. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

Spoiler:
Cutlass +1
Weapon C
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

Spells
Spoiler:
Geyser
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Spoiler:
Aqueous Orb
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 9 Display this card. While this card is displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 2d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 11 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Illuminate
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Skeleton Crew
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 7 Discard this card to succeed at your check to defeat a barrier that has the Task trait.
Discard this card to add 1d6 to any non-combat Strength or Dexterity check attempted by a character on a ship.
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.

Spoiler:
Fear
Spell B
Traits:
Magic
Arcane
Divine
Attack
Mental
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to evade a non-villain monster and shuffle it into an open location of your choice.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Magic Wooden Armor
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Blackcloth Armor
Armor 2
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 6 If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Sniper's Studded Leather
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Stealth 8 Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat or Perception check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Spyglass
Item B
Traits:
Object To Acquire:
Wisdom
Perception 4 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Spoiler:
Sea Tyrant's Patch
Item 3
Traits:
Accessory
Magic
Swashbuckling
Elite To Acquire:
Charisma
Diplomacy 9 Reveal this card to add 1d6 and the Swashbuckling trait to your check to acqure an ally, or 2d6 if it has the Pirate trait.
Recharge this card to add 1d6 and the Swashbuckling trait to your check to defeat a bane, or 2d6 if it has the Pirate trait.

Spoiler:
Token of Remembrance
Item B
Traits:
Object
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

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

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

Spoiler:
Crimson Cogward
Ally 1
Traits:
Human
Rogue
Pirate To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 7 Discard this card and bury another card to succeed at your check to acquire a boon.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Acolyte
Ally C
Traits:
Human
Elite To Acquire:
Arcane
Divine
Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Spoiler:
Coral Capuchin
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

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

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

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

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 17

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8 /
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: CLOSED

Location #2: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Erasmus/AAUGHWHY, Ukuja/Bigguyinblack, CLOSED, Call Spirit

Location #3: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Enora/Akaitora, Raft, CLOSED

Location #4: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 5 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Tower Card 1:
Storm
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.

Tower Card 2:
Wand of Flame
Item 2
Traits:
Wand
Attack
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.

Tower Card 3:
Fever Sea Marauder
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17 After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.

Tower Card 4:
Merrill Pegsworthy
Ally 2
Traits:
Human
Fighter
Captain
Pirate To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8 Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Tower Card 5:
Collapsing Hallways
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11 If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Tower Card 6:
Treasure Hunt
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.

Tower Card 7:
Wilderness Studded Leather
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Survival 7 Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Tower Card 8:
Cannoneer
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17 All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.

Tower Card 9:
Sandbar
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11 Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

Tower Card 10:
Pirate Hunting
Barrier C
Traits:
Task
Pirate
To Defeat:
None Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.

Tower Card 11:
Protect
Spell 2
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6 Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Tower Card 12:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Tower Card 13:
Musket +1
Weapon 2
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Start of Enora's turn: Recharge Blessings for +3 on checks (and indirectly reduce damage)

Erasmus grips the Dreamcatcher Enora handed him tightly; he's used to astral travel and extraplanar contacts. But what did she mean when she said it would be rather "painful"? He prays for safety just in case as she begins to fade out of the plane. All too soon he figures out what she meant, his mind is wracked with pain feeling stretched, pulled, and torn everywhich way as Enora finished her etheral expedition. He feels the vague presence of a second entity using his body as an anchor before he blacks out entirely.

My actual turn now.

When Erasmus regains consciousness, he finds himself at the base of a large Tower with no recollection of how he got there. A Card 1: Storm brews near the top. Erasmus recalls learning of an alternative Harrow Deck popular in other realms; one of the cards depicts a lightning-struck tower: an omen of death, disaster, and destruction. That's not a good sign...

End of Turn stuff doesn't happen anymore, since I'm not at a ruins.

End turn.

Recharge Call Spirit Perception 9: 1d6 + 1d4 + 7 ⇒ (6) + (1) + 7 = 14

Erasmus wrote:

Hand: The Missing Eye, Aid (Acquired), Sign of the Lantern Bearer, Mask of Stolen Mien, Cure,

Displayed: Spirit Relatives, Call Spirit,
Deck: 9 Discard: 4 Buried: 1
Notes: Lantern Bearer: Recharge vs Armors. Aid: +1d6
Sideboard cards:
Current Spirit: Veldira

Skills and Powers:
SKILLS

Strength d6 [X]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [X] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d6 [X] +1 [ ] +2
Perception: Wisdom +3
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Arcane: Charisma+1

Favored Card: Your Choice
Hand Size: 5
Proficient with: Light Armors, Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) the number of cards recharged to your checks until the end of the turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives


During This Adventure: Your ship is the Raft.

You cannot command any other ship

During This Scenario: Your ship is anchored at a random Ghol Ghan Ruins.

When building the locations, build a number of Ghol-Gan Ruins locations equal to the number of characters. When you close a
Ghol-Gan Ruins location, do not flip the location card over.

When you end your turn at a Ghol-Gan Ruins, succeed at a Dexterity, Acrobatics, Wisdom, or Perception 5 check or you are dealt 1d4 Combat damage. You may then banish the top card of your location deck. Note that these are not dependent on each other. You can banish the top card even if you don't take damage

When all Ghol-Gan Ruins locations are closed, summon and build the location Tower and shuffle a number of barriers equal to the number of characters into it.

To win, close the Tower.
Additional Rules: Story Banes:

Henchman: Collapsing Hallways:

Henchman 3
Type: Barrier
Traits: Obstacle Trap
To Defeat: Dexterity Acrobatics 9 OR Wisdom Perception 11
If undefeated, each character at your location is dealt 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 14, Ukuja/Bigguyinblack

Random Cards:

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

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

Spoiler:
Jellyfish Swarm
Monster 2
Traits:
Animal
Aquatic
Swarm
To Defeat:
Combat 16
OR Dexterity
Acrobatics 10 If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.

Spoiler:
Ghost
Monster B
Traits:
Undead
Incorporeal
Ghost
Elite
To Defeat:
Combat 12
OR Wisdom
Divine 8 The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
This spectral, horrifying figure lides silently through the air, passing through solid bjects as if they didn't exist_

Spoiler:
Bull Shark
Monster 2
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13 The Bull Shark may not be evaded.
Before you act, succeed at a Constitution or Fortitude 9 check or the Bull Shark deals 1d4 damage to you.

Barriers
Spoiler:
Drowning Spikes Trap
Barrier 1
Traits:
Trap
Aquatic
To Defeat:
Dexterity
Disable 7 If undefeated, display this card next to your deck; you may not move or be moved while this barrier is next to your deck. While displayed, you may not move or be moved; at the start of each of your turns, succeed at a Dexterity, Acrobatics, or Strength 9 check to banish this card; at the end of each of your turns, bury the top card of your deck.

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

Spoiler:
Becalmed
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

Spoiler:
Ambush
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

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

Weapons
Spoiler:
Repelling Pike +1
Weapon 1
Traits:
Polearm
Melee
Piercing
2-Handed
Magic
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If you are on a ship, add another 1d4. If you fail this check, you may discard this card to ignore the result and evade the bane instead.

Spoiler:
Morningstar
Weapon B
Traits:
Mace
Melee
Piercing
Elite To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

Spoiler:
Pistol +1
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

Spoiler:
Heavy Crossbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Spoiler:
Falcata +1
Weapon 1
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Spells
Spoiler:
Freezing Sphere
Spell 3
Traits:
Magic
Arcane
Cold
Attack To Acquire:
Intelligence
Arcane 11 Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Animate Water
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10 Discard this card to reduce the difficulty of any check against a bane that has the Aquatic trait by 2d4. You may play another spell on this check.
Discard this card to evade a bane that has the Aquatic trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Spoiler:
Geyser
Spell 2
Traits:
Magic
Arcane
Divine
Fire
Attack To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d6.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Spoiler:
Sphere of Fire
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 7 Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Instant Armor
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 3 When an armor is played on any check, discard this card to recharge that armor instead of discarding, burying, or banishing it.
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 5 check to recharge this card instead of discarding it.

Armors
Spoiler:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Blackcloth Armor
Armor 2
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 6 If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

Items
Spoiler:
Crown of Swords
Item 2
Traits:
Accessory
Magic To Acquire:
Wisdom
Divine
Melee 8 Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.

Spoiler:
Potion of Healing
Item C
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

Spoiler:
Besmara's Bones
Item 2
Traits:
Tool
Swashbuckling
Besmara To Acquire:
Wisdom
Survival 8 Display this card next to your ship. While displayed, reduce Structural damage dealt to your ship by 1. Discard this card if your ship is banished.
If your ship is banished because you seized a ship, you may bury a card to display this card next to your new ship.

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

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

Allies
Spoiler:
Coral Capuchin
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

Spoiler:
Royster McCleagh
Ally 2
Traits:
Human
Fighter
Pirate To Acquire:
Charisma
Diplomacy 7 Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Conchobhar Turlach Shortstone
Ally 1
Traits:
Gnome
Bard
Pirate To Acquire:
Charisma
Diplomacy 7 Reveal this card to add 1d10 and the Swashbuckling trait to your Diplomacy check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

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

Blessings
Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Spoiler:
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 16

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7 /
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: CLOSED

Location #2: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ukuja/Bigguyinblack, CLOSED, Call Spirit

Location #3: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Enora/Akaitora, Raft, CLOSED

Location #4: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 4 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/AAUGHWHY, Storm (If you start your turn here, roll 1d6. Banish on 6. Take result as Structural Damage otherwise)

Tower Card 1:
Wand of Flame
Item 2
Traits:
Wand
Attack
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.

Tower Card 2:
Fever Sea Marauder
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17 After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.

Tower Card 3:
Merrill Pegsworthy
Ally 2
Traits:
Human
Fighter
Captain
Pirate To Acquire:
Strength
Melee 6
OR Charisma
Diplomacy 8 Recharge this card and another card to succeed at your check to acquire an ally that has the Pirate trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Tower Card 4:
Collapsing Hallways
Henchman 3
Type: Barrier
Traits:
Obstacle
Trap
To Defeat:
Dexterity Acrobatics 9
OR Wisdom Perception 11 If undefeated, each character at your location is dealt 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Tower Card 5:
Treasure Hunt
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.

Tower Card 6:
Wilderness Studded Leather
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Survival 7 Recharge this card to reduce Combat damage to you by 2, or to add 2 to your non-combat Wisdom or Survival check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Tower Card 7:
Cannoneer
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17 All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.

Tower Card 8:
Sandbar
Barrier 3
Traits:
Task
Aquatic
To Defeat:
Strength
Knowledge
Wisdom
Perception 11 Before you act, move each character to this location.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4 Structural damage. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn. No character may move or be moved from this location while this barrier is on top of the location deck.

Tower Card 9:
Pirate Hunting
Barrier C
Traits:
Task
Pirate
To Defeat:
None Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.

Tower Card 10:
Protect
Spell 2
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6 Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Tower Card 11:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Tower Card 12:
Musket +1
Weapon 2
Traits:
Firearm
Ranged
Piercing
2-Handed
Magic
Elite To Acquire:
Dexterity
Ranged
Craft 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.


Deck Handler Desired upgrades: Spell 1, Blessing 1, Ally 1

Ukuja and his menagerie get tossed ashore near a tower. He begins to investigate.

He waves to Erasmus who seem to look a bit dazed.

Tower Card 1: Wand of Flame:

Item 2
Traits:
Wand
Attack
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, bury this card to roll 1d6, plus a number of additional d6 equal to the adventure deck number of the current scenario, if any; you may additionally discard a spell to add your Arcane or Divine skill. After playing this card, succeed at an Arcane or Divine 10 check to recharge this card instead of burying it.

Ukuja looks over an odd wand but decides to leave it be.

His Elk has found something.

Discard Elk to explore.

Tower Card 2: Fever Sea Marauder:

Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17 After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.

A fevered man attacks Ukuja and his elk.

combat 17 revealing Wendifisa Spear to use survival, revealing Fire Gecko, aided by Elk, aided by Veldira: 1d10 + 1d12 + 1d6 + 2d4 + 7 ⇒ (4) + (7) + (6) + (2, 1) + 7 = 27

Erasmus staps out of his daze and cures Ukuja's injuries.

cure targeting Ukuja: 1d4 + 1 ⇒ (3) + 1 = 4

End turn, discard Underwater Crossbow.

Ukuja wrote:

Hand: Monkey Loot, Fire Gecko, Blessing of Kelizandri, Major Cure, Elk, Wendifisa Spear, Dwarf Caiman,

Displayed: Leryn, Python,
Deck: 9 Discard: 2 Buried: 0
"Notes: Leryn: Perception Wisdom +2, At the beginning of turn examine top card of location, May place on top of deck to examine top 2 cards.

Python: Fortitude Constitution +2, May use combat check for subsequent checks, May put on top of deck to ignore AYA power.

Blessing of Kelizandri: Discard to add 1 die or 2 dice on any check vs aquatic.

Location: Tower"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [x] +1 [x] +2 [x] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 [ ] +1

Favored Card: Ally or Weapon
Hand Size 7
Proficient with: Light Armors | Weapons
Powers:
<Power 1> When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
<Power 2> You may discard a card that has the Animal trait to evade a bane you encounter ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] or to your check to defeat a barrier).
<Power 3> [ ] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
<Power 4>
<Power 5>

Tower cards 1 and 2 are banished.
Erasmus's Cure used.


Deck upgrade preference: Spell 6, maybe Item 5 or Ally 6 Deck Handler

Starting Enora's turn under Blessing of Cayden Cailean.

Enora moves to the tower. She explores to encounter Tower Card 3: Merril Pegsworthy (Ally 2). I will try to acquire him. I will discard Blessing of Pharasma to add a die.

Strength 6: 2d6 ⇒ (1, 3) = 4

Failed. I discard Tessa Fairwind to explore and encounter Card 4: Collapsing Hallways! I will discard Fire Snake for the Wisdom CtD, as I then get to add 1d4 from Veldira. I will also reveal my spellbook to add another 1d4 (AnyDice did the math, and this is 2% better than running the lower check, believe it or not!). Since I will be able to auto-succeed with the remaining combined blessings and spells at the check to close, I will also throw my Blessing of the Spellbound in there.

CtD Wisdom (Intelligence, Arcane) 11: 2d12 + 1d4 + 4 ⇒ (8, 7) + (4) + 4 = 23
Recharge Fire Snake, revealing Spellbook, Arcane 8: 1d12 + 1d4 + 4 ⇒ (6) + (3) + 4 = 13

Enora is back at the tower where the madness began. Thunder and lightning light her way as she ascends the steps as fast as she can, trying to outspeed the hallways collapsing all around her and her companions.

Finally, she reaches the summit. The halls are crumbling to dust behind her and she can feel the tower leaning. She and her companions have seconds to find a way out. All of a sudden, her mind is blank. She knows what to do. Enora turns to look at Ukuja and Erasmus with knowing eyes before jumping out the window.

For the check to close, I will discard Good Omen to add 4 to my check to close. I will also discard Ukuja's Blessing of Kelizandri and Erasmus' Sign of the Lantern Bearer to add 2 die to my check. i would be rolling 3d6+4 which means I automatically succeed at the Dexterity 7 check to close.

When Enora regains consciousness, she is lying on the floor cold, wet, but unhurt. As far as she can tell, the whole crew is there with her...though she can't see Jemine. Everyone has a solemn look on their faces and Enora notices some of the crew members avoid meeting her eyes. Strange, but at least they are safe for now. Time to show Akinaru who he's messing with.

We win!


Completed Scenario 5-3D: Reunion in the Ruins

Reward:
Each character chooses a type of boon other than loot and adds a non-Basic boon of that type from the game box to the cards acquired during the scenario. Please let me know what boon type you want so I can add them

Adventure Card Guild characters may choose a bonus deck upgrade.

Development:
You narrowly escaped the crumbling ruins with your life, though you are certainly not in the best shape after clawing your way through rubble and stone. Unfortunately, during the chaos inside the falling structure, the newly transformed oni Akinaru was able to teleport away unharmed.

Or perhaps that is fortunate. If your eyes did not deceive you, his new form was that of a void yai, an oni powerful enough to kill your entire expedition in a matter of seconds—or to magically transform everyone into his minions if that happens to be more to his liking.

Now all you can think of is getting back to your crew to confirm
their safety and inform them of this new betrayal.

You expect they’ll be happy to learn of your victory, assuming
they’re still alive.

Personalized Development:
You (and, perhaps, something else) escaped the crumbling ruins with your life. Between the insight provided by Veldira, Leryn's scouting, and Enora no-clipping through the walls, it was actually much easier than you were expecting it to be. Unfortunately, during the chaos inside the falling structure, the newly transformed oni Akinaru was able to teleport away unharmed.

Or perhaps that is fortunate. If your eyes did not deceive you, his new form was that of a void yai, an oni powerful enough to kill your entire expedition in a matter of seconds—or to magically transform everyone into his minions if that happens to be more to his liking.

A good portion of your crew surrounds you and you begin to fill in the details of Akinaru's betrayal.

Though they're glad to be alive, the air is tense. Perhaps Akinaru's plan isn't the only thing they need to worry about...

Tier Upgrades:
This should be everyone's 4th scenario in tier, so we all get a Card Feat.

You also have the option to Tier Up to Tier 4 early (you always have this option, but ususally it isn't relevant). If you do so, you get to pick your Role Card and gain an bonus Power Feat. Please indicate whether you will be Tiering Up when you list your upgrades.

Acquired Cards:
Imp (Ally 3)
Dodo (Ally C)
Tessa Fairwind (Ally 3)

Blessing of Erastil (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)

Ruby of Charisma (Item B)

Sphere of Fire (Spell 1)
Charm Animal (Spell C)
Illuminate (Spell 1)
Aid (Spell B)

Falcata (Weapon B)
Dragon Pistol (Weapon B)

Plunder was a Spell 1. We get to pick additional boons; hopefully those will be 2s or 3s!


Deck Handler Desired upgrades: Spell 1, Blessing 1, Ally 1

Since you both want item 3s but I wold be satisfied with an item 1 I'll pick item.


Since we could all use Item, I'll switch my extra acquired card to Item

Acquired Cards:
Imp (Ally 3)
Dodo (Ally C)
Tessa Fairwind (Ally 3)

Blessing of the Gods (Blessing B)
Blessing of Erastil (Blessing B)
Blessing of the Gods (Blessing B)

Archer's Bracers (Item 1)
Ruby of Charisma (Item B)
Sea Tyrant's Patch (Item 3)
Helpful Haversack (Item 1)

Illuminate (Spell 1)
Aid (Spell B)
Sphere of Fire (Spell 1)
Charm Animal (Spell C)

Dragon Pistol (Weapon B)
Falcata (Weapon B)

[ooc]The extra cards were an Item 1, Item 1, and Item 3. At least they weren't Bs!


Scenario 5-3E: Outsmarting the Flora

After narrowly escaping being crushed by the falling ruins and learning of the elf-turned-oni Akinaru’s nefarious plans, you try to make your way back through the jungle to your waiting companions. They have had some time now to repair and reconstruct your ship. Your only hope is that neither Akinaru nor any other unspeakable dangers have sought them out on the shore during your excursion to the ruins.

Even though you take care to retrace your route from the coast, you get the feeling that you are going in circles. Some paths wind through twisted tunnels of leaves and vines only to stop at dead ends of tangled limbs and brush. Even stranger, when you retrace your path from these dead ends, you find yourself in eerily unfamiliar surroundings. You notice completely different landmarks with gnarled roots, mossy boulders, and upturned trees appearing instead of your own fresh footprints. Where once there had been nothing more than harmless ferns, you find thick patches of thorns, glistening with sickly green liquid.

One such labyrinthine path ends in a thick, squat tree with long branches ending in patches of spikes. Littered throughout the spiked branches are the corpses of various rodents, and some remains that appear to be more humanoid. Strange how many of these paths lead to these kinds of trees. You feel almost compelled to follow them.

Akinaru had not lied about this jungle. It is truly alive, and the very land will protect itself by confounding any unwary travelers. You have come to this same fork in the path three times now, a fact confirmed by a small bit of cloth you tied to a particularly noticeable gnarled tree. Overwhelmed by frustration and succumbing to hopelessness, you think it might be a good idea to sit and rest under the tree until you’ve calmed down. After all, the humid heat of the jungle is starting to make you sleepy...

Very sleepy...

During This Scenario:
Your ship is anchored at the Mangrove Swamp.

When you move, succeed at a Perception or Survival 8 check or move to a random open location.

At the end of your turn, if you explored more than once, recharge 1d4 random cards.

When you defeat and corner a villain, display it. To win, display both villains.

Scenario Reward:
For the rest of the Adventure Path, on your Craft check, you may recharge any number of allies; for each recharged ally, add 1.

---------------------------------
Story Banes:

Villain: Selissa:

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

Villain: Fungal Savage:

Villain
Type: Monster
Traits: Plant Poison
To Defeat: Constitution Fortitude Wisdom 7 THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location. After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

Henchman: Shimerae:

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

Henchman: Big Ol' Owly Thing:

Henchman 3
Type: Monster
Traits: Animal
To Defeat: Combat 15
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage. If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Jinkin:

Henchman 3
Type: Monster
Traits: Fey
To Defeat: Combat 16
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. When you are dealt damage, first choose items to discard as your damage, if you have any. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Giant Cockroach Swarm:

Henchman 3
Type: Monster
Traits: Vermin Swarm
To Defeat: Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm. If the check to defeat has the Bludgeoning trait, add 1d8. If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.


During This Adventure: Your ship is the Raft.

You cannot command any other ship

During This Scenario: Your ship is anchored at the Mangrove Swamp.

When you move, succeed at a Perception or Survival 8 check or move to a random open location.

At the end of your turn, if you explored more than once, recharge 1d4 random cards.

When you defeat and corner a villain, display it. To win, display both villains.
Additional Rules: Story Banes:

Villain: Selissa:

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

Villain: Fungal Savage:

Villain
Type: Monster
Traits: Plant Poison
To Defeat: Constitution Fortitude Wisdom 7 THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location. After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

Henchman: Shimerae:

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

Henchman: Big Ol' Owly Thing:

Henchman 3
Type: Monster
Traits: Animal
To Defeat: Combat 15
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage. If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Jinkin:

Henchman 3
Type: Monster
Traits: Fey
To Defeat: Combat 16
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. When you are dealt damage, first choose items to discard as your damage, if you have any. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Giant Cockroach Swarm:

Henchman 3
Type: Monster
Traits: Vermin Swarm
To Defeat: Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm. If the check to defeat has the Bludgeoning trait, add 1d8. If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

Location #1: Hatchery
At This Location: When you encounter a bane that has the Goblin or Aberration trait, shuffle a random monster into another open location.
When Closing: Summon and defeat a random monster.
When Permanently Closed: For the rest of the scenario at all locations, the difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #2: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None

Location #3: Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Raft

Location #4: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #5: Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None


Raft is entangled in the Mangrove Swamp

Plunder: 1d6 ⇒ 5 Ally


Deck Handler Desired upgrades: Spell 1, Blessing 1, Ally 1

Tiering up? no. Card feat: ally. Upgrade: Item 1. Not taking another upgrade. Taking Monkey loot but no other loot. Cohorts: Leryn and Python as usual. Favored card weapon. Starting location wherever Enora starts.

Ukuja wrote:

Hand: Monkey Loot, Major Cure, Wintervine (plant), Elk, Dwarf Caiman, Oaken Staff, Angelstep (plant),

Displayed: Leryn, Python,
Deck: 12 Discard: 0 Buried: 0
"Notes: Leryn: Perception Wisdom +2, At the beginning of turn examine top card of location, May place on top of deck to examine top 2 cards.

Python: Fortitude Constitution +2, May use combat check for subsequent checks, May put on top of deck to ignore AYA power.

Location: same as Enora"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [x] +1 [x] +2 [x] +3 [ ] +4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 [ ] +1

Favored Card: Ally or Weapon
Hand Size 7
Proficient with: Light Armors | Weapons
Powers:
<Power 1> When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
<Power 2> You may discard a card that has the Animal trait to evade a bane you encounter ([x] or to add 1d4 plus the discarded card's adventure deck number to your combat check)([x] or to your check to defeat a barrier).
<Power 3> [ ] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.
<Power 4>
<Power 5>


Deck upgrade preference: Spell 6, maybe Item 5 or Ally 6 Deck Handler

-Not tiering up
-Card Feat: Spell
-Deck upgrade: Ally 3 - replacing Staffbearer with Vampire Bat
-Bonus Deck Upgrade: Item 3 - replacing Sapphire of Intelligence with Hollow Book
-I won't be grabbing any loot
-Enora will start at the Tengu Rookery

Enora wrote:

Hand: Sphere of Fire, Dreamcatcher, Augury, Blessing of Pharasma, Blessing of the Spellbound 2, Imp, Stone Skin,

Displayed:
Deck: 12 Discard: 0 Buried: 0
"Notes:
-Available for use without asking: Any blessing on check to close, on check against villain. Good omen on check to close or to acquire Boon 3 (adds 4). Byzantine Lexicon to add 1 die to non-combat Wisdom check at my location.
-Available for use if you ask: Any blessing for cases not covered above. Good omen on check to acquire a boon lower than 3.
"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 ☐+1
Dexterity d6 ☐+1 ☐+2
Constitution d4 ☐+1
Intelligence d12 ☑ +1 ☑+2 ☑+3 ☐+4
Knowledge: Intelligence +3
Craft: Intelligence +1
Arcane: Intelligence +1
Wisdom d6 ☐+1 ☐+2 ☐+3
Charisma d6 ☐+1 ☐+2 ☐+3 ☐+4

Favored Card: Spell
Hand Size 6 ☑7
Powers:
When you attempt a check to acquire a spell (☑ or an item), you may use your Knowledge skill in place of any listed skill.
After you play a spell, you may recharge a random spell from your discard pile.
Discard a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☑ or any character at your location) to 0.


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Spirit: Veldira

Card Feat: Blessing. Fill in empty spot with BOTG.

Upgrade: Ally 3 - Replace Cook with Evangelist

Replace Sorrowsoul with Rekkish. Replace Spelldagger with Brine's Sting.

Favored Card: Weapon

Starting Location: Tengu Rookery

Erasmus wrote:

Hand: Call Spirit, Sign of the Stranger, Planchette, The Missing Eye, Sign of the Lantern Bearer,

Displayed: Spirit Relatives,
Deck: 13 Discard: 0 Buried: 0
Notes: Lantern Bearer: Recharge vs Armors. Stranger: Recharge vs Items. Signs can copy each other.
Sideboard cards:
Current Spirit: Veldira

Skills and Powers:
SKILLS

Strength d6 [X]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [X] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d6 [X] +1 [ ] +2
Perception: Wisdom +3
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Arcane: Charisma+1

Favored Card: Your Choice
Hand Size: 5
Proficient with: Light Armors, Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) the number of cards recharged to your checks until the end of the turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives


During This Adventure: Your ship is the Raft.

You cannot command any other ship

During This Scenario: Your ship is anchored at the Mangrove Swamp.

When you move, succeed at a Perception or Survival 8 check or move to a random open location.

At the end of your turn, if you explored more than once, recharge 1d4 random cards.

When you defeat and corner a villain, display it. To win, display both villains.
Additional Rules: Story Banes:

Villain: Selissa:

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

Villain: Fungal Savage:

Villain
Type: Monster
Traits: Plant Poison
To Defeat: Constitution Fortitude Wisdom 7 THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location. After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

Henchman: Shimerae:

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

Henchman: Big Ol' Owly Thing:

Henchman 3
Type: Monster
Traits: Animal
To Defeat: Combat 15
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage. If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Jinkin:

Henchman 3
Type: Monster
Traits: Fey
To Defeat: Combat 16
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. When you are dealt damage, first choose items to discard as your damage, if you have any. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Giant Cockroach Swarm:

Henchman 3
Type: Monster
Traits: Vermin Swarm
To Defeat: Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm. If the check to defeat has the Bludgeoning trait, add 1d8. If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

Turn: 1, Erasmus/AAUGHWHY

Random Cards:

Monsters
Spoiler:
Giant Wasp
Monster 2
Traits:
Animal
Elite
To Defeat:
Combat 13 The Giant Wasp is immune to the Mental trait.
After you act, the Giant Wasp deals 1 Poison damage to you.

Spoiler:
Great White Shark
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16 The Great White Shark may not be evaded.
If undefeated, put this card under the top card of the location deck, if it came from one.

Spoiler:
Tiger Shark
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 11 The Tiger Shark may not be evaded.

Spoiler:
Cannoneer
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17 All damage the Cannoneer would deal to you is instead dealt as Structural damage to your ship.
Before you act, the Cannoneer deals 1d4-1 Structural damage to your ship.
If the check to defeat has the Swashbuckling trait, add 1d8 to it.

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

Barriers
Spoiler:
Storm
Barrier 2
Traits:
Obstacle
Weather
To Defeat:
None Display this barrier next to the location deck.
If you start your turn at this location, roll 1d6. On a 6, banish this barrier. On any other result, your ship is dealt that amount of Structural damage; move this barrier faceup next to a random location.

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

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

Spoiler:
Barroom Brawl
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

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

Weapons
Spoiler:
Blunderbuss
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Spoiler:
Longbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged 5 For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

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

Spoiler:
Morningstar
Weapon B
Traits:
Mace
Melee
Piercing
Elite To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

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

Spells
Spoiler:
Illuminate
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d8 to any Ranged combat check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Freezing Sphere
Spell 3
Traits:
Magic
Arcane
Cold
Attack To Acquire:
Intelligence
Arcane 11 Display this card. While this card is displayed, for your combat check, you may use your Arcane skill + 1d6+1; you may additionally discard this card to add another 2d6+2. This counts as playing a spell. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 13 check. If you succeed, recharge this card; if you fail, discard it.

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

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

Spoiler:
Find Traps
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6 Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

Spoiler:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Items
Spoiler:
Liquid Ice
Item 2
Traits:
Liquid
Attack
Cold
Ranged
Alchemical
Elite To Acquire:
Intelligence
Craft 9 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 13 check to recharge that card instead of discarding it.

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

Spoiler:
Nautical Charts
Item B
Traits:
Book To Acquire:
Wisdom
Survival 7 At the end of a turn, recharge this card to move. Movement restrictions still apply.

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

Spoiler:
Crown of Swords
Item 2
Traits:
Accessory
Magic To Acquire:
Wisdom
Divine
Melee 8 Recharge this card to add 1d8 and the Slashing trait to any combat check attempted by a character at your location.

Allies
Spoiler:
Royster McCleagh
Ally 2
Traits:
Human
Fighter
Pirate To Acquire:
Charisma
Diplomacy 7 Reveal this card to recharge an ally that has the Aristocrat trait from your discard pile.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Joseph "Jack" Scrimshaw
Ally C
Traits:
Human
Pirate To Acquire:
Charisma
Diplomacy 6 Reveal this card to add 1d10 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Coral Capuchin
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

Spoiler:
Acolyte
Ally C
Traits:
Human
Elite To Acquire:
Arcane
Divine
Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

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

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

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

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Top of Blessing Discard Pile:

Blessing of the Gods:
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2 /
Blessing of Gozreh
Blessing C
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6 /
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18 /
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 20 /
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 21 /
Blessing of Sivanah
Blessing C
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 /
Blessing of Hshurha
Blessing 2
Traits:
Divine
Hshurha To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted by a character on a ship.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 /
Blessing of Erastil
Blessing C
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 24 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 25 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 26 /
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 27 /
Blessing of Milani
Blessing B
Traits:
Divine
Milani To Acquire:
Dexterity
Wisdom 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 28 /
Blessing of Kelizandri
Blessing 3
Traits:
Divine
Kelizandri To Acquire:
Constitution
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check against a card that has the Aquatic trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 29 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Hatchery
At This Location: When you encounter a bane that has the Goblin or Aberration trait, shuffle a random monster into another open location.
When Closing: Summon and defeat a random monster.
When Permanently Closed: For the rest of the scenario at all locations, the difficulty to defeat monsters that have the Goblin or Aberration trait is increased by 2.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Hatchery Card 1:
Darkforest Anemone
Monster 3
Traits:
Animal
Aquatic
To Defeat:
Combat 16 The Darkforest Anemone is immune to the Mental and Poison traits. All damage from the Darkforest Anemone is Poison damage.
You may succeed at a Wisdom or Perception 10 check to evade the Darkforest Anemone.
If undefeated, recharge your hand; return the Darkforest Anemone to the top of the location deck, if it came from one.

Hatchery Card 2:
Nirento
Monster 2
Traits:
Plant
To Defeat:
Combat 11 The Nirento is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom 8 check or you may not use spells that have the Attack trait or weapons.
If the check to defeat has the Bludgeoning trait, the difficulty of the check to defeat is increased by 4.

Hatchery Card 3:
Pearl of Wisdom
Item B
Traits:
Object
Magic To Acquire:
Wisdom 7 Recharge this card to roll your Wisdom die instead of the normal die on a non-combat check.

Hatchery Card 4:
Spiked Log Trap
Barrier 2
Traits:
Trap
Elite
To Defeat:
Dexterity
Disable 8
OR Wisdom
Perception 10 If undefeated, you are dealt 1d4+1 Combat damage, and each other character at your location is dealt 1 Combat damage; then recharge your hand.

Hatchery Card 5:
Jagged Shoals
Barrier 3
Traits:
Obstacle
Task
Aquatic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 11 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, your ship is dealt 1d4+1 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first location each turn.

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

Hatchery Card 7:
Selissa
Villain 3
Type: Monster
Traits:
Aberration
Naga
Aquatic
To Defeat:
Wisdom
Survival 10 All damage from Selissa is Poison damage.
Before you act, Selissa deals 1d4-1 Poison damage to you.
If you fail a check to defeat Selissa by 3 or more, bury the top card of your deck.
"Have you sseen how the ssunlight glitterss on his sscaless? He's sso gorgeousss!" -- Selissa, regarding Munarei

Hatchery Card 8:
Port Peril Corsair
Monster 2
Traits:
Elf
Pirate
Veteran
To Defeat:
Combat 13 Before you act, the Port Peril Corsair deals 1d4-1 Combat damage to you.
If the check to defeat does not include the Swashbuckling trait, the difficulty of the check to defeat is increased by twice the adventure deck number of the current scenario, if any.

Hatchery Card 9:
Sea Hag
Monster B
Traits:
Hag
Aquatic
To Defeat:
Combat 11 Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

Hatchery Card 10:
Seaborne Trident +1
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic To Acquire:
Strength
Melee
Survival 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8.
Reveal this card to add 1d4 to your non-combat Constitution, Fortitude, Wisdom, or Survival check.
Location #2: Jungle
At This Location: The difficulty of any check to acquire a boon is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than one location is not permanently closed, shuffle a random barrier into each open location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None

Jungle Card 1:
Cannonade
Barrier 3
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Survival 10 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, your ship is dealt 2 Structural damage; if undefeated, your ship is dealt 1d4+1 Structural damage.

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

Jungle Card 3:
Big Ol' Owly Thing
Henchman 3
Type: Monster
Traits:
Animal
To Defeat:
Combat 15 Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage.
If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Jungle Card 5:
Slip
Ally 3
Traits:
Halfling
Spy To Acquire:
Intelligence
Knowledge 7
OR Charisma
Diplomacy 9 On your turn, discard this card to examine the top card of your location deck. Succeed at an Intelligence or Knowledge 7 check or put that card on the bottom of the location check. Then explore your location.

Jungle Card 6:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Jungle Card 7:
Ruby of Charisma
Item B
Traits:
Object
Magic To Acquire:
Charisma 7 Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.

Jungle Card 8:
Jellyfish Cape
Item 2
Traits:
Accessory
Magic
Aquatic
Elite To Acquire:
Constitution
Fortitude 8 Recharge this card to succeed at your Constitution or Fortitude check to defeat a bane with the Aquatic trait.
Discard this card to add 1d6 and the Electricity trait to defeat a monster with the Aquatic trait. After playing this card, succeed at a Wisdom or Survival 7 check to recharge it instead of discarding it.

Jungle Card 9:
Mercenary
Monster B
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 10 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
Armed to the teeth, a mercenary has survived both wars and reckless adventurers_

Jungle Card 10:
Marine
Monster C
Traits:
Human
Warrior
Veteran
To Defeat:
Combat 8 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, the damage dealt by the Marine is increased by 2.

Location #3: Mangrove Swamp
At This Location: During your exploration, if you defeat a bane that has the Aquatic trait, you may explore again.
When Closing: Succeed at a Constitution or Fortitude 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Raft

Mangrove Swamp Card 1:
Cut-Throat Grok
Ally 1
Traits:
Half-Orc
Fighter
Pirate To Acquire:
Constitution
Fortitude 5
OR Charisma
Diplomacy 7 Recharge this card to add 1d6 and the Swashbuckling trait to your check to acquire a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Mangrove Swamp Card 2:
Becalmed
Barrier 2
Traits:
Task
Aquatic
Weather
To Defeat:
Wisdom
Survival 8 If undefeated, display this barrier next to the location deck. You may not move or be moved from this location while this barrier is next to it. When this location has no other cards, banish this card.

Mangrove Swamp Card 3:
Manticore
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Mangrove Swamp Card 4:
Sniper's Studded Leather
Armor 3
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude
Stealth 8 Recharge this card to reduce Combat damage dealt to you by 2, or to add 2 to your Ranged combat or Perception check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Mangrove Swamp Card 5:
Keen Falcata +1
Weapon 2
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 6.

Mangrove Swamp Card 6:
Saltwater Ogre
Monster C
Traits:
Giant
Ogre
Aquatic
To Defeat:
Combat 14 If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Mangrove Swamp Card 7:
Fungual Savage
Villain 3
Type: Monster
Traits:
Plant
Poison
To Defeat:
CONSTITUTION FORTITUDE WISDOM 7
THEN Combat 17 Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

Mangrove Swamp Card 8:
Alchemical Glue
Item 1
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 7 Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

Mangrove Swamp Card 9:
Pirate Entertainments
Barrier 2
Traits:
Obstacle
Pirate
Veteran
To Defeat:
Strength
Ranged
Constitution
Fortitude 7 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at your location encounters this barrier. Each character that does not defeat this barrier takes 2 Combat damage that may not be reduced. If any character defeates this barrier, it is defeated; the character with the highest result (you choose in case of a tie) may add a plunder card from the box to his hand.

Mangrove Swamp Card 10:
Trident +2
Weapon 3
Traits:
Polearm
Melee
Piercing
Magic To Acquire:
Strength
Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d8.

Location #4: Tengu Rookery
At This Location: At the end of your turn, you may examine the top card of another location deck.
When Closing: Banish an item.
When Permanently Closed: On closing, you may examine the top card of your deck; then you may recharge it or give it to another character.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/AAUGHWHY, Ukuja/Bigguyinblack, Enora/Akaitora, None

Tengu Rookery Card 1:
Seeking Harpoon +1
Weapon 2
Traits:
Spear
Ranged
Piercing
2-Handed
Swashbuckling
Magic
Elite To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1. Add another 1d8 if the bane has the Aquatic trait.
If you are proficient with weapons, and you fail a combat check when playing this weapon against a non-villain monster, you may put the monster on the top or bottom of the location deck, if it came from one.

Tengu Rookery Card 2:
Ambush
Barrier C
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, you may explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Tengu Rookery Card 3:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Tengu Rookery Card 4:
Fever Sea Marauder
Monster 3
Traits:
Human
Pirate
Elite
To Defeat:
Combat 17 After you act, if the check to defeat has the Swashbuckling trait, bury all items in your discard pile after the encounter.

Tengu Rookery Card 5:
Dodo
Ally C
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 5 Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

Tengu Rookery Card 6:
Jellyfish Swarm
Monster 2
Traits:
Animal
Aquatic
Swarm
To Defeat:
Combat 16
OR Dexterity
Acrobatics 10 If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
All damage from the Jellyfish Swarm is Poison damage.
If you do not defeat the Jellyfish Swarm by at least 4, shuffle it into the deck it came from; the Jellyfish Swarm still counts as defeated.

Tengu Rookery Card 7:
Potion of Flying
Item 3
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 10 Banish this card and choose a character at your location. That character may move; if it's that character's turn, he may explore his location. Any movement restrictions still apply.

Tengu Rookery Card 8:
Treasure Hunt
Barrier C
Traits:
Cache
Task
Veteran
To Defeat:
Intelligence
Knowledge 7 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated.

Tengu Rookery Card 9:
Worn Leather Skullcap
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite To Acquire:
Wisdom
Survival 7 Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.

Tengu Rookery Card 10:
Falcata +1
Weapon 1
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.

Location #5: Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquire based soleley on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Riptide Cove Card 1:
Curse of the Deep
Barrier 2
Traits:
Curse
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 If undefeated, display this barrier next to your character card. At the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, bury the top card of your deck.

Riptide Cove Card 2:
Coral Capuchin
Ally 1
Traits:
Animal
Aquatic To Acquire:
Wisdom
Survival 6 Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

Riptide Cove Card 3:
Rotgut
Ally 2
Traits:
Animal
Pirate To Acquire:
Wisdom
Survival 8 If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Riptide Cove Card 4:
Bunyip
Monster B
Traits:
Bunyip
Aquatic
Elite
To Defeat:
Combat 9 Damage dealt by the Bunyip may not be reduced.
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
The brown-furred bunyip is a disturbing combination of shark and seal_ Wherever you find large bodies of water, you might find bunyips_

Riptide Cove Card 5:
Heavy Crossbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Riptide Cove Card 6:
Shimerae
Henchman 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 15 All damage dealt by Shimerae is Poison damage.
During this encounter, other characters at your location may not play cards or use powers.
If defeated, you may immediately attempt to close the location this henchman came from.

Riptide Cove Card 7:
Worn Leather Skullcap
Item 2
Traits:
Accessory
Magic
Swashbuckling
Elite To Acquire:
Wisdom
Survival 7 Reveal this card to add 1d8 and the Swashbuckling trait to your Survival check.
Discard this card to succeed at your Survival check. After playing this card, succeed at a Survival 9 check to recharge this card instead of discarding it.

Riptide Cove Card 8:
Giant Anaconda
Monster 3
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 18 If undefeated, bury the top 1d4 cards of your deck; return the Giant Anaconda to the top of the location deck, if it came from one.
If the check to defeat has the Cold trait, add 1d8 to it.

Riptide Cove Card 9:
Manticore
Monster 3
Traits:
Aberration
Manticore
To Defeat:
Combat 12 Before you act, the Manticore deals 1d4+1 Ranged Combat damage to a random character.

Riptide Cove Card 10:
Blackcloth Armor
Armor 2
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 6 If you are the only character at your location, you may reveal this card to add 1 to your combat check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.


Deck Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Start of Turn: Recharge Planchette for +2 on checks.

Erasmus shakes himself back awake and finds that his crew has wandered into a Tengu Rookery. He's amused to find a Card 1: Seeking Harpoon +1 slowly floating towards him. He's not really sure how he would use it, so he lets it seek out someone else.

Erasmus tries to navigate by the stars to guide his crew out of the jungle. The rustling in the nearby underbrush gives away an Card 2 Ambush lying in wait. Discard Sign of the Lantern Bearer to explore again

Perception 12: 1d6 + 1d4 + 9 ⇒ (5) + (2) + 9 = 16

Erasmus easily spots Card 3: Jinkin who had taped a large fake orchid to his forehead in hopes of blending in with the jungle flora. His cover blown, Jinkin lunges at Erasmus, trying to get a few good punches in. Erasmus tries to draw his sword and fight back! Reveal the Missing Eye for STR+1d8+1. Discard Sign of the Stranger to add 1 die

Combat 16: 2d6 + 1d8 + 4 ⇒ (5, 3) + (4) + 4 = 16 Ooo... Close one...

Erasmus is able to draw his blade just in time and swipes through the fairy right before he make contact. Erasmus decides to let someone else take the front for a moment. Don't have an Item to banish, so I can't close...

Explored more than once, recharge random cards: 1d4 ⇒ 3 Recharge both The Missing Eye and Call Spirit

End Turn

Erasmus wrote:

Hand: Lockpick Shield, Mind Thrust, Brine's Sting, Blessing of Cayden Cailean, Harrow Deck,

Displayed: Spirit Relatives,
Deck: 12 Discard: 2 Buried: 0
Notes: Cayden Cailean: +2 on Non Combat STR/CHA
Sideboard cards:
Current Spirit: Veldira

Skills and Powers:
SKILLS

Strength d6 [X]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [X] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d6 [X] +1 [ ] +2
Perception: Wisdom +3
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Arcane: Charisma+1

Favored Card: Your Choice
Hand Size: 5
Proficient with: Light Armors, Weapons
Powers:
On your check, after the roll, you may bury a card to add or subtract 1d4([X]+1) from the result
At the start of any turn, you may choose a card type and recharge every card of that type; add ([X] 1 plus) the number of cards recharged to your checks until the end of the turn.
[X] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives

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