[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: At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

Your Ship is the Devil's Remains (unless otherwise specified)

During This Scenario: Your ship is docked at Gannet Island.

When creating the blessings deck, replace 6 of the blessings with the henchman Pirate Shade Haunt. When you discard a Pirate Shade Haunt from the blessings deck, display it.

When you play a blessing that does not have the Besmara, Hshurha, or Kelizandri trait, roll 1d4. On a 1, discard a card from the blessings deck.

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

Henchman: Gholdako:

Henchman 4
Type: Monster
Traits: Undead Giant Cyclops
To Defeat: Combat 22
Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. If defeated, you may immediately attempt to close the location this henchman came from.

Vrykolakas:

Henchman 5
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Turn: 9, Enora/Akaitora

Random Cards:

Monsters
Spoiler:
Giant Sea Anemone
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 20 The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

Spoiler:
Sea Drake
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14 The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.

Spoiler:
Sea Troll
Monster 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20 If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.

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:
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:
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:
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:
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:
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:
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.

Weapons
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:
Keen Rapier +3
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.

Spoiler:
Flaming Falcata +3
Weapon 5
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. 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:
Keen Rapier +3
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.

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.

Spells
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:
Righteousness
Spell 5
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 11 Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Dimension Leap
Spell 3
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 10 When another character encounters a card, you may discard this card to move yourself to or from that character's location.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 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:
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.

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:
Brine Dragonhide Breastplate
Armor 4
Traits:
Heavy Armor
Magic
Aquatic To Acquire:
Constitution
Fortitude 9 Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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:
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 Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Items
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.

Spoiler:
Ring of Rat Fangs
Item 4
Traits:
Accessory
Magic
Healing To Acquire:
Constitution
Fortitude 10 If you succeed at a check to defeat a monster by 4 or more, reveal this card to recharge a random card from your discard pile.

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

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

Allies
Spoiler:
Ederleigh Baines
Ally 4
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 10 Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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:
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:
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.

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 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 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 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 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 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 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: 20

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 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 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 4 /
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 5 /
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 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 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 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 /
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.
Spoiler:
Blessings Deck Card 10 /
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 11 /
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.
Spoiler:
Blessings Deck Card 12 /
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.
Spoiler:
Blessings Deck Card 13 /
Blessing of Norgorber
Blessing 5
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your 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 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 /
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.
Spoiler:
Blessings Deck Card 16 /
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.
Spoiler:
Blessings Deck Card 17 /
Blessing of Norgorber
Blessing 5
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your 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 /
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.
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 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.

Location #1: Gannet Island
At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
When Closing: Discard 1d4 cards from the blessings deck.
When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:Ukuja/Bigguyinblack None

Gannet Island Card 1:
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.

Gannet Island Card 2:
Galvo
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.

Gannet Island Card 3:
Sabotage
Barrier 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12 If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Gannet Island Card 4:
Humanbane Gladius +2
Weapon 5
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add 1d6. Add another 1d8 if the bane has the Human trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Gannet Island Card 5:
Vrykolakas
Henchman 5
Type: Monster
Traits:
Undead
Aquatic
To Defeat:
Combat 20
OR Wisdom
Divine 16 The Vrykolakas is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Gannet Island Card 6:
Reflecting Buckler
Armor 5
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire 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.

Gannet Island Card 7:
Bottled Lightning
Item 5
Traits:
Liquid
Attack
Electricity
Ranged
Alchemical To Acquire:
Intelligence
Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

Gannet Island Card 8:
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.

Location #2: Shrine to Norgorber
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Enora/Akaitora, None

Shrine to Norgorber Card 1 (Helpful Haversack):
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.

Location #3: Hall of Champions
Closed
At This Location: Add 1d6 to your checks to acquire weapons.
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/AAUGHWHY, , Enemy Ship is Ukuja's Hatchet

Hall of Champions Card 1:
Rapier +2
Weapon 4
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Hall of Champions Card 2:
Flaming Longbow +2
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. 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+1 and the Fire trait to any combat check at another location.

Hall of Champions Card 3:
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.

Hall of Champions Card 4:
Enemy Ship
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Location #4: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Torture Chamber Card 1 (Vrykolakas):
Vrykolakas
Henchman 5
Type: Monster
Traits:
Undead
Aquatic
To Defeat:
Combat 20
OR Wisdom
Divine 16 The Vrykolakas is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Torture Chamber Card 2:
Sea Scourge
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12 The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.

Torture Chamber Card 3:
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.

Torture Chamber Card 4:
Arronax Endymion
Ally 5
Traits:
Human
Aristocrat
Pirate To Acquire:
Charisma
Diplomacy 13 Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Torture Chamber Card 5:
Animated Shield
Armor 4
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Torture Chamber Card 6:
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.

Torture Chamber Card 7:
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.

Torture Chamber Card 8:
Phantom Fog
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15 If undefeated, move to a random open location and shuffle this card into that location.

Torture Chamber Card 9:
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.


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

Starting Enora's turn under Blessing of the Gods.

Enora will move to Gannet Island. She will display her Imp to draw 2 cards: Ice Chemist and Immortal Dreamstone. Now we are talking. Enora will bury Immortal Dreamstone to display 3 random allies that can be used for their power as if they were in Enora's hand: Ederleigh Baines, Old Salt and Corlan.

Enora will explore Gannet Island and encounter Gannet Island Card 1: Humanbane Crossbow +2. Enora can't easily acquire it, so it is banished.

Enora will cast Locate Object to examine cards until she finds a boon to acquire. She examines Card 2: Galvo (Monster 5), Card 3: Sabotage (Barrier 5), and Card 4: Humanbane Gladius +2. She encounters Humanbane Gladius +2, which she banishes as she can't easily acquire it.

Recharge Locate Object, Arcane 8 (revealing Ice Chemist + Magnetic Grimoire): 1d12 + 1d4 + 5 ⇒ (2) + (3) + 5 = 10

Out of explores, so Enora ends her turn. When she does, she discards Imp from her display area and then resets her hand.

Enora wrote:

Hand: Binder's Tome, Magnetic Grimoire, Ice Chemist, Stone Skin, Cloudburst, Channel the Gift, Fire Snake,

Displayed: Ederleigh Banes, Old Salt, Corlan,
Deck: 7 Discard: 5 Buried: 2
"Notes:
-Available for use without asking: Any blessing on check to close, on check against villain.
-Available for use if you ask: Any blessing for cases not covered above.
"
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 d8 ☐+1 ☐+2 ☐+3 ☐+4

Favored Card: Spell
Hand Size 6 ☑7 ☐8 ☐9
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 (☑ or shuffle into your deck) a random spell from your discard pile.
Discard (☐or recharge) a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☑ or any character at your location) to 0.
☑ You may discard a card to examine the top card of your deck (☑ and you may recharge the examined card); if it is a spell, you may add it to your hand.
☐ When you play a spell that has the Cold or Fire (☐ or Acid, Electricity, or Force) traits, you may replace any one of those traits with another of those traits.


During This Adventure: At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

Your Ship is the Devil's Remains (unless otherwise specified)

During This Scenario: Your ship is docked at Gannet Island.

When creating the blessings deck, replace 6 of the blessings with the henchman Pirate Shade Haunt. When you discard a Pirate Shade Haunt from the blessings deck, display it.

When you play a blessing that does not have the Besmara, Hshurha, or Kelizandri trait, roll 1d4. On a 1, discard a card from the blessings deck.

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

Henchman: Gholdako:

Henchman 4
Type: Monster
Traits: Undead Giant Cyclops
To Defeat: Combat 22
Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. If defeated, you may immediately attempt to close the location this henchman came from.

Vrykolakas:

Henchman 5
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Turn: 10, Erasmus/AAUGHWHY

Random Cards:

Monsters
Spoiler:
Gargoyle Sniper
Monster 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18 If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.

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 Serpent
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21 The Sea Serpent is immune to the Cold and Fire traits.
If undefeated, succeed at a Constitution or Fortitude 11 check or bury the top 1d4 cards of your deck.
After you act, the Sea Serpent deals 1d4+1 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:
Voidstick Zombie
Monster 5
Traits:
Undead
Zombie
To Defeat:
Combat 20
OR Divine 16 The Voidstick Zombie is immune to the Mental and Poison traits.
For the rest of the turn, the difficulty of Divine checks at your location is increased by 3, and powers that have the Healing trait used by characters at your location recharge 1 fewer card.
If undefeated, each character at your location discards 1d4 cards from her deck.

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:
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:
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:
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:
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.

Weapons
Spoiler:
Sword Cane Pistol +2
Weapon 4
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic To Acquire:
Dexterity
Ranged
Craft 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.

Spoiler:
Saltbox
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged
Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. 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:
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:
Keen Rapier +3
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.

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:
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:
Wall of Blades
Spell 5
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 11 Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Raise Dead
Spell 5
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12 Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

Spoiler:
Righteousness
Spell 5
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 11 Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

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.

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:
Animated Shield
Armor 4
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Eel Skin Armor
Armor 4
Traits:
Light Armor
Magic
Aquatic
Swashbuckling To Acquire:
Constitution
Fortitude 9 Recharge this card to reduce Combat or Electricity damage dealt to you by 2, 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:
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:
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:
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:
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:
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:
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.

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:
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:
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:
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:
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.

Blessings
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 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 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 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 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 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 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 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 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 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 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 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 /
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.
Spoiler:
Blessings Deck Card 9 /
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 10 /
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.
Spoiler:
Blessings Deck Card 11 /
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.
Spoiler:
Blessings Deck Card 12 /
Blessing of Norgorber
Blessing 5
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your 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 /
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.
Spoiler:
Blessings Deck Card 15 /
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.
Spoiler:
Blessings Deck Card 16 /
Blessing of Norgorber
Blessing 5
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your 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 /
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.
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 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.

Location #1: Gannet Island
At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
When Closing: Discard 1d4 cards from the blessings deck.
When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ukuja/Bigguyinblack, Enora/Akaitora, Galvo, Sabotage

Gannet Island Card 1:
Reflecting Buckler
Armor 5
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire 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.

Gannet Island Card 2:
Vrykolakas
Henchman 5
Type: Monster
Traits:
Undead
Aquatic
To Defeat:
Combat 20
OR Wisdom
Divine 16 The Vrykolakas is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Gannet Island Card 3:
Galvo
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.

Gannet Island Card 4:
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.

Gannet Island Card 5:
Bottled Lightning
Item 5
Traits:
Liquid
Attack
Electricity
Ranged
Alchemical To Acquire:
Intelligence
Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

Gannet Island Card 6:
Sabotage
Barrier 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12 If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Location #2: Shrine to Norgorber
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Shrine to Norgorber Card 1 (Helpful Haversack):
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.

Location #3: Hall of Champions
Closed
At This Location: Add 1d6 to your checks to acquire weapons.
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/AAUGHWHY, Enemy Ship is Ukuja's Hatchet

Hall of Champions Card 1:
Rapier +2
Weapon 4
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Hall of Champions Card 2:
Flaming Longbow +2
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. 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+1 and the Fire trait to any combat check at another location.

Hall of Champions Card 3:
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.

Hall of Champions Card 4:
Enemy Ship
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Location #4: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Torture Chamber Card 1 (Vrykolakas):
Vrykolakas
Henchman 5
Type: Monster
Traits:
Undead
Aquatic
To Defeat:
Combat 20
OR Wisdom
Divine 16 The Vrykolakas is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Torture Chamber Card 2:
Sea Scourge
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12 The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.

Torture Chamber Card 3:
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.

Torture Chamber Card 4:
Arronax Endymion
Ally 5
Traits:
Human
Aristocrat
Pirate To Acquire:
Charisma
Diplomacy 13 Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Torture Chamber Card 5:
Animated Shield
Armor 4
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Torture Chamber Card 6:
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.

Torture Chamber Card 7:
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.

Torture Chamber Card 8:
Phantom Fog
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15 If undefeated, move to a random open location and shuffle this card into that location.

Torture Chamber Card 9:
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.


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

Erasmus moves to join the rest of his team at Gannet Island. As he emerges from the complex, he sees something shiny in the brush: a Card 1: Reflecting Buckler!

Fortitude 10: 2d6 + 6 ⇒ (5, 4) + 6 = 15

Erasmus sits down to gain insights about the immediate future. Play Harrow Deck to examine top 3 cards of location. Find Vrykolakas, Galvo, and Giant Jellyfish. Keep them in that order.

Recharge Harrow Deck Perception 12: 2d6 + 9 ⇒ (4, 4) + 9 = 17

Erasmus wrote:

Hand: Blasting Pistol +2 (Acquired), Bird Feather Tokens, Reflecting Buckler (Acquired), Planchette, Entice,

Displayed: Spirit Relatives,
Deck: 14 Discard: 4 Buried: 1
Notes:
Sideboard cards:
Current Spirit: Nissa

Skills and Powers:
SKILLS

Strength d6 [X]+1 [X]+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 ([ ] or discard) 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.([ ]Then, each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4 ([X] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([X] or to put a second marker on it).
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile.


During This Adventure: At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

Your Ship is the Devil's Remains (unless otherwise specified)

During This Scenario: Your ship is docked at Gannet Island.

When creating the blessings deck, replace 6 of the blessings with the henchman Pirate Shade Haunt. When you discard a Pirate Shade Haunt from the blessings deck, display it.

When you play a blessing that does not have the Besmara, Hshurha, or Kelizandri trait, roll 1d4. On a 1, discard a card from the blessings deck.

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

Henchman: Gholdako:

Henchman 4
Type: Monster
Traits: Undead Giant Cyclops
To Defeat: Combat 22
Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. If defeated, you may immediately attempt to close the location this henchman came from.

Vrykolakas:

Henchman 5
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Turn: 11, Ukuja/Bigguyinblack

Random Cards:

Monsters
Spoiler:
Cyclops
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22 Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.

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.

Spoiler:
Cyclops
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22 Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.

Spoiler:
Tetrolimulus
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 23 If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.

Spoiler:
Sargassum Fiend
Monster 4
Traits:
Plant
Aquatic
To Defeat:
Wisdom
Perception 12 The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.

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:
Social Niceties
Barrier 5
Traits:
Task
To Defeat:
Charisma
Diplomacy 14 If defeated, you may bury a card to add a random ally from the box to your hand.
If undefeated, bury a card and leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

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:
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 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.

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:
Saltbox
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged
Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. 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:
Zul
Weapon 2
Traits:
Polearm
Melee
Piercing
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d8. Add another 1d8 if the bane has the Human trait.

Spoiler:
Spellsword +2
Weapon 4
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee
Arcane
Divine 11 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 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to recharge a random spell from your discard pile.

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:
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:
Blazing Servant
Spell 4
Traits:
Magic
Arcane
Divine
Fire To Acquire:
Intelligence
Arcane
Wisdom
Divine 12 Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this 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 14 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:
Wall of Blades
Spell 5
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 11 Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 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.

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:
Fortified Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Reflecting Buckler
Armor 5
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire 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:
Brine Dragonhide Breastplate
Armor 4
Traits:
Heavy Armor
Magic
Aquatic To Acquire:
Constitution
Fortitude 9 Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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:
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:
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:
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:
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:
Wizard's Hook
Item 5
Traits:
Accessory
Piercing
Magic To Acquire:
Arcane
Melee
Divine 10 If you play a spell that has the Attack trait on a check, reveal this card to add 1d6 to the check. You may additionally discard this card to add another 1d6; after playing this card, succeed at a Melee 10 check to recharge it instead of discarding it.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon on the check.

Allies
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:
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:
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.

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:
Pteranodon
Ally 4
Traits:
Animal To Acquire:
Wisdom
Survival 11 On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.

Blessings
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 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 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 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.

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: 18

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 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 3 /
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 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 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 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 /
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.
Spoiler:
Blessings Deck Card 8 /
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 9 /
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.
Spoiler:
Blessings Deck Card 10 /
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.
Spoiler:
Blessings Deck Card 11 /
Blessing of Norgorber
Blessing 5
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your 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 /
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.
Spoiler:
Blessings Deck Card 14 /
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.
Spoiler:
Blessings Deck Card 15 /
Blessing of Norgorber
Blessing 5
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your 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 /
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.
Spoiler:
Blessings Deck Card 17 /
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 18 /
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.

Location #1: Gannet Island
At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
When Closing: Discard 1d4 cards from the blessings deck.
When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/AAUGHWHY, Ukuja/Bigguyinblack, Enora/Akaitora, Galvo, Sabotage

Gannet Island Card 1 (Vrykolakas):
Vrykolakas
Henchman 5
Type: Monster
Traits:
Undead
Aquatic
To Defeat:
Combat 20
OR Wisdom
Divine 16 The Vrykolakas is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Gannet Island Card 2 (Galvo):
Galvo
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.

Gannet Island Card 3 (Giant Jellyfish):
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.

Gannet Island Card 4:
Bottled Lightning
Item 5
Traits:
Liquid
Attack
Electricity
Ranged
Alchemical To Acquire:
Intelligence
Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

Gannet Island Card 5:
Sabotage
Barrier 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12 If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Location #2: Shrine to Norgorber
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Shrine to Norgorber Card 1 (Helpful Haversack):
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.

Location #3: Hall of Champions
Closed
At This Location: Add 1d6 to your checks to acquire weapons.
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Enemy Ship is Ukuja's Hatchet

Hall of Champions Card 1:
Rapier +2
Weapon 4
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Hall of Champions Card 2:
Flaming Longbow +2
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. 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+1 and the Fire trait to any combat check at another location.

Hall of Champions Card 3:
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.

Hall of Champions Card 4:
Enemy Ship
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Location #4: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Torture Chamber Card 1 (Vrykolakas):
Vrykolakas
Henchman 5
Type: Monster
Traits:
Undead
Aquatic
To Defeat:
Combat 20
OR Wisdom
Divine 16 The Vrykolakas is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Torture Chamber Card 2:
Sea Scourge
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12 The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.

Torture Chamber Card 3:
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.

Torture Chamber Card 4:
Arronax Endymion
Ally 5
Traits:
Human
Aristocrat
Pirate To Acquire:
Charisma
Diplomacy 13 Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Torture Chamber Card 5:
Animated Shield
Armor 4
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Torture Chamber Card 6:
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.

Torture Chamber Card 7:
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.

Torture Chamber Card 8:
Phantom Fog
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15 If undefeated, move to a random open location and shuffle this card into that location.

Torture Chamber Card 9:
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.


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

Ukuja grants Enora the power of Cauterize while Leryn confirms that a Vrykolakas is nearby.
Ukuja knows what he has to do.

Gannet Island Card 1 : Vrykolakas:

Henchman 5
Type: Monster
Traits:
Undead
Aquatic
To Defeat:
Combat 20
OR Wisdom
Divine 16 The Vrykolakas is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

combat 20 revealing Wendifisa Spear for survival, aided by Veldira, adding 1d4 vs undead, discarding Monkey Loot to Hunter ability: 1d10 + 1d12 + 3d4 + 12 ⇒ (2) + (3) + (1, 4, 1) + 12 = 23

poison dmg to everyone: 1d4 ⇒ 1

Recharge Arboreal Armor to prevent poison dmg.

cards discarded from blessing deck to close: 1d4 ⇒ 3

plunder?: 1d6 ⇒ 2
Drawing random spell #1 Freezing Sphere (spell 3).

Ukuja takes a moment to heal Erasmus before he travels.

Major Cure targeting Erasmus: 1d4 + 1 ⇒ (3) + 1 = 4
heal 1 then recharge 10 aided by Veldira: 1d10 + 1d4 + 6 ⇒ (10) + (2) + 6 = 18

Discard Freezing Sphere and refresh hand.

Ukuja wrote:

Hand: Dwarf Caiman, Dire Shark captured, Invigorating Kukri aq, Blessing of the Green Faith 1, Druid of the Green Faith, Blessing of Besmara Loot, Arboreal Armor, Monkey Loot, Wendifisa Spear,

Displayed: Leryn, Python,
Deck: 13 Discard: 1 Buried: 0
"Notes: Leryn: Perception Wisdom +2, May examine top of location at start of my turn, put on top of deck to examine top 2 of location and rearrange them.

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

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

Blessing of Besmara: Discard this card to add 2 dice to any check that has the Swashbuckling trait.

Location: Gannet Island (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 [x] +4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 [ ] +1

Favored Card: Ally or Weapon
Hand Size 8
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). ([x] or to reduce all damage dealt to you by 1 plus the discarded card's adventure deck number)
<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>

Enora passed Cauterize.
Gannet Island closed.
Erasmus and Enora each take 1 poison damage.
3 blessings are discarded from the blessing deck.
Enora and Erasmus may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
Erasmus is healed for 4.


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

Discard Reflecting Buckler as the poison damage. Thanks for the heal!

Plunder: 1d6 ⇒ 1 More weapons: Add Humanbane Crossbow +2 to my hand

Erasmus wrote:

Hand: Blasting Pistol +2 (Acquired), Bird Feather Tokens, Planchette, Entice, Humanbane Crossbow +1

Displayed: Spirit Relatives,
Deck: 18 Discard: 1 Buried: 1
Notes:
Sideboard cards:
Current Spirit: Nissa

Skills and Powers:
SKILLS

Strength d6 [X]+1 [X]+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 ([ ] or discard) 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.([ ]Then, each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4 ([X] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([X] or to put a second marker on it).
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile.


Oops! I clicked the wrong button to discard cards from the blessing deck. The top blessing is correct: It's Enora's turn 12 under BoTG. Enora must still take or mitigate the 1 Poison Damage

During This Adventure: At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

Your Ship is the Devil's Remains (unless otherwise specified)

During This Scenario: Your ship is docked at Gannet Island.

When creating the blessings deck, replace 6 of the blessings with the henchman Pirate Shade Haunt. When you discard a Pirate Shade Haunt from the blessings deck, display it.

When you play a blessing that does not have the Besmara, Hshurha, or Kelizandri trait, roll 1d4. On a 1, discard a card from the blessings deck.

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

Henchman: Gholdako:

Henchman 4
Type: Monster
Traits: Undead Giant Cyclops
To Defeat: Combat 22
Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. If defeated, you may immediately attempt to close the location this henchman came from.

Vrykolakas:

Henchman 5
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Turn: 13, Erasmus/AAUGHWHY

Random Cards:

Monsters
Spoiler:
Spiny Eurypterid
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 21 If the Spiny Eurypterid would be defeated, reroll the dice. The Spiny Eurypterid is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Strength or Melee trait, after you act, the Spiny Eurypterid deals 1d4 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:
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:
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:
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.

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:
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:
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:
Electricity Arc Trap
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14 If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity 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.

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

Spoiler:
Keen Rapier +3
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.

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:
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 +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:
Raise Dead
Spell 5
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12 Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 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:
Righteousness
Spell 5
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 11 Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Blazing Servant
Spell 4
Traits:
Magic
Arcane
Divine
Fire To Acquire:
Intelligence
Arcane
Wisdom
Divine 12 Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this 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 14 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.

Armors
Spoiler:
Fortified Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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:
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:
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:
Brine Dragonhide Breastplate
Armor 4
Traits:
Heavy Armor
Magic
Aquatic To Acquire:
Constitution
Fortitude 9 Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Items
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:
Bottled Lightning
Item 5
Traits:
Liquid
Attack
Electricity
Ranged
Alchemical To Acquire:
Intelligence
Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

Spoiler:
Sniper Goggles
Item 4
Traits:
Accessory
Magic To Acquire:
Dexterity
Ranged
Perception 13 Reveal this card to add 4 to your Ranged combat or Perception check.

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:
Magic Spyglass
Item 4
Traits:
Object
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

Allies
Spoiler:
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.

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:
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.

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:
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.

Blessings
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 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 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 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 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.

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: 14

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
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 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 /
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.
Spoiler:
Blessings Deck Card 4 /
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 5 /
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.
Spoiler:
Blessings Deck Card 6 /
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.
Spoiler:
Blessings Deck Card 7 /
Blessing of Norgorber
Blessing 5
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your 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 /
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.
Spoiler:
Blessings Deck Card 10 /
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.
Spoiler:
Blessings Deck Card 11 /
Blessing of Norgorber
Blessing 5
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your 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 /
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.
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 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.

Location #1: Gannet Island
At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
When Closing: Discard 1d4 cards from the blessings deck.
When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
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, Galvo, Sabotage

Location #2: Shrine to Norgorber
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Shrine to Norgorber Card 1 (Helpful Haversack):
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.

Location #3: Hall of Champions
Closed
At This Location: Add 1d6 to your checks to acquire weapons.
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Enemy Ship is Ukuja's Hatchet

Hall of Champions Card 1:
Rapier +2
Weapon 4
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Hall of Champions Card 2:
Flaming Longbow +2
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. 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+1 and the Fire trait to any combat check at another location.

Hall of Champions Card 3:
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.

Hall of Champions Card 4:
Enemy Ship
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Location #4: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Torture Chamber Card 1 (Vrykolakas):
Vrykolakas
Henchman 5
Type: Monster
Traits:
Undead
Aquatic
To Defeat:
Combat 20
OR Wisdom
Divine 16 The Vrykolakas is immune to the Mental and Poison traits.
If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck.
If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Torture Chamber Card 2:
Sea Scourge
Monster 2
Traits:
Ooze
Aquatic
To Defeat:
Combat 12 The Sea Scourge is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 2 Acid damage.

Torture Chamber Card 3:
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.

Torture Chamber Card 4:
Arronax Endymion
Ally 5
Traits:
Human
Aristocrat
Pirate To Acquire:
Charisma
Diplomacy 13 Banish this card to succeed at your check to defeat a henchman.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Torture Chamber Card 5:
Animated Shield
Armor 4
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Torture Chamber Card 6:
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.

Torture Chamber Card 7:
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.

Torture Chamber Card 8:
Phantom Fog
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15 If undefeated, move to a random open location and shuffle this card into that location.

Torture Chamber Card 9:
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.


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

During Ukuja's turn. Enora receives Cauterize from Ukuja. Then, she displays Stone Skin to reduce damage dealt to her by 4 to 0 in response to Ukuja defeating the henchman. Finally, Enora resolves the "on closing" effect of Gannet Island.

Plunder to add to Enora's hand: 1d6 ⇒ 2 -Spell. Enora adds Raise Dead (a spell 5!!) to her hand.

At the end of Ukuja's turn, Enora will attempt to recharge Stone Skin.

Recharge Stone Skin, Arcane 9: 1d12 + 5 ⇒ (9) + 5 = 14

Starting Enora's turn under Blessing of the Gods.

Enora will move to Torture Chamber. She will then cast Chanel the Gift to draw Stone Skin from her deck. She will choose not to recharge Channel the Gift. Enora explores to encounter Torture Chamber Card 1: Vrykolakas.

When Enora encounters Vrykolakas, She displays Cloud Burst. Since she played a spell, Enora shuffles Channel the Gift back into her deck. She will be using her Arcane skill + 3d6 for the Combat check. She will also reveal her Magnetic Grimoire to add +1d4 to her check. Finally, Enora will ask Ukuja to recharge Blessing of the Green Faith to add a die.

CtD Combat, Arcane 20: 2d20 + 3d6 + 1d4 + 5 ⇒ (3, 1) + (4, 4, 1) + (2) + 5 = 20
Recharge Cloud Burst, Arcane 13, revealing Magnetic Grimoire: 1d12 + 1d4 + 5 ⇒ (6) + (1) + 5 = 12

Phew! Close one. When defeated, the Vrykolakas deals some Poison damage to Enora.

Poison Damage: 1d4 ⇒ 3

Enora displays Stone Skin to reduce the damage by 4 to 0. Enora chooses not attempt to close Torture Chamber.

Enora will banish Corlan from her display area to explore her location. She encounters Torture Chamber Card 2: Sea Scourge.

Enora can't easily make a Wisdom or Constitution 8 check, so she fails the BYA. The 2 Acid Damage are reduced by 4 to 0 by Stone Skin.

For the combat check, Enora will use Cauterize. Since she played a spell, Cloud Burst gets shuffled back into her deck. Enora is dealt 1 Fire Damage, which gets reduce to 0 by Stone Skin. She will also reveal her Magnetic Grimoire to add +1d4 to her check that invokes the Fire Trait.

CtD Combat, Arcane 12: 1d12 + 2d8 + 1d4 + 5 ⇒ (3) + (4, 3) + (4) + 5 = 19
Recharge Cauterize, Arcane 11, revealing Magnetic Grimoire: 1d12 + 1d4 + 5 ⇒ (3) + (1) + 5 = 9

Defeated. Enora will discard Raise Dead to examine the top card of her deck: Blessing of the Spellbound. She will recharge it. Then she will end her turn and reset her hand.

EDIT: I noticed I forgot to roll for the scenario effect after Ukuja used BoGreen Faith on Enora's first combat check, so here it is.

Scenario Effect after using a Blessing: 1d4 ⇒ 2

We are good.

Enora wrote:

Hand: Binder's Tome, Magnetic Grimoire, Ice Chemist, Locate Object, Staff of Minor Healing, Ghost Whip, Fire Snake,

Displayed: Ederleigh Banes, Old Salt, Corlan, Stone Skin,
Deck: 6 Discard: 7 Buried: 2
"Notes:
-Available for use without asking: Any blessing on check to close, on check against villain.
-Available for use if you ask: Any blessing for cases not covered above.
"
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 d8 ☐+1 ☐+2 ☐+3 ☐+4

Favored Card: Spell
Hand Size 6 ☑7 ☐8 ☐9
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 (☑ or shuffle into your deck) a random spell from your discard pile.
Discard (☐or recharge) a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☑ or any character at your location) to 0.
☑ You may discard a card to examine the top card of your deck (☑ and you may recharge the examined card); if it is a spell, you may add it to your hand.
☐ When you play a spell that has the Cold or Fire (☐ or Acid, Electricity, or Force) traits, you may replace any one of those traits with another of those traits.


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

Start of my turn, Recharge weapons for +3 on checks

Erasmus moves to help Enora clear out the Torture Chamber

He senses a presence. Could it be an Card 3: Ambush?

Perception 14: 2d6 + 12 ⇒ (1, 5) + 12 = 18 Taking the bonus explore

He poises himself in a combat stance when the mysterious presence reveals themselves. It's Card 4: Arronax Endymion

CHA 13, Revealing Enora's Binder's Tome: 1d8 + 1d4 + 3 ⇒ (6) + (3) + 3 = 12 Bury Bird Feather Tokens to Spirit Surge and succeed[/ooc]

After explaining their presence, Arronax guides Erasmus through the chamber. They come across an Card 5: [b]Animated Shield. Discard Arronax to explore

Fortitude 7: 2d6 + 9 ⇒ (3, 2) + 9 = 14

As Erasmus picks up the shield, he hears screams of pain in the distance. Is the torture chamber still active? He attempts to divine the victim's location. Play planchette, looking for the last ally. Find Giant Rock Crab

Recharge Planchette Perception 6: 2d6 + 12 ⇒ (6, 2) + 12 = 20

The only life signature he is able to find is that of a giant crustacean.

End turn. Recharge Animated Shield

Erasmus wrote:

Hand: Blessing of Besmara, Lockpick Shield, Blessing of Abadar, Scrying, Entice,

Displayed: Spirit Relatives,
Deck: 18 Discard: 2 Buried: 2
"Notes: Besmara: +2 dice w/ Swashbuckling
Abadar: +2 dice vs Barriers"
Sideboard cards:
Current Spirit: Nissa, Veldira

Skills and Powers:
SKILLS

Strength d6 [X]+1 [X]+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 ([ ] or discard) 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.([ ]Then, each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4 ([X] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([X] or to put a second marker on it).
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile.


During This Adventure: At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

Your Ship is the Devil's Remains (unless otherwise specified)

During This Scenario: Your ship is docked at Gannet Island.

When creating the blessings deck, replace 6 of the blessings with the henchman Pirate Shade Haunt. When you discard a Pirate Shade Haunt from the blessings deck, display it.

When you play a blessing that does not have the Besmara, Hshurha, or Kelizandri trait, roll 1d4. On a 1, discard a card from the blessings deck.

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

Henchman: Gholdako:

Henchman 4
Type: Monster
Traits: Undead Giant Cyclops
To Defeat: Combat 22
Damage dealt by the Gholdako is dealt to each character at your location. If the check to defeat has the Attack or Ranged trait, the difficulty is increased by 10. If undefeated, examine the top 3 cards of your deck. Recharge 1, discard 1, and bury 1. If defeated, you may immediately attempt to close the location this henchman came from.

Vrykolakas:

Henchman 5
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Turn: 14, Ukuja/Bigguyinblack

Random Cards:

Monsters
Spoiler:
Sea Troll
Monster 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20 If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.

Spoiler:
Cyclops
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22 Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.

Spoiler:
Shark-Eating Crab
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18 If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.

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:
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.

Barriers
Spoiler:
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.

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:
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:
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 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:
Saltbox
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged
Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. 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:
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:
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:
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.

Spoiler:
Keen Rapier +3
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.

Spells
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:
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:
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:
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:
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.

Armors
Spoiler:
Reflecting Buckler
Armor 5
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire 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:
Breastplate of the Deep
Armor 5
Traits:
Heavy Armor
Magic
Aquatic To Acquire:
Constitution
Fortitude 11 Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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:
Eel Skin Armor
Armor 4
Traits:
Light Armor
Magic
Aquatic
Swashbuckling To Acquire:
Constitution
Fortitude 9 Recharge this card to reduce Combat or Electricity damage dealt to you by 2, 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:
Wizard's Hook
Item 5
Traits:
Accessory
Piercing
Magic To Acquire:
Arcane
Melee
Divine 10 If you play a spell that has the Attack trait on a check, reveal this card to add 1d6 to the check. You may additionally discard this card to add another 1d6; after playing this card, succeed at a Melee 10 check to recharge it instead of discarding it.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon on the check.

Spoiler:
Net of Snaring
Item 4
Traits:
Object
Magic To Acquire:
Dexterity
Ranged 12 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.

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:
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:
Skeleton Anchor
Item 4
Traits:
Object
Magic To Acquire:
Wisdom
Survival
Divine 13 Display this card next to your character. While displayed, when you encounter a barrier that has the Task trait at your location, its difficulty is reduced by 6. At the start of each turn, roll 1d6; on a 1, bury this card. Discard this card if you move.

Allies
Spoiler:
Pteranodon
Ally 4
Traits:
Animal To Acquire:
Wisdom
Survival 11 On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.

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:
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:
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:
Giffer Tibbs
Ally B
Traits:
Gnome
Pirate To Acquire:
Charisma
Diplomacy 6 Discard this card to put the bottom card of your deck on top of your deck.
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 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 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: 12

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
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.
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 /
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.
Spoiler:
Blessings Deck Card 4 /
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.
Spoiler:
Blessings Deck Card 5 /
Blessing of Norgorber
Blessing 5
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your 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 /
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.
Spoiler:
Blessings Deck Card 8 /
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.
Spoiler:
Blessings Deck Card 9 /
Blessing of Norgorber
Blessing 5
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
Discard this card to explore your 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 /
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.
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 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.

Location #1: Gannet Island
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ukuja/Bigguyinblack, Galvo, Sabotage

Location #2: Shrine to Norgorber
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Shrine to Norgorber Card 1 (Helpful Haversack):
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.

Location #3: Hall of Champions
Closed
At This Location: Add 1d6 to your checks to acquire weapons.
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Enemy Ship is Ukuja's Hatchet

Hall of Champions Card 1:
Rapier +2
Weapon 4
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Hall of Champions Card 2:
Flaming Longbow +2
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. 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+1 and the Fire trait to any combat check at another location.

Hall of Champions Card 3:
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.

Hall of Champions Card 4:
Enemy Ship
Henchman B
Type: Barrier
Traits:
Skirmish
Aquatic
To Defeat:
None Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

Location #4: Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Erasmus/AAUGHWHY, Enora/Akaitora, None

Torture Chamber Card 1 (Giant Rock Crab):
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.

Torture Chamber Card 2:
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.

Torture Chamber Card 3:
Phantom Fog
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15 If undefeated, move to a random open location and shuffle this card into that location.

Torture Chamber Card 4:
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.


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

Ukuja sails back to the Torture Chamber for some reason and explores.

Torture Chamber Card 1 (Giant Rock Crab): 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.

And he decides to capture a crab.

combat 13 revealing Wendifisa Spear, Enora reveals Binder's Tome, Aided by Veldira, Discarding Invigorating Kukri +1: 1d10 + 1d12 + 3d4 + 9 ⇒ (8) + (7) + (1, 1, 1) + 9 = 27
combat 13 revealing Wendifisa Spear, Enora reveals Binder's Tome, Aided by Veldira, Discarding Invigorating Kukri +1: 1d10 + 1d12 + 3d4 + 9 ⇒ (1) + (3) + (4, 4, 3) + 9 = 24

Captured. Discarding Monkey Loot to explore.

He then meets an old sailor.

Torture Chamber Card 2: 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.

charisma 7 aided by Binder's Tome: 2d4 ⇒ (1, 1) = 2

Either the stench or distant reading drove him away.

Discard Druid of the Green Faith to draw Monkey Loot then explore.

Torture Chamber Card 3: Phantom Fog:

Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15 If undefeated, move to a random open location and shuffle this card into that location.

survival 15 discarding Dire Shark captured to Hunter ability and aided by Veldira: 1d10 + 2d4 + 12 ⇒ (10) + (4, 3) + 12 = 29

Discard Blessing of Besmara Loot to explore.

Torture Chamber Card 4: 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.

Either displaying the barrier clears the location, we all take 1 mental dmg to close, and we win, Or we sit here preventing structural dmg and healing until one of us rolls a 6. Pausing turn.

Edit: It would just be until the barrier moves away but looks like clearing it is enough anyway.

After a storm gives us all a splitting headache the Torture Chamber and enemy pirates are gone.

We all take 1 dmg and win!


Completed Scenario 5-5A: Air and Water

Scenario Reward:
For the rest of the Adventure Path, at the start of the scenario, stash a second plunder card.

Development:
Your limbs are heavy with exhaustion when the last unholy creature finally falls. You’d chased it into the prayer room where, during the struggle, you knocked over an offering bowl full of pearls. Just as you pick up a handful to examine them, you hear shouting from the stairway—it’s the guard you left on the surface. Out of breath, he pants, “Zombies, coming out of the ocean. Lots of ’em. Heading this way.” With no thought, you pocket the pearls and race up the stairs.

Your party reaches the top just in time to collide with a wave of undead. Your body aching, you fight your way through mounds of the creatures, and as soon as you reach the rowboat, your mates row frantically toward the relative safety of your ship.

Personalized Development:
Your limbs are heavy with exhaustion and all the loot you've gathered from the complex. You’d discovered that the torture chamber doubled as a prayer room where, during the struggle, you knocked over an offering bowl full of pearls. Just as you pick up a handful to examine them, you hear shouting from the stairway—it’s the guard you left on the surface. Out of breath, he pants, “Zombies, coming out of the ocean. Lots of ’em. Heading this way.” With no thought, you pocket the pearls and race up the stairs.

Your party reaches the top just in time to collide with a wave of undead. Your body aching, you mount Ukuja's Giant Rock Crab and hold on tight as it bulldozes through the horde. As soon as you reach the rowboat, your mates row frantically toward the relative safety of your ship.

Tier Rewards:
For completing our scenario at Tier 5, we each gain a Skill Feat

Acquired Cards:
Arronax Endymion (Ally 5)

Reflecting Buckler (Armor 5)
Animated Shield (Armor 4)
Besmaran Vestments (Armor 3)
Fortified Breastplate (Armor 5)

Blessing of the Gods (Blessing B)

Sapphire of Intelligence (Item B)
Tot Flask (Item C)

Seamantle (Spell 5)
Raise Dead (Spell 5)
Freezing Sphere (Spell 3)

Humanbane Crossbow +2 (Weapon 3)
Invigorating Kukri +1 (Weapon 4)
Grayflame Mace +2 (Weapon 5)
Keen Falcata +1 (Weapon 2)
Blasting Pistol +2 (Weapon 5)
Navigator Musket +1 (Weapon 3)

Good haul this time, and the Plunder was a Spell 5! It's a shame this scenario doesn't give a bonus upgrade...


Scenario 5-5B: Battle at Sea

As your rowboat approaches your ship, you see ragtag groups of undead scrabbling up the sides, and you hear the sounds of battle. “What’s going on up there?” Sengati asks, squinting up at the ship’s deck. There’s something strange about this fight: Even though there’s plenty of fighting going on, the undead aren’t flowing onto the ship in numbers as great as the onslaughts you faced on the island, and you don’t see any of the algae-covered monstrosities that attacked you in the temple. The crew left on the ship should have been able to handle a few sea zombies. It’s hard to see clearly from this distance, but it looks like your mates may be fighting not only the drowned dead, but each other as well.

Your rowboat rocks as one of the corpses tries to pull itself aboard. You knock it away and instruct your rowers to row faster. You soon reach the ship and clamber up to the deck, knocking a few zombies back into the sea as you go. One of the undead hurls what looks like a small squid at one of your sailors. The creature engulfs the man’s head, and after a brief struggle, his mouth sags open and his eyes roll back. He hefts his weapon and lunges at one of your other shipmates, running the unsuspecting crewman through.

Sengati gasps, and then shouts, “Don’t let those bloody squid things near your heads! Watch out for anyone who’s already been grabbed by one!”

With that, you join the battle.

During this Scenario:
At the start of your turn, roll 1d6; on a 1 or 2, summon and encounter the henchman The Ancient Mariner.

If your check to defeat a henchman monster does not have the Attack trait, the difficulty is increased by 10.

Scenario Reward:
For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the loot Alise Grogblud and 1 character may temporarily replace 1 weapon in his deck with the loot Aiger’s Kiss.

At the end of each scenario, return the loot cards to the game box.

---------------------------------
Story Banes: Only listing the ones that we have locations for to help cut back on clutter

Villain: Incutilis:

Villain 5
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter. If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Henchman: Gilbrok the Tongue:

Henchman 5
Type: Monster
Traits: Human Witch Pirate
To Defeat: Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled. If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: Eye of Dagon:

Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Dexterity Acrobatics Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

Summoned Henchman: Breath of Dagon:

Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Constitution Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

Henchman: Jakaw Razorbeak:

Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Kipper:

Henchman 5
Type: Monster
Traits: Human Rogue Pirate
To Defeat: Combat 19
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character. If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6. If defeated, you may immediately attempt to close the location this hanchman came from.

Henchman: Riaris Krine:

Henchman 5
Type: Monster
Traits: Human Fighter Pirate
To Defeat: Combat 20
Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one. If the check to defeat has the Swashbuckling trait, add 1d6 to it. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: The Ancient Mariner:

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

Location Henchman: Vrykolakas:

Henchman 5
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.


Dagon's Jaws are 1 pile for now so we can see the card list. Once the first turn starts, it'll be the two random piles.

During This Adventure: At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

Your Ship is the Devil's Remains (unless otherwise specified)

During This Scenario: During this Scenario]At the start of your turn, roll 1d6; on a 1 or 2, summon and encounter the henchman The Ancient Mariner.

If your check to defeat a henchman monster does not have the Attack trait, the difficulty is increased by 10.[/spoiler]

Scenario Reward:
For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the loot Alise Grogblud and 1 character may temporarily replace 1 weapon in his deck with the loot Aiger’s Kiss.

At the end of each scenario, return the loot cards to the game box.
Additional Rules: Story Banes: Only listing the ones that we have locations for to help cut back on clutter

[spoiler=Villain: Incutilis]
Villain 5
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter. If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Henchman: Gilbrok the Tongue:

Henchman 5
Type: Monster
Traits: Human Witch Pirate
To Defeat: Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled. If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: Eye of Dagon:

Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Dexterity Acrobatics Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

Summoned Henchman: Breath of Dagon:

Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Constitution Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

Henchman: Jakaw Razorbeak:

Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Kipper:

Henchman 5
Type: Monster
Traits: Human Rogue Pirate
To Defeat: Combat 19
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character. If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6. If defeated, you may immediately attempt to close the location this hanchman came from.

Henchman: Riaris Krine:

Henchman 5
Type: Monster
Traits: Human Fighter Pirate
To Defeat: Combat 20
Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one. If the check to defeat has the Swashbuckling trait, add 1d6 to it. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: The Ancient Mariner:

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

Location Henchman: Vrykolakas:

Henchman 5
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Location #1: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Location #2: Dagon's Jaws
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 #3: Gannet Island
At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
When Closing: Discard 1d4 cards from the blessings deck.
When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #4: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #5: Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M: 1 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

Location #6: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None


We fight off the mind-controlled mutiny on the Devil's Remains

Plunder: 2d6 ⇒ (2, 5) = 7 Spell and Ally


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

Replacing Hatchet with Hatchet. Adding +1 dex with skill feat. Upgrading Call Animal to Aspect of the Tiger (spell 5). Trading Underwater Crossbow for monkey loot. Starting location same as Enora though Gannet Island looks like a good starting spot. Cohorts will be Leryn and Python. Favored card will be weapon. And I will be drawing 2 extra cards after drawing my opening hand.

Ukuja wrote:

Hand: Blessing of Kelizandri, Druid of the Green Faith, Cure, Angelstep (plant), Cloud Puff (plant), Hatchet, Blessing of the Green Faith 2, Oaken Staff, Arboreal Armor, Wendifisa Spear, Dwarf Caiman,

Displayed: Leryn, Python,
Deck: 9 Discard: 0 Buried: 0
"Notes: Leryn: Perception Wisdom +2, May examine top of location at start of my turn, put on top of deck to examine top 2 of location and rearrange them.

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

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

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

Location: Same as Enora"
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Ally or Weapon
Hand Size 8
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). ([x] or to reduce all damage dealt to you by 1 plus the discarded card's adventure deck number)
<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 Handler // Searching For: // Current Spirit(s): Veldira // Other Characters at my Location get +1d4 to: WIS, Perception, Divine, Survival

Starting Location: Same as Ukuja and Enora

Favored Card: Weapon

Replacing Evangelist with Rekkish. Replacing Menacing Backsword +1 with Scoundrel's Sword Cane. Replacing Blessing of Angradd with Blessing of Besmara

Starting Spirit: Nissa

Erasmus wrote:

Hand: Sign of the Stranger, Hiester, Marksman's Bow, Sign of the Lantern Bearer, Harrow Deck,

Displayed: Spirit Relatives,
Deck: 15 Discard: 0 Buried: 0
"Notes: Stranger: Recharge vs Items
Lantern Bearer: Recharge vs Armors
Signs can copy each other"
Sideboard cards:
Current Spirit: Nissa

Skills and Powers:
SKILLS

Strength d6 [X]+1 [X]+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 ([ ] or discard) 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.([ ]Then, each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4 ([X] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([X] or to put a second marker on it).
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile.


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

Starting Location: Gannet Island, though I think we should probably handle Raker Shoals first if we can. Easier to heal early when we have time to spare than later if we are on a crunch.

Loot selections were posted in Discussion thread.

Enora wrote:

Hand: Staff of Minor Healing, Fire Snake, Ice Chemist, Blessing of the Savored Sting, Steal Soul, Blessing of Besmara, Blessing of the Master of Masters,

Displayed:
Deck: 13 Discard: 0 Buried: 0
"Notes:
-Available for use without asking: Any blessing on check to close, on check against villain.
-Available for use if you ask: Any blessing for cases not covered above.
"
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 d8 ☑+1 ☐+2 ☐+3 ☐+4

Favored Card: Spell
Hand Size 6 ☑7 ☐8 ☐9
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 (☑ or shuffle into your deck) a random spell from your discard pile.
Discard (☐or recharge) a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☑ or any character at your location) to 0.
☑ You may discard a card to examine the top card of your deck (☑ and you may recharge the examined card); if it is a spell, you may add it to your hand.
☐ When you play a spell that has the Cold or Fire (☐ or Acid, Electricity, or Force) traits, you may replace any one of those traits with another of those traits.


During This Adventure: At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

Your Ship is the Devil's Remains (unless otherwise specified)

During This Scenario: At the start of your turn, roll 1d6; on a 1 or 2, summon and encounter the henchman The Ancient Mariner.

If your check to defeat a henchman monster does not have the Attack trait, the difficulty is increased by 10.
Additional Rules: Story Banes: Only listing the ones that we have locations for to help cut back on clutter

Villain: Incutilis:

Villain 5
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter. If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Henchman: Gilbrok the Tongue:

Henchman 5
Type: Monster
Traits: Human Witch Pirate
To Defeat: Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled. If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: Eye of Dagon:

Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Dexterity Acrobatics Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

Summoned Henchman: Breath of Dagon:

Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Constitution Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

Henchman: Jakaw Razorbeak:

Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Kipper:

Henchman 5
Type: Monster
Traits: Human Rogue Pirate
To Defeat: Combat 19
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character. If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6. If defeated, you may immediately attempt to close the location this hanchman came from.

Henchman: Riaris Krine:

Henchman 5
Type: Monster
Traits: Human Fighter Pirate
To Defeat: Combat 20
Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one. If the check to defeat has the Swashbuckling trait, add 1d6 to it. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: The Ancient Mariner:

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

Location Henchman: Vrykolakas:

Henchman 5
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Turn: 1, Enora/Akaitora

Random Cards:

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

Spoiler:
Koko
Monster 4
Traits:
Plant
Treant
To Defeat:
Combat 17 Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.

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:
Sargassum Fiend
Monster 4
Traits:
Plant
Aquatic
To Defeat:
Wisdom
Perception 12 The Sargassum Fiend is immune to the Mental and Poison traits.
If undefeated, banish the Sargassum Fiend and discard your hand; then reset your hand and end your turn.

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.

Barriers
Spoiler:
Phantom Fog
Barrier 5
Traits:
Obstacle
Weather
To Defeat:
Wisdom
Survival 15 If undefeated, move to a random open location and shuffle this card into that location.

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:
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:
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:
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:
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 +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:
Grayflame Mace +2
Weapon 5
Traits:
Mace
Melee
Bludgeoning
Magic To Acquire:
Strength
Melee
Divine 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine 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.

Spoiler:
Invigorating Kukri +1
Weapon 4
Traits:
Knife
Melee
Slashing
Healing
Finesse
Magic To Acquire:
Strength
Melee
Divine 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.

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:
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.

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:
Control Weather
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 11 Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
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 13 check to recharge this card instead of discarding it.

Armors
Spoiler:
Animated Shield
Armor 4
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
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:
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:
Breastplate of the Deep
Armor 5
Traits:
Heavy Armor
Magic
Aquatic To Acquire:
Constitution
Fortitude 11 Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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:
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:
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:
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:
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:
Sniper Goggles
Item 4
Traits:
Accessory
Magic To Acquire:
Dexterity
Ranged
Perception 13 Reveal this card to add 4 to your Ranged combat or Perception 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:
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.

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:
Barracuda Aiger
Ally 5
Traits:
Half-Elf
Rogue
Captain
Pirate To Acquire:
Dexterity
Ranged 9
THEN Charisma
Diplomacy 12 If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your 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.

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 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 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 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:
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.

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 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 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 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 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 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 Asmodeus
Blessing 4
Traits:
Divine
Asmodeus To Acquire:
Charisma
Diplomacy 7
OR Divine 5 Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your 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 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 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 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 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 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 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 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 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 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 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 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 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 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 22 /
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 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 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.
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 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 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 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 29 /
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.

Location #1: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here: None

Dagon's Jaws Card 1:
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.

Dagon's Jaws Card 2:
Saltwater Ogre
Monster C
Traits:
Giant
Ogre
Aquatic
To Defeat:
Combat 14 If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Dagon's Jaws Card 3:
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.

Dagon's Jaws Card 4:
Flaming Falcata +3
Weapon 5
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. 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.

Dagon's Jaws Card 5:
Incutilis
Villain 5
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See Below When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Dagon's Jaws Card 6:
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.

Location #2: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: None

Dagon's Jaws Card 1:
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.

Dagon's Jaws Card 2:
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.

Dagon's Jaws Card 3:
Albatross
Ally 5
Traits:
Animal To Acquire:
Wisdom
Survival 11 Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.

Dagon's Jaws Card 4:
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.

Location #3: Gannet Island
At This Location: If you fail a check to defeat a bane, discard 1d4 cards from the blessings deck.
When Closing: Discard 1d4 cards from the blessings deck.
When Permanently Closed: On closing, each character at this location may roll on the Plunder table and add a random non-Basic, non-Elite card of that type from the box to his hand.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/AAUGHWHY, Ukuja/Bigguyinblack, Enora/Akaitora, None

Gannet Island Card 1:
Reflecting Buckler
Armor 5
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire 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.

Gannet Island Card 2:
Shark-Eating Crab
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18 If the Shark-Eating Crab would be defeated, reroll the dice. The Shark-Eating Crab is defeated or undefeated based solely on the result of the second die roll.
Bury any allies played on the check to defeat the Shark-Eating Crab.

Gannet Island Card 3:
Kipper
Henchman 5
Type: Monster
Traits:
Human
Rogue
Pirate
To Defeat:
Combat 19 Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character.
If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6.
If defeated, you may immediately attempt to close the location this hanchman came from.

Gannet Island Card 4:
Electricity Arc Trap
Barrier 4
Traits:
Trap
Magic
Electricity
To Defeat:
Dexterity
Disable 12
OR Intelligence
Arcane 14 If undefeated, you are dealt 1d4 Electricity damage, and each other character at your location is dealt 1 Electricity damage.

Gannet Island Card 5:
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.

Gannet Island Card 6:
Gloves of Dueling
Item 5
Traits:
Accessory
Magic
Swashbuckling To Acquire:
Charisma
Diplomacy 13 Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.

Gannet Island Card 7:
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.

Gannet Island Card 8:
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.

Gannet Island Card 9:
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.

Gannet Island Card 10:
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.
Location #4: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Scar Bay Card 1:
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.

Scar Bay Card 2:
Cyclops
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22 Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.

Scar Bay Card 3:
Sapphire Jellyfish
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18 The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

Scar Bay Card 4:
Jakaw Razorbeak
Henchman 5
Type: Monster
Traits:
Tengu
Ranger
Pirate
To Defeat:
Combat 20 Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 5:
Giant Sea Anemone
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 20 The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

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

Scar Bay Card 7:
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.

Scar Bay Card 8:
Mase Darimar
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11 Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Scar Bay Card 9:
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_

Scar Bay Card 10:
Spyglass
Item B
Traits:
Object To Acquire:
Wisdom
Perception 4 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Location #5: Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M: 1 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

Fringes of the Eye 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.

Fringes of the Eye Card 2:
Sandara Quinn
Ally 1
Traits:
Human
Cleric
Pirate To Acquire:
Charisma
Diplomacy 5 If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Fringes of the Eye Card 3:
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.

Fringes of the Eye Card 4:
Symbol of Insanity
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14 If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

Fringes of the Eye Card 5:
Ambrose "Fishguts" Kroop
Ally 1
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 6 Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Fringes of the Eye Card 6:
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.

Fringes of the Eye 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.

Fringes of the Eye Card 8:
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.

Fringes of the Eye 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.

Fringes of the Eye Card 10:
Gilbrok the Tongue
Henchman 5
Type: Monster
Traits:
Human
Witch
Pirate
To Defeat:
Combat 18 If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

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

Raker Shoals 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.

Raker Shoals Card 3:
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.

Raker Shoals Card 4:
Rage
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 6 Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

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

Raker Shoals Card 6:
Riaris Krine
Henchman 5
Type: Monster
Traits:
Human
Fighter
Pirate
To Defeat:
Combat 20 Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one.
If the check to defeat has the Swashbuckling trait, add 1d6 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Raker Shoals Card 7:
Saltbox
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged
Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. 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.

Raker Shoals Card 8:
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.

Raker Shoals Card 9:
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.

Raker Shoals Card 10:
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.


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

Starting Enora's turn under Blessing of the Gods.

At the start of her turn, Enora resolves the scenario effect.

Scenario Effect: 1d6 ⇒ 3

Phew! I was sweating bullets here. No summon.

Enora is very concerned about the well-being of the crew members, but she also notices that there's a very faint, but noticeable, tinge of jealousy. She worries for a bit about what that could mean, but has no time to stop as the ship heads straight for a number of sharp rocks.

Enora will move to Raker Shoals. She will explore to encounter Raker Shoals Card 1: Shark Skin Armor. Enora will discard Fire Snake to use her Arcane skill to try to acquire it.

CtA Fortitude 7: 1d12 + 5 ⇒ (9) + 5 = 14

Acquired! Enora will not attempt to recharge Fire Snake. Enora will discard Ice Chemist to explore again and encounter Card 2: Becalmed. This barrier doesn't seem all that bad, as I am not planning to move out of here until I close this location. I'll choose to fail the check. Becalmed is displayed next to Raker Shoals.

Enora will discard the Sharkskin armor to examine the top card of her deck: Locate Object. She draws it. Enora will cast Locate Object to examine cards in her location until she finds a boon to acquire. Since she played a spell, Fire Snake is shuffled into her deck. She examines Card 3: Blessing of Achaekek. She will try to acquire it.

CtA Craft 7: 1d12 + 5 ⇒ (6) + 5 = 11
Recharge Locate Object, Arcane 8: 1d12 + 5 ⇒ (8) + 5 = 13

Acquired! Raker Shoals is now shuffled. Since Enora doesn't have combat options. She will stop here. She will recharge her Staff of Minor Healing to recharge a random card from her discard: Ice Chemist.

She will then end her turn and reset her hand.

Enora wrote:

Hand: Avimar Sorrinash, Binder's Tome, (Acquired)Blessing of Achaekek, Blessing of the Savored Sting, Steal Soul, Blessing of Besmara, Blessing of the Master of Masters,

Displayed:
Deck: 14 Discard: 1 Buried: 0
"Notes:
-Available for use without asking: Any blessing on check to close, on check against villain.
-Available for use if you ask: Any blessing for cases not covered above.
"
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 d8 ☑+1 ☐+2 ☐+3 ☐+4

Favored Card: Spell
Hand Size 6 ☑7 ☐8 ☐9
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 (☑ or shuffle into your deck) a random spell from your discard pile.
Discard (☐or recharge) a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☑ or any character at your location) to 0.
☑ You may discard a card to examine the top card of your deck (☑ and you may recharge the examined card); if it is a spell, you may add it to your hand.
☐ When you play a spell that has the Cold or Fire (☐ or Acid, Electricity, or Force) traits, you may replace any one of those traits with another of those traits.


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

IIRC, Ukuja mentioned passing a card to me so I can manifest Veldira. I'll stay here so we can avoid the Raker Shoals power and he can still do that

Ancient Mariner: 1d6 ⇒ 4

Erasmus spots something glinting back on Gannet Island. He quickly rows back: its the Card 1: Reflecting Buckler from before. He must have dropped it as they bulldozed through the zombie horde!

Fortitude 10: 2d6 + 6 ⇒ (3, 6) + 6 = 15

He steps off the boat to grab it when the sand beneath him begins to quake. Ukuja's Card 2: Giant Rock/Shark-Eating Crab bursts out of the sand and clacks it's claws. It seems to be upset about being left on the island with all the zombies! Discard Sign of the Lantern Bearer to explore again. Reveal Marksman's Bow to use Ranged+STR Die+AD.

Combat 18: 3d6 + 12 ⇒ (1, 4, 3) + 12 = 20
Combat 18: 3d6 + 12 ⇒ (4, 6, 1) + 12 = 23

When Erasmus arrives back at the Devils Remains, he's greeted by a hail of arrows from Card 3: Kipper. Discard Sign of the Stranger to explore again

Random Character: 1=Er, 2=Uk, 3=En: 1d3 ⇒ 1
Ranged Combat Damage: 1d4 + 1 ⇒ (3) + 1 = 4 Reveal Reflecting Buckler to reduce the damage by 2, then discard it and Harrow Deck as the rest of the damage

The volley is well-aimed, if it weren't for his newly retrieved buckler, Erasmus would be in trouble. He fires a volley of his own at the squid controlling the crew member. Discard Marksman's Bow for Ranged+STR Die+1d6+AD+1. Recharging Ukuja's BoGreen Faith to add 1 die No attack trait increases difficulty by 10

Combat 29: 5d6 + 13 ⇒ (5, 3, 1, 6, 2) + 13 = 30 These fights are gonna be brutal...

Miraculously, Erasmus snipes the squid off of Kipper and they seem to regain control of their body. After all the divine assistance Erasmus called in, he wouldn't be surprised if they start rationing him off...

Close location: Discard from the Blessing Deck: 1d4 ⇒ 3

When Closing Plunder: 1d6 ⇒ 6 Cool! I'm gonna pick spell. Hopefully I'll get a good Attack Spell. I got Skeleton Crew; not super great, but could potentially be useful.

End turn

Erasmus wrote:

Hand: Skeleton Crew (Acquired), Hiester, Planchette, Scrying, Cure,

Displayed: Spirit Relatives,
Deck: 12 Discard: 5 Buried: 0
"Notes: Hiester: +1d12 to local barrier check, I draw item on pass
Skeleton Crew: +1d6 to STR/DEX on a ship
Cure: DON'T use yet. I don't have Divine"
Sideboard cards:
Current Spirit: Nissa

Skills and Powers:
SKILLS

Strength d6 [X]+1 [X]+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 ([ ] or discard) 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.([ ]Then, each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4 ([X] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([X] or to put a second marker on it).
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile.


Ukuja: gets to roll for plunder and draw a card from the box

During This Adventure: At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

Your Ship is the Devil's Remains (unless otherwise specified)

During This Scenario: At the start of your turn, roll 1d6; on a 1 or 2, summon and encounter the henchman The Ancient Mariner.

If your check to defeat a henchman monster does not have the Attack trait, the difficulty is increased by 10.
Additional Rules: Story Banes: Only listing the ones that we have locations for to help cut back on clutter

Villain: Incutilis:

Villain 5
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter. If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Henchman: Gilbrok the Tongue:

Henchman 5
Type: Monster
Traits: Human Witch Pirate
To Defeat: Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled. If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: Eye of Dagon:

Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Dexterity Acrobatics Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

Summoned Henchman: Breath of Dagon:

Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Constitution Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

Henchman: Jakaw Razorbeak:

Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Kipper:

Henchman 5
Type: Monster
Traits: Human Rogue Pirate
To Defeat: Combat 19
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character. If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6. If defeated, you may immediately attempt to close the location this hanchman came from.

Henchman: Riaris Krine:

Henchman 5
Type: Monster
Traits: Human Fighter Pirate
To Defeat: Combat 20
Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one. If the check to defeat has the Swashbuckling trait, add 1d6 to it. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: The Ancient Mariner:

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

Location Henchman: Vrykolakas:

Henchman 5
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Turn: 3, Ukuja/Bigguyinblack

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:
Sea Troll
Monster 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20 If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.

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:
Galvo
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.

Spoiler:
Insanity Daemon
Monster 5
Traits:
Outsider
To Defeat:
Combat 20 The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.

Barriers
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:
Crawling Cyclops Hands
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

Spoiler:
Sabotage
Barrier 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12 If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

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:
Symbol of Insanity
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14 If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

Weapons
Spoiler:
Grayflame Mace +2
Weapon 5
Traits:
Mace
Melee
Bludgeoning
Magic To Acquire:
Strength
Melee
Divine 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally recharge a card that has the Divine trait to add your Divine trait.

Spoiler:
Flaming Longbow +2
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. 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+1 and the Fire trait to any combat check at another location.

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:
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:
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:
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:
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:
Resist Energy
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10 Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. 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 12 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Blazing Servant
Spell 4
Traits:
Magic
Arcane
Divine
Fire To Acquire:
Intelligence
Arcane
Wisdom
Divine 12 Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this 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 14 check to recharge this card instead of discarding 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.

Armors
Spoiler:
Reflecting Buckler
Armor 5
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire 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:
Brine Dragonhide Breastplate
Armor 4
Traits:
Heavy Armor
Magic
Aquatic To Acquire:
Constitution
Fortitude 9 Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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:
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:
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:
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:
Wizard's Hook
Item 5
Traits:
Accessory
Piercing
Magic To Acquire:
Arcane
Melee
Divine 10 If you play a spell that has the Attack trait on a check, reveal this card to add 1d6 to the check. You may additionally discard this card to add another 1d6; after playing this card, succeed at a Melee 10 check to recharge it instead of discarding it.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon on the check.

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:
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:
Sniper Goggles
Item 4
Traits:
Accessory
Magic To Acquire:
Dexterity
Ranged
Perception 13 Reveal this card to add 4 to your Ranged combat or Perception check.

Allies
Spoiler:
Pteranodon
Ally 4
Traits:
Animal To Acquire:
Wisdom
Survival 11 On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your 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:
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:
Barracuda Aiger
Ally 5
Traits:
Half-Elf
Rogue
Captain
Pirate To Acquire:
Dexterity
Ranged 9
THEN Charisma
Diplomacy 12 If at least 1 of your checks to acquire this card does not have the Swashbuckling trait, discard 3 cards.
Banish this card and recharge another card to examine your location deck.

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 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 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:
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 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.

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: 24

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
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 2 /
Blessing of Asmodeus
Blessing 4
Traits:
Divine
Asmodeus To Acquire:
Charisma
Diplomacy 7
OR Divine 5 Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your 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 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 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 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 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 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 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 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 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 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 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 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 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 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 17 /
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 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 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.
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 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 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 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 24 /
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.

Location #1: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here: None

Dagon's Jaws Card 1:
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.

Dagon's Jaws Card 2:
Saltwater Ogre
Monster C
Traits:
Giant
Ogre
Aquatic
To Defeat:
Combat 14 If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Dagon's Jaws Card 3:
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.

Dagon's Jaws Card 4:
Flaming Falcata +3
Weapon 5
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. 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.

Dagon's Jaws Card 5:
Incutilis
Villain 5
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See Below When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Dagon's Jaws Card 6:
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.

Location #2: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: None

Dagon's Jaws Card 1:
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.

Dagon's Jaws Card 2:
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.

Dagon's Jaws Card 3:
Albatross
Ally 5
Traits:
Animal To Acquire:
Wisdom
Survival 11 Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.

Dagon's Jaws Card 4:
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.

Location #3: Gannet Island
Closed
At This 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, None

Location #4: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Scar Bay Card 1:
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.

Scar Bay Card 2:
Cyclops
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22 Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.

Scar Bay Card 3:
Sapphire Jellyfish
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18 The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

Scar Bay Card 4:
Jakaw Razorbeak
Henchman 5
Type: Monster
Traits:
Tengu
Ranger
Pirate
To Defeat:
Combat 20 Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 5:
Giant Sea Anemone
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 20 The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

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

Scar Bay Card 7:
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.

Scar Bay Card 8:
Mase Darimar
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11 Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Scar Bay Card 9:
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_

Scar Bay Card 10:
Spyglass
Item B
Traits:
Object To Acquire:
Wisdom
Perception 4 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Location #5: Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M: 1 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

Fringes of the Eye 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.

Fringes of the Eye Card 2:
Sandara Quinn
Ally 1
Traits:
Human
Cleric
Pirate To Acquire:
Charisma
Diplomacy 5 If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Fringes of the Eye Card 3:
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.

Fringes of the Eye Card 4:
Symbol of Insanity
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14 If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

Fringes of the Eye Card 5:
Ambrose "Fishguts" Kroop
Ally 1
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 6 Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Fringes of the Eye Card 6:
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.

Fringes of the Eye 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.

Fringes of the Eye Card 8:
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.

Fringes of the Eye 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.

Fringes of the Eye Card 10:
Gilbrok the Tongue
Henchman 5
Type: Monster
Traits:
Human
Witch
Pirate
To Defeat:
Combat 18 If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #6: Raker Shoals
At This Location: At the start of your turn, your ship is dealt 1 Structural damage.
When Closing: Your ship is dealt 4 Structural damage. If your ship is wrecked, the location is not closed.
When Permanently Closed: On closing, discard a card.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Enora/Akaitora,
Displayed Barrier: Becalmed:

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

Raker Shoals Card 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.

Raker Shoals Card 2:
Riaris Krine
Henchman 5
Type: Monster
Traits:
Human
Fighter
Pirate
To Defeat:
Combat 20 Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one.
If the check to defeat has the Swashbuckling trait, add 1d6 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Raker Shoals Card 3:
Rage
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 6 Display this card and choose a character at your location. While displayed, that character may bury 1 card from her hand to add 1d10 to her Strength, Melee, or Constitution check. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, banish it.

Raker Shoals Card 4:
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.

Raker Shoals Card 5:
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.

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

Raker Shoals Card 7:
Saltbox
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged
Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. 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

plunder on Erasmus's turn: 1d6 ⇒ 1 Random weapon #1 Grayflame Mace +2 (weapon 5)

scenario effect: 1d6 ⇒ 6

"Erasmus, I have a gift for the lovely lady."

Pass Grayflame Mace +2 to Erasmus.

And now to meet another lovely lady.

Ukuja sails to Raker Shoals. Assuming Erasmus comes with.

Raker Shoals 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.

I don't normally evade banes but this one sucks early on. Using my ability and discarding Dwarf Caiman to evade it.

On his way there the Dwarf Caiman begins acting odd. Spotting some clouds in the distance Ukuja plays it save and takes a wide berth around them.

Discard Druid of the Green Faith to draw Dwarf Caiman from my discard then explore.

random location card: 1d7 ⇒ 6

Raker Shoals Card 6: Blessing of Abadar:

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

His druid buddy extols the virtues of Abadar. as they land.

Ukuja waves to Enora.

Auto acquire blessing using Divine. One of the barriers here is the storm so discarding Blessing of Abadar to explore.

random location card ignoring 6: 1d7 ⇒ 3

Raker Shoals Card 3: 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.

Ship food isn't always great and paper has many uses. Making sure Enora isn't around... Banished.

This hurts but we want to close this place asap. Discard Dwarf Caiman to explore.

random location card ignoring 3 or 6: 1d7 ⇒ 2

Raker Shoals Card 2: Riaris Krine:

Henchman 5
Type: Monster
Traits:
Human
Fighter
Pirate
To Defeat:
Combat 20 Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one.
If the check to defeat has the Swashbuckling trait, add 1d6 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

"These shoals aren't big enough for the both of us Krine!"

Pausing turn.


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

As discussed in the Discord, I bury Skeleton Crew to manifest Veldira and go with Ukuja to the Raker Shoals

Erasmus wrote:

Hand: Grayflame Mace +2 (Acquired), Hiester, Planchette, Scrying, Cure,

Displayed: Spirit Relatives,
Deck: 12 Discard: 5 Buried: 1
"Notes: Hiester: +1d12 to local barrier check, I draw item on pass
"
Sideboard cards:
Current Spirit: Nissa, Veldira

Skills and Powers:
SKILLS

Strength d6 [X]+1 [X]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [X] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d6 [X] +1 [X] +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 ([ ] or discard) 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.([ ]Then, each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4 ([X] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([X] or to put a second marker on it).
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile.


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

Resuming turn. Erasmus buries Skeleton Crew to add Veldira.

Ukuja's battle with Riaris Krine seems to go on for hours.

Combat 20 revealing Wendifisa Spear, aided by Veldira, aided by Binder's Tome, Aided by bonus vs Pirates: 1d10 + 1d12 + 3d4 + 9 ⇒ (3) + (12) + (1, 4, 3) + 9 = 32

But Ukuja is victories. During the battle the ship took some knocks.

Discarding Oaken Staff and Arboreal Armor to prevent 2 of the 4 structural dmg from closing. Erasmus prevents the other 2. And discarding Hatchet to When Permanently Closed effect.

Some after combat healing is in order.

cure targeting self auto recharged due to Veldira: 1d4 + 1 ⇒ (2) + 1 = 3

Noticing that Erasmus took a few knocks recently he heals him as well.

Angelstep targeting Erasmus auto recharged: 1d4 + 1 ⇒ (3) + 1 = 4

Refresh hand and end turn.

Ukuja wrote:

Hand: Blessing of Kelizandri, Elk, Pteranodon, Monkey, Cloud Puff (plant), Aspect of the Tiger, Blessing of Milani, Major Cure, Monkey Loot, Wendifisa Spear,

Displayed: Leryn, Python,
Deck: 8 Discard: 3 Buried: 0
"Notes: Leryn: Perception Wisdom +2, May examine top of location at start of my turn, put on top of deck to examine top 2 of location and rearrange them.

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

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

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

Location: Raker Shoals (closed)"
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Ally or Weapon
Hand Size 8
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). ([x] or to reduce all damage dealt to you by 1 plus the discarded card's adventure deck number)
<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>

On Enora's turn Ukuja taps into undiscovered abilities and gains the Aspect of the Tiger.

Ukuja wrote:

Hand: Blessing of Kelizandri, Elk, Pteranodon, Monkey, Cloud Puff (plant), Blessing of Milani, Major Cure, Monkey Loot, Wendifisa Spear,

Displayed: Leryn, Python, Aspect of the Tiger,
Deck: 8 Discard: 3 Buried: 0
"Notes: Leryn: Perception Wisdom +2, May examine top of location at start of my turn, put on top of deck to examine top 2 of location and rearrange them.

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

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

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

Location: Raker Shoals (closed)"
Sideboard cards:


During This Adventure: At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

Your Ship is the Devil's Remains (unless otherwise specified)

During This Scenario: At the start of your turn, roll 1d6; on a 1 or 2, summon and encounter the henchman The Ancient Mariner.

If your check to defeat a henchman monster does not have the Attack trait, the difficulty is increased by 10.
Additional Rules: Story Banes: Only listing the ones that we have locations for to help cut back on clutter

Villain: Incutilis:

Villain 5
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter. If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Henchman: Gilbrok the Tongue:

Henchman 5
Type: Monster
Traits: Human Witch Pirate
To Defeat: Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled. If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: Eye of Dagon:

Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Dexterity Acrobatics Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

Summoned Henchman: Breath of Dagon:

Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Constitution Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

Henchman: Jakaw Razorbeak:

Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Kipper:

Henchman 5
Type: Monster
Traits: Human Rogue Pirate
To Defeat: Combat 19
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character. If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6. If defeated, you may immediately attempt to close the location this hanchman came from.

Henchman: Riaris Krine:

Henchman 5
Type: Monster
Traits: Human Fighter Pirate
To Defeat: Combat 20
Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one. If the check to defeat has the Swashbuckling trait, add 1d6 to it. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: The Ancient Mariner:

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

Location Henchman: Vrykolakas:

Henchman 5
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Turn: 4, Enora/Akaitora

Random Cards:

Monsters
Spoiler:
Norgorber Cultist
Monster 5
Traits:
Elf
Cultist
To Defeat:
Combat 19 If undefeated, discard the top 1d4 cards of the blessings deck.

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

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:
Sea Troll
Monster 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20 If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.

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.

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:
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:
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:
Crawling Cyclops Hands
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

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:
Keen Rapier +3
Weapon 5
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 13 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d4. If any d4 rolled for this weapon is a 4, count it as a 5.

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:
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:
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:
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.

Spells
Spoiler:
Holy Feast
Spell 4
Traits:
Magic
Divine
Healing To Acquire:
Wisdom
Divine 13 Reveal this card. Each character at your location may shuffle 3 random cards from his discard pile into his deck. After playing this card, if you do not have the Divine skill, banish it; otherwise, discard it.

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:
Wall of Blades
Spell 5
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 11 Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard 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:
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:
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:
Reflecting Buckler
Armor 5
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire 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:
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:
Fortified Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Eel Skin Armor
Armor 4
Traits:
Light Armor
Magic
Aquatic
Swashbuckling To Acquire:
Constitution
Fortitude 9 Recharge this card to reduce Combat or Electricity damage dealt to you by 2, 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:
Bottled Lightning
Item 5
Traits:
Liquid
Attack
Electricity
Ranged
Alchemical To Acquire:
Intelligence
Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

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:
Gloves of Dueling
Item 5
Traits:
Accessory
Magic
Swashbuckling To Acquire:
Charisma
Diplomacy 13 Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.

Spoiler:
Net of Snaring
Item 4
Traits:
Object
Magic To Acquire:
Dexterity
Ranged 12 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower, or 22 or lower if the monster has the Aquatic trait; put the monster on either the top or the bottom of its location deck.

Spoiler:
Alkali Flask
Item 4
Traits:
Liquid
Attack
Acid
Ranged
Alchemical To Acquire:
Intelligence
Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

Allies
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.

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

Spoiler:
Audessa Reyquio
Ally 4
Traits:
Human
Aristocrat To Acquire:
Dexterity
Acrobatics 7
THEN Charisma
Diplomacy 10 Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to explore your location.

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

Blessings Remaining: 23

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Asmodeus
Blessing 4
Traits:
Divine
Asmodeus To Acquire:
Charisma
Diplomacy 7
OR Divine 5 Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your 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 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 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 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 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 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 7 /
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 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 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 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 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 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 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 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 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 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 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.
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 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 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 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 23 /
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.

Location #1: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here: None

Dagon's Jaws Card 1:
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.

Dagon's Jaws Card 2:
Saltwater Ogre
Monster C
Traits:
Giant
Ogre
Aquatic
To Defeat:
Combat 14 If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Dagon's Jaws Card 3:
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.

Dagon's Jaws Card 4:
Flaming Falcata +3
Weapon 5
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. 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.

Dagon's Jaws Card 5:
Incutilis
Villain 5
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See Below When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Dagon's Jaws Card 6:
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.

Location #2: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: None

Dagon's Jaws Card 1:
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.

Dagon's Jaws Card 2:
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.

Dagon's Jaws Card 3:
Albatross
Ally 5
Traits:
Animal To Acquire:
Wisdom
Survival 11 Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.

Dagon's Jaws Card 4:
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.

Location #3: Gannet Island
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 #4: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Scar Bay Card 1:
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.

Scar Bay Card 2:
Cyclops
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22 Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.

Scar Bay Card 3:
Sapphire Jellyfish
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18 The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

Scar Bay Card 4:
Jakaw Razorbeak
Henchman 5
Type: Monster
Traits:
Tengu
Ranger
Pirate
To Defeat:
Combat 20 Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 5:
Giant Sea Anemone
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 20 The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

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

Scar Bay Card 7:
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.

Scar Bay Card 8:
Mase Darimar
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11 Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Scar Bay Card 9:
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_

Scar Bay Card 10:
Spyglass
Item B
Traits:
Object To Acquire:
Wisdom
Perception 4 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Location #5: Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M: 1 Ba: 4 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

Fringes of the Eye 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.

Fringes of the Eye Card 2:
Sandara Quinn
Ally 1
Traits:
Human
Cleric
Pirate To Acquire:
Charisma
Diplomacy 5 If you fail a combat check, you may reveal this card to immediately recharge a card.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Fringes of the Eye Card 3:
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.

Fringes of the Eye Card 4:
Symbol of Insanity
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14 If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

Fringes of the Eye Card 5:
Ambrose "Fishguts" Kroop
Ally 1
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 6 Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Fringes of the Eye Card 6:
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.

Fringes of the Eye 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.

Fringes of the Eye Card 8:
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.

Fringes of the Eye 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.

Fringes of the Eye Card 10:
Gilbrok the Tongue
Henchman 5
Type: Monster
Traits:
Human
Witch
Pirate
To Defeat:
Combat 18 If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #6: Raker Shoals
Closed
At This 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,


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

Hand Update:

Erasmus wrote:

Hand: Grayflame Mace +2 (Acquired), Hiester, Cure,

Displayed: Spirit Relatives,
Deck: 16 Discard: 3 Buried: 1
"Notes: Hiester: +1d12 to local barrier check, I draw item on pass
"
Sideboard cards:
Current Spirit: Nissa, Veldira

Skills and Powers:
SKILLS

Strength d6 [X]+1 [X]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [X] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d6 [X] +1 [X] +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 ([ ] or discard) 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.([ ]Then, each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4 ([X] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([X] or to put a second marker on it).
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile.


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

During Ukuja's turn, after Ukuja defeats the henchman, Enora will play Steal Soul.

Something is unleashed within Enora as she watches Ukuja deliver the killing blow on Krine. Enora feels her magic reservoir swirl rapidly, as if imitating the Eye of Abolengo that loomed menacingly in the distance.

In a flash, Enora saw through Krine's eyes for a second and then backwards to what she assumed were some of her previous experiences before this moment. She could see it all.

Apparently, she had been the master gunner of the Wormwood before she became...well, this. Maybe she could put some of this newfound knowledge to use?

As Enora pondered how she should feel about these powers she was rapidly developing, she felt a powerful pull. She needed to approach the eye.

Starting Enora's turn under Blessing of Abadar. At the start of her turn, she resolves the scenario's effect.

Ancient Mariner?: 1d6 ⇒ 6

No ancient Mariner. Phew! Enora will move to the Fringes of the Eye and explore to encounter Card 1: Blessing of Gozreh. She will try to acquire it with her new Stolen Soul powers

CtA Divine 5: 2d4 ⇒ (1, 4) = 5

Enora will discard Blessing of Besmara to explore again. She encounters Card 2: Sandara Quinn. Enora will try to acquire it. She will reveal her Binder's Tome to add +1d4 and the Mental trait to her check. Steal Soul is in effect.

CtA Charisma 5: 1d6 + 2d4 + 1 ⇒ (5) + (3, 4) + 1 = 13

Acquired! Enora will discard her to examine the top card of her deck: Ghost Whip. She will draw it. Then she will discard Blessing of Gozreh to explore and encounter Card 3: Werecrocodile.

For the Combat check, Enora will discard Ghost Whip. She will also reveal her Binder's Tome. Steal Soul is in effect.

CtD Combat, Arcane 18: 1d12 + 2d8 + 2d4 + 5 ⇒ (6) + (2, 4) + (2, 4) + 5 = 23
Recharge Ghost Whip, Arcane 10: 1d12 + 1d4 + 5 ⇒ (4) + (2) + 5 = 11

As Enora approached the eye, some of the crew members seemed to snap out of their trance only to begin following her. She could feel some ancient, primeval power hiding somewhere near. Without thinking, she reached for the shoulder of a woman that seemed to be enthralled. She drained some power from her and redirected it to the waters up ahead, where a huge crocodile-like creature was hiding and waiting to ambush them.

Enora stood motionless, floating a few inches above the ground, never losing sight of the eye up ahead.

Enora wrote:

Hand: Avimar Sorrinash, Binder's Tome, (Acquired)Blessing of Achaekek, Blessing of the Savored Sting, Fire Snake, Blessing of the Spellbound 3, Blessing of the Master of Masters,

Displayed: Steal Soul,
Deck: 12 Discard: 4 Buried: 0
"Notes:
-Available for use without asking: Any blessing on check to close, on check against villain.
-Available for use if you ask: Any blessing for cases not covered above.
"
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 d8 ☑+1 ☐+2 ☐+3 ☐+4

Favored Card: Spell
Hand Size 6 ☑7 ☐8 ☐9
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 (☑ or shuffle into your deck) a random spell from your discard pile.
Discard (☐or recharge) a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☑ or any character at your location) to 0.
☑ You may discard a card to examine the top card of your deck (☑ and you may recharge the examined card); if it is a spell, you may add it to your hand.
☐ When you play a spell that has the Cold or Fire (☐ or Acid, Electricity, or Force) traits, you may replace any one of those traits with another of those traits.


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

Start of my turn, Recharge Cure for +2 to checks this turn

Ancient Mariner: 1d6 ⇒ 5

As Enora pilots the ship towards the Fringes of the Eye Erasmus takes in the spectacle before him. The tentacles on the mind-control squids, the ghostly tendrils emerging from Enora's body, and the immense bands of the hurricane all swirl together into an incomprehensible Card 4: Symbol of Insanity that threatens to rend his mind! Recharge Hiester to add 1d12 and draw an item if I succeed

WIS 17: 2d6 + 1d12 + 9 ⇒ (1, 5) + (11) + 9 = 26

Erasmus is snapped back into reality as a bolt of lightning strikes the ship! Instead of charring it, the lightning seems drawn to and trapped by a nearby lantern. Erasmus stares incredulously at the Bottled Lightning. What's going on?!?

End Turn

Erasmus wrote:

Hand: Grayflame Mace +2 (Acquired), Bottled Lightning (Acquired), Lockpick Shield, Bird Feather Tokens, Sign of the Lantern Bearer,

Displayed: Spirit Relatives,
Deck: 15 Discard: 3 Buried: 1
"Notes: Lantern Bearer: Recharge vs Armors
"
Sideboard cards:
Current Spirit: Nissa, Veldira

Skills and Powers:
SKILLS

Strength d6 [X]+1 [X]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [X] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d6 [X] +1 [X] +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 ([ ] or discard) 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.([ ]Then, each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4 ([X] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([X] or to put a second marker on it).
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile.


During This Adventure: At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

Your Ship is the Devil's Remains (unless otherwise specified)

During This Scenario: At the start of your turn, roll 1d6; on a 1 or 2, summon and encounter the henchman The Ancient Mariner.

If your check to defeat a henchman monster does not have the Attack trait, the difficulty is increased by 10.
Additional Rules: Story Banes: Only listing the ones that we have locations for to help cut back on clutter

Villain: Incutilis:

Villain 5
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter. If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Henchman: Gilbrok the Tongue:

Henchman 5
Type: Monster
Traits: Human Witch Pirate
To Defeat: Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled. If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: Eye of Dagon:

Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Dexterity Acrobatics Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

Summoned Henchman: Breath of Dagon:

Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Constitution Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

Henchman: Jakaw Razorbeak:

Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Kipper:

Henchman 5
Type: Monster
Traits: Human Rogue Pirate
To Defeat: Combat 19
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character. If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6. If defeated, you may immediately attempt to close the location this hanchman came from.

Henchman: Riaris Krine:

Henchman 5
Type: Monster
Traits: Human Fighter Pirate
To Defeat: Combat 20
Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one. If the check to defeat has the Swashbuckling trait, add 1d6 to it. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: The Ancient Mariner:

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

Location Henchman: Vrykolakas:

Henchman 5
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Turn: 6, Ukuja/Bigguyinblack

Random Cards:

Monsters
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:
Gargoyle Sniper
Monster 4
Traits:
Gargoyle
Scout
To Defeat:
Combat 18 If you evade the Gargoyle Sniper, put it on top of the location deck, if it came from one.
Before you act, succeed at a Perception 12 check or the Gargoyle Sniper deald 1d4-1 Ranged Combat damage to you.
If the check to defeat does not have the Magic trait, the difficulty of the check to defeat is increased by 4.

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.

Spoiler:
Insanity Daemon
Monster 5
Traits:
Outsider
To Defeat:
Combat 20 The Insanity Demon may not be evaded and is immune to the Acid and Poison traits.
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells with the Attack trait.
After you act, succeed at a Wisdom 10 check or reset your hand using 2 as your hand size; then end your turn.

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

Barriers
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.

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:
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:
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.

Weapons
Spoiler:
Animalbane Dagger +1
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.

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:
Blasting Pistol +2
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic To Acquire:
Dexterity
Ranged
Craft 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force 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 check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

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:
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.

Spells
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:
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.

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:
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:
Brine Dragonhide Breastplate
Armor 4
Traits:
Heavy Armor
Magic
Aquatic To Acquire:
Constitution
Fortitude 9 Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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:
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:
Reflecting Buckler
Armor 5
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire 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:
Animated Shield
Armor 4
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Alkali Flask
Item 4
Traits:
Liquid
Attack
Acid
Ranged
Alchemical To Acquire:
Intelligence
Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card 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.

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

Allies
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.

Spoiler:
Sefina
Ally 4
Traits:
Nymph
Nereid To Acquire:
Wisdom
Survival
Charisma
Diplomacy 12 Bury this card to evade your encounter.
Banish this card to explore your location. Add 4 to your non-combat checks during this exploration.

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:
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:
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 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 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 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 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 Sivanah:
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.

Blessings Remaining: 21

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 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 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 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 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 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 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 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 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 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 14 /
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 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 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.
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 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 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 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 21 /
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.

Location #1: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here: None

Dagon's Jaws Card 1:
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.

Dagon's Jaws Card 2:
Saltwater Ogre
Monster C
Traits:
Giant
Ogre
Aquatic
To Defeat:
Combat 14 If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Dagon's Jaws Card 3:
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.

Dagon's Jaws Card 4:
Flaming Falcata +3
Weapon 5
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. 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.

Dagon's Jaws Card 5:
Incutilis
Villain 5
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See Below When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Dagon's Jaws Card 6:
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.

Location #2: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: None

Dagon's Jaws Card 1:
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.

Dagon's Jaws Card 2:
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.

Dagon's Jaws Card 3:
Albatross
Ally 5
Traits:
Animal To Acquire:
Wisdom
Survival 11 Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.

Dagon's Jaws Card 4:
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.

Location #3: Gannet Island
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 #4: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Scar Bay Card 1:
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.

Scar Bay Card 2:
Cyclops
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22 Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.

Scar Bay Card 3:
Sapphire Jellyfish
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18 The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

Scar Bay Card 4:
Jakaw Razorbeak
Henchman 5
Type: Monster
Traits:
Tengu
Ranger
Pirate
To Defeat:
Combat 20 Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 5:
Giant Sea Anemone
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 20 The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

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

Scar Bay Card 7:
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.

Scar Bay Card 8:
Mase Darimar
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11 Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Scar Bay Card 9:
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_

Scar Bay Card 10:
Spyglass
Item B
Traits:
Object To Acquire:
Wisdom
Perception 4 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Location #5: Fringes of the Eye
At This Location: The difficulty of checks to defeat barriers is increased by 3.
When Closing: Summon and defeat a random barrier; if undefeated, each character at this location randomly chooses a location and moves to it.
When Permanently Closed: On closing, add 1d4 random barriers and 1d4 random blessings to this location deck without looking at them, then encounter the top card.
M: 0 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Erasmus/AAUGHWHY, Enora/Akaitora, None

Fringes of the Eye Card 1:
Ambrose "Fishguts" Kroop
Ally 1
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 6 Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Fringes of the Eye Card 2:
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.

Fringes of the Eye 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.

Fringes of the Eye Card 4:
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.

Fringes of the Eye Card 5:
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.

Fringes of the Eye Card 6:
Gilbrok the Tongue
Henchman 5
Type: Monster
Traits:
Human
Witch
Pirate
To Defeat:
Combat 18 If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: Raker Shoals
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ukuja/Bigguyinblack,

Displayed Barrier: 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.


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

Ukuja would travel with the rest of the party.

scenario effect: 1d6 ⇒ 6

Time for his turn at captain. Leryn scouts while Ukuja paces.

After hearing her report he goes recruiting.

Fringes of the Eye Card 1: Ambrose Fishguts Kroop:

Ally 1
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 6 Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

charisma 6 aided by Binder's Tome: 2d4 ⇒ (2, 1) = 3

The fishgut smell makes Ukuja hungry. The weird predator vibies scares him off.

Discard Elk to explore.

Fringes of the Eye Card 2: 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.

dexterity 9 +8 aided by Elk: 1d10 + 1d6 + 1 ⇒ (6) + (4) + 1 = 11

Ukuja has a few of the crew carry a chest he finds onto the ship to be dealt with later. Banished.

Discard Monkey Loot to explore.

Fringes of the Eye 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.

Auto acquire. Discard Blessing of the Gods aq to explore.

Fringes of the Eye Card 4: 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.

dexterity 7 +3 discarding Monkey: 1d10 + 1d4 + 4 ⇒ (10) + (2) + 4 = 16

A trap is avoided.

Discard Blessing of Milani to explore.

Fringes of the Eye Card 5: 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.

perception 11 +3 aided by Veldira, Discarding Pteranodon: 1d10 + 2d4 + 11 ⇒ (7) + (4, 3) + 11 = 25

After avoiding pit traps and sandbars Ukuja is felling rough around the edges and heals himself.

Major Cure targeting self: 1d4 + 1 ⇒ (1) + 1 = 2
heal 1 then recharge 10 aided by Veldira: 1d10 + 1d4 + 6 ⇒ (8) + (1) + 6 = 15

Pushing himself a bit further Ukuja explores the next area of the Fringe.

Enora still doesn't have an attack spell so discarding Blessing of Kelizandri to explore.

He finds an evil witch.

Fringes of the Eye Card 6: Gilbrok the Tongue:

Henchman 5
Type: Monster
Traits:
Human
Witch
Pirate
To Defeat:
Combat 18 If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled.
If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon.
If defeated, you may immediately attempt to close the location this henchman came from.

rolls for Enora's Blessing of the Savored Sting: 1d4 + 1d6 + 1d8 + 1d10 ⇒ (3) + (4) + (4) + (9) = 20 9 -1 =8

combat 18 revealing Wendifisa Spear for survival, aided by Binder's Tome, aided by Veldira, Enora discards Blessing of the Savored Sting: 1d10 + 1d12 + 2d4 + 9 + 8 - 4 ⇒ (1) + (11) + (2, 2) + 9 + 8 - 4 = 29

The witch is defeated but there was an Ambush!

Random Barrier #1 to close 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.

perception 9 +5 +3 aided by Veldira, Erasmus discards Sign of the Lantern Bearer: 2d10 + 1d4 + 7 ⇒ (9, 4) + (3) + 7 = 23

The ambush is handled. But then...

random barriers: 1d4 ⇒ 4
random blessings: 1d4 ⇒ 4

random top card. 1-4 barrier, 5-8 blessing: 1d8 ⇒ 3

random barrier #4 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.

... nothing. But he remains vigilant.

perception 6 +5 +3 aided by Veldira, Enora discards Blessing of the Master of Masters: 2d10 + 1d4 + 7 ⇒ (10, 4) + (3) + 7 = 24

Defeated barrier. Examine top card of location. It can't be a monster but it might be a blessing. Refreshing hand and ending turn.

Ukuja wrote:

Hand: Arboreal Armor, Angelstep (plant), Blessing of the Green Faith 1, Cauterize, Cloud Puff (plant), Blessing of the Green Faith 2, Hatchet, Blessing of Abadar aq, Oaken Staff, Wendifisa Spear, Blessing of the Gods aq,

Displayed: Leryn, Python, Aspect of the Tiger,
Deck: 3 Discard: 7 Buried: 0
"Notes: Leryn: Perception Wisdom +2, May examine top of location at start of my turn, put on top of deck to examine top 2 of location and rearrange them.

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

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

Blessing of Abadar: +2 dice vs barriers.

Location: Fringes of the Eye (closed)"
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Ally or Weapon
Hand Size 8
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). ([x] or to reduce all damage dealt to you by 1 plus the discarded card's adventure deck number)
<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>

Fringes of the Eye card 3 acquired.
Enora discards Blessing of the Savored Sting and Blessing of the Master of Masters.
Erasmus discards Sign of the Lantern Bearer.
Fringes of the Eye is closed.
Shuffle 4 random blessings and 3 random barriers into Fringes of the Eye, Then the top card is examined.


During This Adventure: At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

Your Ship is the Devil's Remains (unless otherwise specified)

During This Scenario: At the start of your turn, roll 1d6; on a 1 or 2, summon and encounter the henchman The Ancient Mariner.

If your check to defeat a henchman monster does not have the Attack trait, the difficulty is increased by 10.
Additional Rules: Story Banes: Only listing the ones that we have locations for to help cut back on clutter

Villain: Incutilis:

Villain 5
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter. If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Henchman: Gilbrok the Tongue:

Henchman 5
Type: Monster
Traits: Human Witch Pirate
To Defeat: Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled. If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: Eye of Dagon:

Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Dexterity Acrobatics Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

Summoned Henchman: Breath of Dagon:

Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Constitution Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

Henchman: Jakaw Razorbeak:

Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Kipper:

Henchman 5
Type: Monster
Traits: Human Rogue Pirate
To Defeat: Combat 19
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character. If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6. If defeated, you may immediately attempt to close the location this hanchman came from.

Henchman: Riaris Krine:

Henchman 5
Type: Monster
Traits: Human Fighter Pirate
To Defeat: Combat 20
Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one. If the check to defeat has the Swashbuckling trait, add 1d6 to it. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: The Ancient Mariner:

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

Location Henchman: Vrykolakas:

Henchman 5
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Turn: 6, Ukuja/Bigguyinblack

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:
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:
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:
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:
Pirate Guard
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

Barriers
Spoiler:
Crawling Cyclops Hands
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

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:
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:
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:
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.

Weapons
Spoiler:
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.

Spoiler:
Flaming Longbow +2
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. 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+1 and the Fire trait 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:
Animalbane Dagger +1
Weapon 1
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal 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.

Spells
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.

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:
Wall of Blades
Spell 5
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 11 Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Blazing Servant
Spell 4
Traits:
Magic
Arcane
Divine
Fire To Acquire:
Intelligence
Arcane
Wisdom
Divine 12 Discard this card and recharge another card to add 1d8 + the recharged card's adventure deck number, if any, to your check. You may play another spell on this 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 14 check to recharge this card instead of discarding it.

Spoiler:
Wall of Blades
Spell 5
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 11 Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Armors
Spoiler:
Eel Skin Armor
Armor 4
Traits:
Light Armor
Magic
Aquatic
Swashbuckling To Acquire:
Constitution
Fortitude 9 Recharge this card to reduce Combat or Electricity damage dealt to you by 2, 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 Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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:
Brine Dragonhide Breastplate
Armor 4
Traits:
Heavy Armor
Magic
Aquatic To Acquire:
Constitution
Fortitude 9 Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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:
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:
Wizard's Hook
Item 5
Traits:
Accessory
Piercing
Magic To Acquire:
Arcane
Melee
Divine 10 If you play a spell that has the Attack trait on a check, reveal this card to add 1d6 to the check. You may additionally discard this card to add another 1d6; after playing this card, succeed at a Melee 10 check to recharge it instead of discarding it.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon on the check.

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

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:
Ring of the Sea Strider
Item 5
Traits:
Accessory
Magic
Aquatic To Acquire:
Constitution
Fortitude 10 Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.

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:
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:
Pteranodon
Ally 4
Traits:
Animal To Acquire:
Wisdom
Survival 11 On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.

Spoiler:
Audessa Reyquio
Ally 4
Traits:
Human
Aristocrat To Acquire:
Dexterity
Acrobatics 7
THEN Charisma
Diplomacy 10 Reveal this card to add 1 to your check. You may play another ally on this check.
Discard this card to 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.

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 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 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:
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 Sivanah:
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.

Blessings Remaining: 21

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 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 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 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 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 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 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 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 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 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 14 /
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 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 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.
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 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 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 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 21 /
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.

Location #1: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here: None

Dagon's Jaws Card 1:
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.

Dagon's Jaws Card 2:
Saltwater Ogre
Monster C
Traits:
Giant
Ogre
Aquatic
To Defeat:
Combat 14 If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Dagon's Jaws Card 3:
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.

Dagon's Jaws Card 4:
Flaming Falcata +3
Weapon 5
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. 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.

Dagon's Jaws Card 5:
Incutilis
Villain 5
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See Below When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Dagon's Jaws Card 6:
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.

Location #2: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: None

Dagon's Jaws Card 1:
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.

Dagon's Jaws Card 2:
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.

Dagon's Jaws Card 3:
Albatross
Ally 5
Traits:
Animal To Acquire:
Wisdom
Survival 11 Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.

Dagon's Jaws Card 4:
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.

Location #3: Gannet Island
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 #4: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Scar Bay Card 1:
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.

Scar Bay Card 2:
Cyclops
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22 Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.

Scar Bay Card 3:
Sapphire Jellyfish
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18 The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

Scar Bay Card 4:
Jakaw Razorbeak
Henchman 5
Type: Monster
Traits:
Tengu
Ranger
Pirate
To Defeat:
Combat 20 Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 5:
Giant Sea Anemone
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 20 The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

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

Scar Bay Card 7:
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.

Scar Bay Card 8:
Mase Darimar
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11 Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Scar Bay Card 9:
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_

Scar Bay Card 10:
Spyglass
Item B
Traits:
Object To Acquire:
Wisdom
Perception 4 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Location #5: Fringes of the Eye
Closed
At This Location: The difficulty of checks to defeat barriers is increased by 3.
M: 0 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 4 ?: 0
Located/Displayed Here: Erasmus/AAUGHWHY, Ukuja/Bigguyinblack, Enora/Akaitora, None

Fringes of the Eye Card 1 (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.

Fringes of the Eye 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.

Fringes of the Eye Card 3:
Albatross Soup
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15 Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Fringes of the Eye Card 4:
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.

Fringes of the Eye Card 5:
Crawling Cyclops Hands
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

Fringes of the Eye 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.

Fringes of the Eye Card 7:
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.

Location #6: Raker Shoals
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Displayed Barrier: 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.


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

Small retcon, Ukuja used Enora's Blessing of Achaekek instead of Blessing of the Savored Sting.


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

During Ukuja's turn, Enora discarded Blessing of the Master of Masters and Blessing of Achaekek.

Starting Enora's turn under Blessing of Sivanah.

Strange things were happening all around Enora, but this didn't phase her. In her mind, it all made sense, though she wouldn't be able to explain how.

At the start of her turn, Enora resolves the scenario effect.

Scenario Effect: 1d6 ⇒ 1

"It's time" - Enora said, almost too quietly to hear as she turned around to face the attacker that she somehow already knew was coming.

It was bound to happen, so I'm glad Ukuja got to use some of my cards before I had to discard them, lol. For her check, Enora will discard Blessing of the Spellbound. She will also ask Ukuja to discard his Blessing of the Gods to add a die. Steal Soul is in effect and the bane is undead.

CtD Combat, Strength 25: 3d6 + 1d4 ⇒ (1, 6, 4) + (2) = 13

Having failed the combat check, Enora will discard her Blessing of the Savored Sting to add 2 dice and re-roll. Blessing of the Spellbound and Ukuja's Blessing of the Gods will be banished. For the above roll, I had forgotten we get to add +1d4 against Undead, but it wouldn't have mattered given the results, so I will not add it so as to not mess with the rolls.

CtD Combat, Strength 25: 5d6 + 1d4 ⇒ (4, 5, 3, 3, 2) + (4) = 21

EDIT: I had forgotten about the additional 1d4 against undead and 1d4 against pirates. I'll roll them down here only for the second try, since it wouldn't have matter for the first check anyways.

Adding to last check: 2d4 ⇒ (2, 1) = 3

Enora discards Avimar Sorrinash as damage. Then, she will discard Fire Snake to use her Arcane skill against the Fortitude 9 effect of Ancient Mariner when undefeated. Enora gets to continue adding +1d4 from Steal Soul, +1d4 from 5-1E boon, and +1d4 against pirates.

Undefeated, Fortitude 9: 1d12 + 3d4 + 5 ⇒ (7) + (1, 2, 3) + 5 = 18
Recharge Fire Snake, Arcane 8, benefiting from Steal Soul: 1d12 + 1d4 + 5 ⇒ (12) + (1) + 5 = 18

The possessed sailor's sword goes through Enora. Strangely though, Enora barely notices and continues watching into the distance. The sailor, who had been in a frothing rage moments prior, is now silent motionless staring into the distance as well.

My hand is almost empty, so I think I'm going to take advantage of our Knowledge at Fringes of the Eye and explore here to encounter Blessing of Kelizandri. It's a blessing 3, so I think it's worth investing some resources on it. I will ask Ukuja to recharge a Blessing of the Green Faith to add a die to my check.

CtA Divine 5: 3d4 ⇒ (2, 4, 4) = 10

Acquired! I'll end my turn here.

Enora wrote:

Hand: Binder's Tome, (Acquired)Blessing of Kelizandri, Sphere of Fire, Stone Skin, Cloudburst, Augury, Channel the Gift,

Displayed: Steal Soul,
Deck: 8 Discard: 8 Buried: 0
"Notes:
-Available for use without asking: Any blessing on check to close, on check against villain.
-Available for use if you ask: Any blessing for cases not covered above.
"
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 d8 ☑+1 ☐+2 ☐+3 ☐+4

Favored Card: Spell
Hand Size 6 ☑7 ☐8 ☐9
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 (☑ or shuffle into your deck) a random spell from your discard pile.
Discard (☐or recharge) a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☑ or any character at your location) to 0.
☑ You may discard a card to examine the top card of your deck (☑ and you may recharge the examined card); if it is a spell, you may add it to your hand.
☐ When you play a spell that has the Cold or Fire (☐ or Acid, Electricity, or Force) traits, you may replace any one of those traits with another of those traits.


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

Erasmus looks across the horizon, trying to decipher what has enthralled Enora. He barely perceives an otherworldly tear in reality leaking sorrowful energy and blanketing the Scar Bay with a blue-grey fog. It reminds him of the rift they sealed back in the Tapestry, but Enora didn't act this way then, did she? Either way, he knows that it must be sealed. People can come with me at their discretion

Ancient Mariner: 1d6 ⇒ 3

Movement to the port side draws Erasmus's attention. An enemy ship has taken advantage of the chaos and come Card 1: Pirate Hunting!

Random Ship: 1d17 ⇒ 17 Wanton Wastrel
Can defeat by burying this many cards: 1d4 ⇒ 1 WIS 10 is a cakewalk though...
WIS 10: 2d6 + 7 ⇒ (2, 1) + 7 = 10 Maybe not as much of a cakewalk as I thought...

As Erasmus gets ready to fight off the impending boarding party, the Wanton Wastrel dissolves before his eyes, merging with the mist surrounding them...

End Turn

Erasmus wrote:

Hand: Grayflame Mace +2 (Acquired), Bottled Lightning (Acquired), Lockpick Shield, Bird Feather Tokens, Marksman's Bow,

Displayed: Spirit Relatives,
Deck: 15 Discard: 4 Buried: 1
Notes:
Sideboard cards:
Current Spirit: Nissa, Veldira

Skills and Powers:
SKILLS

Strength d6 [X]+1 [X]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [X] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d6 [X] +1 [X] +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 ([ ] or discard) 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.([ ]Then, each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4 ([X] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([X] or to put a second marker on it).
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile.


Enora and Ukuja can decide whether they came with me to Scar Bay

During This Adventure: At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

Your Ship is the Devil's Remains (unless otherwise specified)

During This Scenario: At the start of your turn, roll 1d6; on a 1 or 2, summon and encounter the henchman The Ancient Mariner.

If your check to defeat a henchman monster does not have the Attack trait, the difficulty is increased by 10.
Additional Rules: Story Banes: Only listing the ones that we have locations for to help cut back on clutter

Villain: Incutilis:

Villain 5
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter. If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Henchman: Gilbrok the Tongue:

Henchman 5
Type: Monster
Traits: Human Witch Pirate
To Defeat: Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled. If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: Eye of Dagon:

Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Dexterity Acrobatics Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

Summoned Henchman: Breath of Dagon:

Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Constitution Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

Henchman: Jakaw Razorbeak:

Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Kipper:

Henchman 5
Type: Monster
Traits: Human Rogue Pirate
To Defeat: Combat 19
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character. If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6. If defeated, you may immediately attempt to close the location this hanchman came from.

Henchman: Riaris Krine:

Henchman 5
Type: Monster
Traits: Human Fighter Pirate
To Defeat: Combat 20
Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one. If the check to defeat has the Swashbuckling trait, add 1d6 to it. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: The Ancient Mariner:

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

Location Henchman: Vrykolakas:

Henchman 5
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Turn: 9, Ukuja/Bigguyinblack

Random Cards:

Monsters
Spoiler:
Dire Shark
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 22 The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.

Spoiler:
Cyclops
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22 Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.

Spoiler:
Pirate Guard
Monster 4
Traits:
Dwarf
Fighter
Pirate
To Defeat:
Combat 19 If the check to defeat has the Swashbuckling trait, you may play any number of allies on this check.

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.

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:
Sabotage
Barrier 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12 If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

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:
Crawling Cyclops Hands
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

Spoiler:
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.

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.

Weapons
Spoiler:
Flaming Longbow +2
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. 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+1 and the Fire trait 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.

Spoiler:
Saltbox
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged
Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. 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:
Sword Cane Pistol +2
Weapon 4
Traits:
Firearm
Ranged
Piercing
Reliable
Swashbuckling
Magic To Acquire:
Dexterity
Ranged
Craft 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add your Stealth skill.

Spoiler:
Blasting Pistol +2
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic To Acquire:
Dexterity
Ranged
Craft 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force 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 check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

Spells
Spoiler:
Wall of Blades
Spell 5
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 11 Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard 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:
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:
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:
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:
Animated Shield
Armor 4
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Fortified Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Fortified Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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:
Eel Skin Armor
Armor 4
Traits:
Light Armor
Magic
Aquatic
Swashbuckling To Acquire:
Constitution
Fortitude 9 Recharge this card to reduce Combat or Electricity damage dealt to you by 2, 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:
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:
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:
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.

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:
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:
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:
Lady Cerise Bloodmourn
Ally 4
Traits:
Human
Aristocrat
Captain
Pirate To Acquire:
Intelligence
Knowledge 8
THEN Charisma
Diplomacy 11 Bury this card and recharge another card to succeed at your check to close a location.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Ederleigh Baines
Ally 4
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 10 Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

Spoiler:
Avimar Sorrinash
Ally 4
Traits:
Lycanthrope
Captain
Pirate To Acquire:
Wisdom
Survival 8
THEN Charisma
Diplomacy 11 If the top card of the blessings discard pile is Blessing of the Gods, reveal this card and recharge another card to add 3 to your combat 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 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 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 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 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.

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: 18

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
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 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 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 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 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 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 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 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 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 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 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.
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 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 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 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 18 /
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.

Location #1: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here: None

Dagon's Jaws Card 1:
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.

Dagon's Jaws Card 2:
Saltwater Ogre
Monster C
Traits:
Giant
Ogre
Aquatic
To Defeat:
Combat 14 If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Dagon's Jaws Card 3:
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.

Dagon's Jaws Card 4:
Flaming Falcata +3
Weapon 5
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. 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.

Dagon's Jaws Card 5:
Incutilis
Villain 5
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See Below When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Dagon's Jaws Card 6:
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.

Location #2: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 4
Located/Displayed Here: None

Dagon's Jaws Card 1:
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.

Dagon's Jaws Card 2:
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.

Dagon's Jaws Card 3:
Albatross
Ally 5
Traits:
Animal To Acquire:
Wisdom
Survival 11 Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your deck.

Dagon's Jaws Card 4:
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.

Location #3: Gannet Island
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 #4: Scar Bay
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: Before closing, you are dealt Combat damage equal to the number of monsters remaining in the location deck.
M: 4 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/AAUGHWHY, None

Scar Bay Card 1:
Cyclops
Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22 Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.

Scar Bay Card 2:
Sapphire Jellyfish
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18 The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

Scar Bay Card 3:
Jakaw Razorbeak
Henchman 5
Type: Monster
Traits:
Tengu
Ranger
Pirate
To Defeat:
Combat 20 Damage dealt by Jakaw is also dealt to 1 other character to your location.
Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait.
If your character has the Human trait, the difficulty of the check to defeat is increased by 6.
If defeated, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 4:
Giant Sea Anemone
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 20 The Giant Sea Anemone is immune to the Mental and Poison traits. Damage from failing the check to defeat the Giant Sea Anemone is Poison damage.
You may succeed at a Wisdom or Perception 14 check to evade the Giant Sea Anemone.
If undefeated, the Giant Sea Anemone deals 1d4 Structural damage to your ship; recharge your hand and return the Giant Sea Anemone to the top of the location deck, if it came from one.

Scar Bay Card 5:
Illusory Wall
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Scar Bay Card 6:
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.

Scar Bay Card 7:
Mase Darimar
Ally 4
Traits:
Half-Elf
Druid
Captain
Pirate To Acquire:
Wisdom
Perception 8
THEN Charisma
Diplomacy 11 Recharge this card and another card to add 2d8 to your check to defeat a bane that has the Aquatic trait.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Scar Bay Card 8:
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_

Scar Bay Card 9:
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.
Location #5: Fringes of the Eye
Closed
At This Location: The difficulty of checks to defeat barriers is increased by 3.
M: 0 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 0
Located/Displayed Here: Ukuja/Bigguyinblack, Enora/Akaitora, None

Fringes of the Eye Card 1:
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.

Fringes of the Eye Card 2:
Albatross Soup
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15 Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Fringes of the Eye 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.

Fringes of the Eye Card 4:
Crawling Cyclops Hands
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

Fringes of the Eye 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.

Fringes of the Eye 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.

Location #6: Raker Shoals
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:


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

Ukuja mentioned handing off Cauterize so I'm assuming all of us came to Scar Bay.

scenario effect: 1d6 ⇒ 3

In a familiar scene, Ukuja grants Enora the power of Cauterize as Leryn scouts. She reports a big giant with 1 big rotting eye. Time to slay some undead.

Scar Bay Card 1: Cyclops:

Monster 4
Traits:
Giant
Cyclops
To Defeat:
Combat 22 Before you act, examine the top card of your deck; then recharge it.
Damage dealt by the Cyclops is dealt to each character at your location.

combat 22 revealing Wendifisa Spear for survival, aided by bonus vs undead, aided by Veldira, recharging Hatchet: 1d10 + 1d12 + 1d6 + 2d4 + 9 ⇒ (5) + (2) + (1) + (4, 1) + 9 = 22

After a close battle, Ukuja is victorious.

Discard Blessing of Abadar to explore.

Scar Bay Card 2: Sapphire Jellyfish:

Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18 The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

Ukuja has just enough time to blow a cloud puff at the undead blue jellyfish, Distracting it as it attacks.

Recharging Cloud Puff to ignore BYA/AYA effects.

combat 18 revealing Wendifisa Spear for survival, aided by bonus vs undead, aided by Veldira, aided by piercing bonus: 1d10 + 1d12 + 1d8 + 2d4 + 9 ⇒ (1) + (8) + (7) + (4, 1) + 9 = 30

Ukuja isn't sure if undead jellyfish can be trained but he is willing to try.

He turns command over to Enora as he heals some of his wounds.

use and auto recharge Angelstep targeting self: 1d4 + 1 ⇒ (4) + 1 = 5

Refresh hand. End turn.

Ukuja wrote:

Hand: Arboreal Armor, Blessing of the Green Faith 1, undead Sapphire Jellyfish, Hatchet, Druid of the Green Faith, Blessing of the Green Faith 2, Blessing of Milani, Oaken Staff, Wendifisa Spear,

Displayed: Leryn, Python, Aspect of the Tiger,
Deck: 8 Discard: 3 Buried: 0
"Notes: Leryn: Perception Wisdom +2, May examine top of location at start of my turn, put on top of deck to examine top 2 of location and rearrange them.

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

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

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

Location: Scar Bay"
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Ally or Weapon
Hand Size 8
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). ([x] or to reduce all damage dealt to you by 1 plus the discarded card's adventure deck number)
<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 handed to Enora.
Scar Bay cards 1 and 2 banished.


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

During Ukuja's turn, she receives Cauterize from Ukuja. Thank you Ukuja!

Starting Enora's turn under Blessing of Milani.

More enemies were nearby, Enora could feel it. The voice. it tells her to engulf herself in flames for protection. It makes sense, so she does.

Casting Cauterize on Enora. She discards Augury and then heals for...

Cure Enora: 1d4 + 1 ⇒ (4) + 1 = 5
Recharge Cauterize, Arcane 9: 1d12 + 1d4 + 5 ⇒ (1) + (2) + 5 = 8

The flames sting a little, but she mostly feels her energy come back. With her renewed strength, Enora takes off higher standing between the ships of the fleet and releases a couple of spheres of fire.

Scenario Effect, Ancient Mariner: 1d6 ⇒ 6 -Nope

Enora casts Sphere of Fire. She gets to shuffle a random spell from her discard: Augury. She is now going to explore to encounter Scar Bay Card 3: Jakaw Razorbeak. When Enora encounters this Monster, she displays Cloudburst. Since she is playing a spell, she gets to shuffle Cauterize back into her deck (only spell left in discard). Cloudburst allows Enora to ignore the BYA effect. Then she will use her Arcane +3d6 for the combat, adding +1d4 from Steal Soul, and +1d4 against pirates.

CtD Combat, Arcane 20: 1d12 + 3d6 + 2d4 + 5 ⇒ (9) + (2, 3, 3) + (2, 1) + 5 = 25

A mind-controlled tengu crewmember tried to reach out for her. Enora merely turned to face him, and the Tengu was blown away by a streak of lightning that struck Enora.

Enora will attempt to close the location. She will benefit from Erasmus' Shared Seance, and ask Ukuja to recharge his Blessing of the Green Faith to add a die.

Close Scar Bay, Wisdom 8: 2d6 + 2d4 + 1 ⇒ (1, 3) + (3, 1) + 1 = 9

Scar Bay is closed. 2 Monsters remained in Scar Bay. Enora casts Stone Skin on herself to reduce the damage to 0. After the encounter, Enora will move to Dragon's Jaws #2 using Cloud Burst still. I'm not sure if Erasmus and/or Ukuja want to accompany Enora, so I'll spoiler from here in case something comes up.

Recharge Cloud Burst, Arcane 14: 1d12 + 1d4 + 5 ⇒ (4) + (1) + 5 = 10

Spoiler:

Enora will discard her Blessing of Kelizandri to explore Dragon's Jaws #2 Card 1: Great White Shark. Enora will discard Sphere of Fire from her display area to use her Arcane Skill +2d6 for her combat check. This counts as playing a spell, so she shuffles Cloudburst back into her deck. Stel soul still in effect. Enora will also reveal her Binder's Tome.

CtD Combat, Arcane 16: 1d12 + 2d6 + 2d4 ⇒ (4) + (4, 5) + (2, 4) = 19
Recharge Sphere of Fire, Arcane 9: 1d12 + 1d4 + 5 ⇒ (1) + (1) + 5 = 7

As Enora landed in the island, she made the spheres of fire she had materialized earlier and brought them down on a shark that laid in wait to ambush her. Then, she began channeling to cast a divination spell.

Enora will cast Channel the Gift to draw Locate object from her deck. When she does, Sphere of Fire is shuffled into her deck.

Recharge Channel the Gift, Arcane 14: 1d12 + 1d4 + 5 ⇒ (9) + (1) + 5 = 15

Then, Enora will cast Locate Object to examine cards until she finds a boon to encounter. She examines Card 2: Shackles Pirate, Card 3: Albatross (an ally 5!). Enora will try to acquire it. She will use Erasmus' Shared Seance, and also ask Ukuja to recharge his other Blessing of the Green Faith.

CtA Wisdom 11: 2d6 + 2d4 + 1 ⇒ (3, 6) + (2, 3) + 1 = 15
Recharge Locate Object, Arcane 8: 1d12 + 1d4 + 5 ⇒ (10) + (1) + 5 = 16

Acquired! Dragon's Jaws #2 needs to be shuffled

Enora will end her turn here. When she does, she attempts to recharge Stone Skin.

Recharge Stone Skin, Arcane 9: 1d12 + 1d4 + 5 ⇒ (5) + (1) + 5 = 11

Then she will reset her hand.

Enora wrote:

Hand: Binder's Tome, (Acquired)Albatross, Augury, (Acquired)Sandara Quinn, Magnetic Grimoire, Staff of Minor Healing, (Acquired)Blessing of Achaekek,

Displayed: Steal Soul,
Deck: 14 Discard: 4 Buried: 0
"Notes:
-Available for use without asking: Any blessing on check to close, on check against villain.
-Available for use if you ask: Any blessing for cases not covered above.
"
Sideboard cards:

Oof, no attack spell again. I'll try to minimize my expose. At the start of Erasmus' turn, Enora will cast Augury looking for monsters. She examines Dragon's Jaws Card 2: Shackles Pirate and Card 4: Jolly Roger. Card 2: Shackles Pirate is placed on the bottom of Dragon's Jaws #2, and Jolly Roger on top by elimination

Recharge Augury, Arcane 8: 1d12 + 1d4 + 5 ⇒ (7) + (1) + 5 = 13

Then, Enora will recharge her Staff of Minor Healing to recharge a random card from her discard : Blessing of Master of Masters.

Enora wrote:

Hand: Binder's Tome, (Acquired)Albatross, (Acquired)Sandara Quinn, Magnetic Grimoire, (Acquired)Blessing of Achaekek,

Displayed: Steal Soul,
Deck: 17 Discard: 3 Buried: 0
"Notes:
-Available for use without asking: Any blessing on check to close, on check against villain.
-Available for use if you ask: Any blessing for cases not covered above.
"
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 d8 ☑+1 ☐+2 ☐+3 ☐+4

Favored Card: Spell
Hand Size 6 ☑7 ☐8 ☐9
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 (☑ or shuffle into your deck) a random spell from your discard pile.
Discard (☐or recharge) a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☑ or any character at your location) to 0.
☑ You may discard a card to examine the top card of your deck (☑ and you may recharge the examined card); if it is a spell, you may add it to your hand.
☐ When you play a spell that has the Cold or Fire (☐ or Acid, Electricity, or Force) traits, you may replace any one of those traits with another of those traits.



As pointed out earlier, I should stash a plunder for defeating the ship.

Plunder: 1d6 ⇒ 5

During This Adventure: At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

Your Ship is the Devil's Remains (unless otherwise specified)

During This Scenario: At the start of your turn, roll 1d6; on a 1 or 2, summon and encounter the henchman The Ancient Mariner.

If your check to defeat a henchman monster does not have the Attack trait, the difficulty is increased by 10.
Additional Rules: Story Banes: Only listing the ones that we have locations for to help cut back on clutter

Villain: Incutilis:

Villain 5
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter. If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Henchman: Gilbrok the Tongue:

Henchman 5
Type: Monster
Traits: Human Witch Pirate
To Defeat: Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled. If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: Eye of Dagon:

Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Dexterity Acrobatics Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

Summoned Henchman: Breath of Dagon:

Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Constitution Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

Henchman: Jakaw Razorbeak:

Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Kipper:

Henchman 5
Type: Monster
Traits: Human Rogue Pirate
To Defeat: Combat 19
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character. If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6. If defeated, you may immediately attempt to close the location this hanchman came from.

Henchman: Riaris Krine:

Henchman 5
Type: Monster
Traits: Human Fighter Pirate
To Defeat: Combat 20
Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one. If the check to defeat has the Swashbuckling trait, add 1d6 to it. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: The Ancient Mariner:

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

Location Henchman: Vrykolakas:

Henchman 5
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Turn: 11, Erasmus/AAUGHWHY

Random Cards:

Monsters
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:
Koko
Monster 4
Traits:
Plant
Treant
To Defeat:
Combat 17 Koko is immune to the Mental and Poison traits.
Before you act, Koko deals 1 Ranged Combat damage to each character.
If the check to defeat has the Fire trait, add 1d8 to it.
If undefeated, after you act, Koko deals 1d4 Combat damage to each character at your location.

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

Spoiler:
Dire Shark
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 22 The Dire Shark may not be evaded.
If undefeated, recharge your hand.
After you act, the Dire Shark deals 1 Structural damage to your ship.

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

Barriers
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:
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:
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:
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.

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

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:
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:
Saltbox
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged
Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. 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:
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:
Wall of Blades
Spell 5
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 11 Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Righteousness
Spell 5
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 11 Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard 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:
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.

Armors
Spoiler:
Fortified Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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:
Reflecting Buckler
Armor 5
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 10 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire 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:
Animated Shield
Armor 4
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
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:
Bottled Lightning
Item 5
Traits:
Liquid
Attack
Electricity
Ranged
Alchemical To Acquire:
Intelligence
Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that 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:
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:
Wizard's Hook
Item 5
Traits:
Accessory
Piercing
Magic To Acquire:
Arcane
Melee
Divine 10 If you play a spell that has the Attack trait on a check, reveal this card to add 1d6 to the check. You may additionally discard this card to add another 1d6; after playing this card, succeed at a Melee 10 check to recharge it instead of discarding it.
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1. This counts as playing a weapon on the check.

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:
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:
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.

Spoiler:
Albatross
Ally 5
Traits:
Animal To Acquire:
Wisdom
Survival 11 Reveal this card to succeed at your check to defeat a non-villain bane. Then shuffle this card into a random open location and bury 1d4 cards from the top of your 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.

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 Asmodeus
Blessing 4
Traits:
Divine
Asmodeus To Acquire:
Charisma
Diplomacy 7
OR Divine 5 Discard this card to add 1 die to any check.
Bury this card and all cards in your hand to succeed at your non-combat check, then draw up to your hand size.
Discard this card to explore your 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 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 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 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 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 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 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 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 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 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 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 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 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.
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 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 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 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 16 /
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.

Location #1: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 6
Located/Displayed Here: None

Dagon's Jaws Card 1:
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.

Dagon's Jaws Card 2:
Saltwater Ogre
Monster C
Traits:
Giant
Ogre
Aquatic
To Defeat:
Combat 14 If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Dagon's Jaws Card 3:
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.

Dagon's Jaws Card 4:
Flaming Falcata +3
Weapon 5
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. 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.

Dagon's Jaws Card 5:
Incutilis
Villain 5
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See Below When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Dagon's Jaws Card 6:
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.
Location #2: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Erasmus/AAUGHWHY, Ukuja/Bigguyinblack, Enora/Akaitora, Shackles Pirate

Dagon's Jaws Card 1:
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.

Dagon's Jaws Card 2:
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.

Location #3: Gannet Island
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 #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: Fringes of the Eye
Closed
At This Location: The difficulty of checks to defeat barriers is increased by 3.
M: 0 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 0
Located/Displayed Here: None

Fringes of the Eye Card 1:
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.

Fringes of the Eye Card 2:
Albatross Soup
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15 Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Fringes of the Eye 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.

Fringes of the Eye Card 4:
Crawling Cyclops Hands
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

Fringes of the Eye 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.

Fringes of the Eye 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.

Location #6: Raker Shoals
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:


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

Start of my turn, Recharge items to help cycle my hand and add 3 to checks.

The fleet rattles with the concussive force of the ominous mist detonating. One of the masts snaps about halfway up, the Card 1: Jolly Roger floating down to rest on the sea below. Erasmus hopes it is not an omen for things yet to come. Auto Succeed check to acquire Jolly Roger, Display it immediately.

End Turn

Erasmus wrote:

Hand: Grayflame Mace +2 (Acquired), Blessing of Abadar, Lockpick Shield, Scrying, Marksman's Bow,

Displayed: Spirit Relatives, Jolly Roger,
Deck: 14 Discard: 4 Buried: 1
Notes: Abadar: +2 dice vs barriers
Sideboard cards:
Current Spirit: Nissa, Veldira

Skills and Powers:
SKILLS

Strength d6 [X]+1 [X]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [X] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d6 [X] +1 [X] +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 ([ ] or discard) 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.([ ]Then, each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4 ([X] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([X] or to put a second marker on it).
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile.


Since we went through the entirely of one on Dagon's Jaws, we know what card types are in the other. That's reflected below

During This Adventure: At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

Your Ship is the Devil's Remains (unless otherwise specified)

During This Scenario: At the start of your turn, roll 1d6; on a 1 or 2, summon and encounter the henchman The Ancient Mariner.

If your check to defeat a henchman monster does not have the Attack trait, the difficulty is increased by 10.
Additional Rules: Story Banes: Only listing the ones that we have locations for to help cut back on clutter

Villain: Incutilis:

Villain 5
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter. If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Henchman: Gilbrok the Tongue:

Henchman 5
Type: Monster
Traits: Human Witch Pirate
To Defeat: Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled. If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: Eye of Dagon:

Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Dexterity Acrobatics Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

Summoned Henchman: Breath of Dagon:

Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Constitution Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

Henchman: Jakaw Razorbeak:

Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Kipper:

Henchman 5
Type: Monster
Traits: Human Rogue Pirate
To Defeat: Combat 19
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character. If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6. If defeated, you may immediately attempt to close the location this hanchman came from.

Henchman: Riaris Krine:

Henchman 5
Type: Monster
Traits: Human Fighter Pirate
To Defeat: Combat 20
Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one. If the check to defeat has the Swashbuckling trait, add 1d6 to it. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: The Ancient Mariner:

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

Location Henchman: Vrykolakas:

Henchman 5
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Turn: 12, 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:
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:
Sea Troll
Monster 5
Traits:
Troll
Aquatic
To Defeat:
Combat 20 If the check to defeat has the Fire trait, add 1d8 to it.
If the check to defeat doesn't have the Fire or Acid trait, the Sea Troll is undefeated.

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:
Sapphire Jellyfish
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18 The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

Barriers
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:
Symbol of Insanity
Barrier 4
Traits:
Trap
Magic
To Defeat:
Wisdom
Divine 14 If undefeated, each character at your location randomly chooses another character; the chosen character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in the choosing character's hand.

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:
Sabotage
Barrier 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12 If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

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.

Weapons
Spoiler:
Flaming Longbow +2
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic To Acquire:
Dexterity
Ranged 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + your Strength die + 2; you may additionally discard this card to add another 1d6 and the Fire trait. 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+1 and the Fire trait 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:
Blasting Pistol +2
Weapon 5
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Magic To Acquire:
Dexterity
Ranged
Craft 13 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally bury this card to add another 4d4 and the Force 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 check.
If you are proficient with weapons, you may discard this card to add 2d4 and the Force trait to any combat check at your location.

Spoiler:
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.

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.

Spells
Spoiler:
Righteousness
Spell 5
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 11 Display this card to add 1d6 to your combat checks. When you are dealt damage, recharge any cards you would discard. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 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:
Wall of Blades
Spell 5
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 11 Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard 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:
Wall of Blades
Spell 5
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 11 Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Armors
Spoiler:
Eel Skin Armor
Armor 4
Traits:
Light Armor
Magic
Aquatic
Swashbuckling To Acquire:
Constitution
Fortitude 9 Recharge this card to reduce Combat or Electricity damage dealt to you by 2, 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:
Brine Dragonhide Breastplate
Armor 4
Traits:
Heavy Armor
Magic
Aquatic To Acquire:
Constitution
Fortitude 9 Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Fortified Breastplate
Armor 5
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 10 Reveal this card to add 3 to your Constitution or Fortitude check.
Reveal this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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:
Animated Shield
Armor 4
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
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 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:
Anchor
Item B
Traits:
Tool To Acquire:
Wisdom
Survival 8 Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.

Spoiler:
Bottled Lightning
Item 5
Traits:
Liquid
Attack
Electricity
Ranged
Alchemical To Acquire:
Intelligence
Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

Spoiler:
Ring of the Sea Strider
Item 5
Traits:
Accessory
Magic
Aquatic To Acquire:
Constitution
Fortitude 10 Reveal this card to add 6 to any Constitution or Fortitude check against a card with the Aquatic trait.
Recharge this card to add 6 to any check to defeat a monster with the Aquatic trait.

Allies
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:
Ambrose "Fishguts" Kroop
Ally 1
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 6 Reveal this card to add 1d8 to your check to defeat a bane with the Aquatic 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.

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:
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 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 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:
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:
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 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.

Top of Blessing Discard Pile:

Blessing of the Gods:
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.

Blessings Remaining: 15

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 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 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 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 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 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 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 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 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.
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 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 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 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 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.

Location #1: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Dagon's Jaws Card 1:
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.

Dagon's Jaws Card 2:
Saltwater Ogre
Monster C
Traits:
Giant
Ogre
Aquatic
To Defeat:
Combat 14 If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Dagon's Jaws Card 3:
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.

Dagon's Jaws Card 4:
Flaming Falcata +3
Weapon 5
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 3d4 and the Fire trait. 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.

Dagon's Jaws Card 5:
Incutilis
Villain 5
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See Below When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Dagon's Jaws Card 6:
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.
Location #2: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Erasmus/AAUGHWHY, Ukuja/Bigguyinblack, Enora/Akaitora, Shackles Pirate

Dagon's Jaws Card 1 (Shackles Pirate):
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.

Location #3: Gannet Island
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 #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: Fringes of the Eye
Closed
At This Location: The difficulty of checks to defeat barriers is increased by 3.
M: 0 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 0
Located/Displayed Here: None

Fringes of the Eye Card 1:
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.

Fringes of the Eye Card 2:
Albatross Soup
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15 Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Fringes of the Eye 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.

Fringes of the Eye Card 4:
Crawling Cyclops Hands
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

Fringes of the Eye 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.

Fringes of the Eye 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.

Location #6: Raker Shoals
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:


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

scenario effect: 1d6 ⇒ 5

Leryn informs Ukuja that a pirate is nearby. But it isn't a priority.

Before we set sail he hands Enora an Oaken Staff.

"You may find this useful, It has defensive abilities."

I'm assuming everyone travels with Ukuja. No real reason not to.

Ukuja then sails the ship to another part of Dagon's Jaws.

Dagon's Jaws Card 1: 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.

Spotting a large chest he shoves it around a bit hoping it will pop open. No such luck.

Auto fail, Banish barrier.

Discard Druid of the Green Faith to draw Pteranodon and explore.

Dagon's Jaws Card 2: Saltwater Ogre:

Monster C
Traits:
Giant
Ogre
Aquatic
To Defeat:
Combat 14 If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Mere ogres hold little challenge for this crew.

combat 14 revealing Wendifisa Spear for survival, Aided by Veldira, aided by Binder's Tome: 1d10 + 1d12 + 2d4 + 9 ⇒ (9) + (5) + (3, 1) + 9 = 27

Discard Blessing of Milani to explore.

Dagon's Jaws Card 3: 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.

Even captains need to help with lookout sometimes.

perception 6 +5 aided by Veldira: 1d10 + 1d4 + 7 ⇒ (6) + (3) + 7 = 16

Examine next card. It's a Flaming Falcata +3 (Weapon 5).

He spots something shiny in the distance, But no threats.
Bored, He decides to go finish off that pirate he heard about earlier.

"All right Pterry, Sail us back."

Discard Pteranodon to move us all to the other Dagon's Jaws and explore.

Dagon's Jaws Card 1: 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.

combat 9 +5 revealing Wendifisa Spear for survival, aided by Veldira, aided by Binder's Tome, aided by Pteranodon, aided by bonus vs pirates: 1d10 + 1d12 + 1d6 + 3d4 + 9 ⇒ (5) + (12) + (2) + (2, 1, 2) + 9 = 33

That unamed pirate must have had a curse. With cursed target gone, a mighty sea creature focuses on Ukuja.

Vrykolakas:

Henchman 5
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Combat 20 revealing Wendifisa Spear for survival, aided by Veldira, aided by bonus vs undead, recharging Hatchet: 1d10 + 1d12 + 1d6 + 2d4 + 9 ⇒ (2) + (11) + (4) + (1, 3) + 9 = 30

poison dmg to Ukuja: 1d4 ⇒ 1

Recharge Arboreal Armor to prevent dmg. refresh hand and end turn.

Ukuja wrote:

Hand: Monkey, Cure, undead Sapphire Jellyfish, Monkey Loot, Blessing of Abadar aq, Elk, Major Cure, Cloud Puff (plant), Angelstep (plant), Wendifisa Spear, Blessing of the Green Faith 1,

Displayed: Leryn, Python, Aspect of the Tiger,
Deck: 3 Discard: 5 Buried: 0
"Notes: Leryn: Perception Wisdom +2, May examine top of location at start of my turn, put on top of deck to examine top 2 of location and rearrange them.

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

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

Blessing of Abadar: +2 dice vs barriers.

Cloud Puff: Recharge to allow any character to ignore both BYA and AYA power of a bane.

Location: Dagon's Jaws B (closed)"
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Ally or Weapon
Hand Size 8
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). ([x] or to reduce all damage dealt to you by 1 plus the discarded card's adventure deck number)
<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>

Enora handed Oaken Staff. (For damage reduction ability.)
Dagon's Jaws A Cards 1 - 3 banished.
Dagon's Jaws A card 4 examined (Flaming Falcata +3 weapon 5)
Dagon's Jaws B closed.
Enora and Erasmus are at Dagon's Jaws B and each take 1d4 Poison dmg.


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

During Ukuja's turn, Enora takes 1d4 Poison Damage

Poison Damage: 1d4 ⇒ 3

Enora discards Sandra Quinn, Binder's Tome and Oaken Staff as damage. When Oaken staff is discarded as damage, I choose to put it on top of my deck instead. Well, the good news is that now the Ancient Mariner can't hurt me as much, I guess!

Starting Enora's turn under Blessing of the Gods.

Enora started to float down right as the venom explosion was about to shower her. She was able to lift Ukuja's staff instinctively, but she had been doused nevertheless. As bad as it make her feel, the poison provided Enora with a few moments of clarity.

It didn't help, however, that she still felt enemies nearby and her powers were nearly depleted.

Scenario effect, Ancient Mariner?: 1d6 ⇒ 3

It was all quiet, for now. Enora decided to rest up before venturing into the other side of the cavern. She wouldn't want to force the others to worry about her. Hopefully she can regain her powers without losing herself to the damned voice again.

Enora discards Albatross to examine the top card of her deck: Blessing of Besmara. She recharges it. Then she will end her turn and reset her hand.

Enora wrote:

Hand: Immortal Dreamstone, (Acquired)Sharkskin Armor, (Borrowed)Cauterize, Ice Chemist, Magnetic Grimoire, (Borrowed)Oaken Staff, (Acquired)Blessing of Achaekek,

Displayed: Steal Soul,
Deck: 13 Discard: 6 Buried: 0
"Notes:
-Available for use without asking: Any blessing on check to close, on check against villain.
-Available for use if you ask: Any blessing for cases not covered above.
"
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 d8 ☑+1 ☐+2 ☐+3 ☐+4

Favored Card: Spell
Hand Size 6 ☑7 ☐8 ☐9
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 (☑ or shuffle into your deck) a random spell from your discard pile.
Discard (☐or recharge) a spell to reduce Cold or Fire (☐ or Acid, Electricity, or Force) damage dealt to you (☑ or any character at your location) to 0.
☑ You may discard a card to examine the top card of your deck (☑ and you may recharge the examined card); if it is a spell, you may add it to your hand.
☐ When you play a spell that has the Cold or Fire (☐ or Acid, Electricity, or Force) traits, you may replace any one of those traits with another of those traits.

If people move out of this location, Enora will come along


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

During Ukuja's turn take Poison Damage

Poison Damage: 1d4 ⇒ 1 Discard Lockpick Shield as the damage

As the Vrykolakas's poisonous blood burst from its body, Erasmus raised his shield. It gets gross, but at least its not on him...

Hypothetically, I'm going to get a weapon right now, so I can probably recharge the weapons in my hand for +3 to my checks this turn

Ancient Mariner (that I forgot about...): 1d6 ⇒ 1 Regret...

...at least he thinks so. Some of the poison splatters off the shield and soaks through his shoes. It has hallucinogenic properties! At once, the rest of the team takes the form of gaunt, rotting Ancient Mariners and lurch towards him. With the henchman difficulty increase, I auto-fail the combat, discard Blessing of Abadar and Scrying.

Fortitude 9: 2d6 + 9 ⇒ (2, 3) + 9 = 14

Erasmus shakes off the effects of the poison and his teammates go back to how they usually look.

Erasmus leads the group deeper into Dagon's Jaws It seems like everyone's coming with He spots something illuminating the way deeper into the cave: its a Card 4: Flaming Falcata +3.

STR 12: 2d6 + 10 ⇒ (3, 4) + 10 = 17

Erasmus senses the final battle fast approaching and raises the flaming sword to light the way.

End Turn

Erasmus wrote:

Hand: Flaming Falcata +3 (Acquired), Sign of the Pack 1, Mind Thrust, Scoundrel's Sword Cane, Sign of the Pack 2,

Displayed: Spirit Relatives, Jolly Roger,
Deck: 12 Discard: 7 Buried: 1
Notes: Pack: Recharge vs Blessings
Sideboard cards:
Current Spirit: Nissa, Veldira

Skills and Powers:
SKILLS

Strength d6 [X]+1 [X]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [X] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d6 [X] +1 [X] +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 ([ ] or discard) 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.([ ]Then, each character at your location may examine the top card of his deck; if it is of the chosen type, he may draw it)
[X] Add 1d4 ([X] +1)to another character at your location's checks that use any skill marked on the cohort Spirit Relatives
[X] You may bury a card to move a marker on the cohort Spirit Relatives ([X] or to put a second marker on it).
[ ] At the start of your turn, you may exchange a card in your hand with a card of the same type in your discard pile.


During This Adventure: At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

Your Ship is the Devil's Remains (unless otherwise specified)

During This Scenario: At the start of your turn, roll 1d6; on a 1 or 2, summon and encounter the henchman The Ancient Mariner.

If your check to defeat a henchman monster does not have the Attack trait, the difficulty is increased by 10.
Additional Rules: Story Banes: Only listing the ones that we have locations for to help cut back on clutter

Villain: Incutilis:

Villain 5
Type: Monster
Traits: Aberration Aquatic
To Defeat: See Below
When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter. If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Henchman: Gilbrok the Tongue:

Henchman 5
Type: Monster
Traits: Human Witch Pirate
To Defeat: Combat 18
If the check to defeat does not have the Swashbuckling trait, subtract 1 from each die rolled. If undefeated, roll 1d6. On 1-3, summon and encounter the henchman Eye of Dagon, on 4-6, summon and encounter the henchman Breath of Dagon. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: Eye of Dagon:

Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Dexterity Acrobatics Disable 16
If undefeated, display this card next to your character card. While displayed, your Strength, Wisdom, and Constitution dice are each d4.

Summoned Henchman: Breath of Dagon:

Henchman 5
Type: Barrier
Traits: Curse Trap Magic
To Defeat: Disable Constitution Fortitude 16
If undefeated, display this card next to your character card. While displayed, your Dexterity, Intelligence, and Charisma dice are each d4.

Henchman: Jakaw Razorbeak:

Henchman 5
Type: Monster
Traits: Tengu Ranger Pirate
To Defeat: Combat 20
Damage dealt by Jakaw is also dealt to 1 other character to your location. Before you act, succeed at a Dexterity or Stealth 12 check or bury all items in your hand that do not have the Swashbuckling trait. If your character has the Human trait, the difficulty of the check to defeat is increased by 6. If defeated, you may immediately attempt to close the location this henchman came from.

Henchman: Kipper:

Henchman 5
Type: Monster
Traits: Human Rogue Pirate
To Defeat: Combat 19
Before you act, Kipper deals 1d4+1 Ranged Combat damage to a random character. If the check to defeat does not have the Swashbuckling trait, damage dealt by Kipper is increased by 6. If defeated, you may immediately attempt to close the location this hanchman came from.

Henchman: Riaris Krine:

Henchman 5
Type: Monster
Traits: Human Fighter Pirate
To Defeat: Combat 20
Before you act, succeed at an Arcane or Divine 13 check or discard a card that has the Attack trait, if you have one. If the check to defeat has the Swashbuckling trait, add 1d6 to it. If defeated, you may immediately attempt to close the location this henchman came from.

Summoned Henchman: The Ancient Mariner:

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

Location Henchman: Vrykolakas:

Henchman 5
Type: Monster
Traits: Undead Aquatic
To Defeat: Combat 20 OR Wisdom Divine 16
The Vrykolakas is immune to the Mental and Poison traits. If undefeated, succeed at a Constitution or Fortitude 13 check or bury the top 1d6 cards of your deck. If defeated, the Vrykolakas deals 1d4 Poison damage to each character at your location, and you may immediately attempt to close the location this henchman came from.

Turn: 15, Ukuja/Bigguyinblack

Random Cards:

Monsters
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.

Spoiler:
Sapphire Jellyfish
Monster 4
Traits:
Animal
Aquatic
To Defeat:
Combat 18 The Sapphire Jellyfish is immune to the Electricity and Mental traits.
Before you act, the Sapphire Jellyfish deals 1d4 Eelctricity damage to each character to your location.
If the check to defeat has the Piercing or Slashing trait, add 1d8 to it.
Damage from failing the check to defeat the Sapphire Jellyfish is Poison damage.

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:
Galvo
Monster 5
Traits:
Aberration
Aquatic
Swarm
To Defeat:
Combat 18 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d6 Electricity damage.
If the check to defeat has the Fire trait, add 1d6 to it.
If you do not defeat the Galvo by at least 4, shuffle it into the deck it came from; the Galvo still counts as defeated.

Spoiler:
Tetrolimulus
Monster 5
Traits:
Animal
Aquatic
To Defeat:
Combat 23 If the Tetrolimus would be defeated, reroll the dice. The Tetrolimus is defeated or undefeated based solely on the result of the second die roll.
If undefeated, reset your hand and end your turn.

Barriers
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:
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:
Sabotage
Barrier 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12 If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Spoiler:
Sabotage
Barrier 5
Traits:
Task
Fire
To Defeat:
Dexterity
Disable
Wisdom
Perception 12 If undefeated, each character at your location is dealt 2 Fire damage, and your ship is dealt 1d4+2 Structural damage. Leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

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.

Weapons
Spoiler:
Invigorating Kukri +1
Weapon 4
Traits:
Knife
Melee
Slashing
Healing
Finesse
Magic To Acquire:
Strength
Melee
Divine 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
When a character at your location defeats a monster, you may recharge this card to recharge a random card from your discard pile.

Spoiler:
Rapier +2
Weapon 4
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 1d4. 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:
Saltbox
Weapon 4
Traits:
Firearm
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged
Craft 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1, or 2d6+1 if the monster has the Aquatic trait; you may additionally bury this card and up to 3 other cards to add 1d6+1 for each card you bury. 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:
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.

Spells
Spoiler:
Wall of Blades
Spell 5
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 11 Display this card when a character encounters a bane. Any character who attempts a combat check this turn may recharge 2 cards to add 2d8 and the Slashing trait to it. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Resist Energy
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10 Display this card and choose one of the following damage types: Acid, Cold, Electricity, or Fire. Damage of that type dealt to characters at your location is reduced by 4. 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 12 check. If you succeed, recharge this card; if you fail, discard it.

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:
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:
Control Weather
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 11 Discard this card to add 2d8 to any check attempted by a character on a ship, to evade a bane with the Weather trait, or to banish a displayed card with the Weather trait.
At the end of the turn, discard this card to move any character. Any movement restrictions still apply.
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 13 check to recharge this card instead of discarding it.

Armors
Spoiler:
Animated Shield
Armor 4
Traits:
Shield
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
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:
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:
Breastplate of the Deep
Armor 5
Traits:
Heavy Armor
Magic
Aquatic To Acquire:
Constitution
Fortitude 11 Reveal this card to reduce Acid or Combat damage to you by 3, or damage dealt to you by a bane with the Aquatic trait by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Brine Dragonhide Breastplate
Armor 4
Traits:
Heavy Armor
Magic
Aquatic To Acquire:
Constitution
Fortitude 9 Reveal this card to reduce Acid or Combat damage to you by 2, or damage dealt to you by a bane with the Animal trait by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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:
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:
Alkali Flask
Item 4
Traits:
Liquid
Attack
Acid
Ranged
Alchemical To Acquire:
Intelligence
Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 15 check to recharge that card instead of discarding it.

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:
Gloves of Dueling
Item 5
Traits:
Accessory
Magic
Swashbuckling To Acquire:
Charisma
Diplomacy 13 Discard this card when you encounter a bane. You may recharge any number of cards and draw the same number of cards. After playing this card, reveal a card that has the Swashbuckling or Finesse trait to recharge this card instead of discarding it.

Allies
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:
Pteranodon
Ally 4
Traits:
Animal To Acquire:
Wisdom
Survival 11 On your turn, discard this card to move to another location. You may then explore your location; add 1d6 to your combat checks during this exploration.

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

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:
Ederleigh Baines
Ally 4
Traits:
Human
Rogue
Pirate To Acquire:
Charisma
Diplomacy 10 Reveal this card to succeed at your check to defeat a barrier that has the Lock, Obstacle, or Trap trait, then roll 1d6; on a 1, bury the top 3 cards of your deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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 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 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.

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

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 Achaekek:
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Remaining: 12

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 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 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 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 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 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.
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 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 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 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 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.

Location #1: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Erasmus/AAUGHWHY, Ukuja/Bigguyinblack, Enora/Akaitora, None

Dagon's Jaws Card 1:
Incutilis
Villain 5
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See Below When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Dagon's Jaws Card 2:
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.

Location #2: Dagon's Jaws
At This Location: When setting up, after you add the villain or henchman, divide this location randomly into a stack of 6 cards and a stack of 4 cards. Each stack is treated as a different location.
When Closing: When closing a stack, summon and defeat the henchman Vrykolakas.
Do not flip this card until both stacks are closed.
When Permanently Closed: On closing, draw a card, then recharge a card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: CLOSED

Location #3: Gannet Island
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 #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: Fringes of the Eye
Closed
At This Location: The difficulty of checks to defeat barriers is increased by 3.
M: 0 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 0
Located/Displayed Here: None

Fringes of the Eye Card 1:
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.

Fringes of the Eye Card 2:
Albatross Soup
Barrier 5
Traits:
Task
To Defeat:
Constitution
Fortitude 15 Banish an ally to evade and banish this barrier.
Before the encounter, bury the top card of your deck.
If undefeated, leave this barrier faceup on the location deck; characters at this location encounter this barrier as their first exploration each turn.

Fringes of the Eye 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.

Fringes of the Eye Card 4:
Crawling Cyclops Hands
Barrier 4
Traits:
Skirmish
Undead
To Defeat:
Wisdom
Perception 14
OR Divine 10 If undefeated, 1 random character at the location rolls 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character must banish 1 card.

Fringes of the Eye 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.

Fringes of the Eye 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.
Location #6: Raker Shoals
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:


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

scenario effect: 1d6 ⇒ 2

"The Ancient Mariner is persistent, I'll give him that."

combat 15 +10 revealing Wendifisa Spear for survival, aided by Veldira, aided by 1d4 vs undead: 1d10 + 1d12 + 2d4 + 9 ⇒ (10) + (3) + (1, 3) + 9 = 26

He is driven off yet again.

Many injuries so Ukuja does some healing while Leryn scouts.

Cure targeting self, Auto recharge thanks to Veldira: 1d4 + 1 ⇒ (3) + 1 = 4

Angelstep on Erasmus, auto recharge thanks to Veldira: 1d4 + 1 ⇒ (1) + 1 = 2

Major Cure on Enora: 1d4 + 1 ⇒ (4) + 1 = 5
heal 1 then recharge 10 aided by Veldira: 1d10 + 1d4 + 6 ⇒ (4) + (2) + 6 = 12

Leryn reports that Incutilis lurks nearby. Ukuja nods. "It's time."

He rides his mighty Elk to face the beast.

Foregoing free explore. Discarding Elk to explore.

Dagon's Jaws Card 1: Incutilis:

Villain 5
Type: Monster
Traits:
Aberration
Aquatic
To Defeat:
See Below When you encounter Incutilis, summon and encounter a random monster. The difficulty of the check to defeat the summoned monster is increased by 10. The Incutilus is defeated or undefeated based solely on the result of that encounter.
If undefeated, move to the location of a random other character; that character is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Incutilis has others fight it's battles.

random monster #1 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.

As the Manticor takes aim Ukuja blows a cloud puff to distract it.

Recharge Cloud Puff to ignore BYA/AYA effect.

combat 12 +10 revealing Wendifisa Spear for survival, aided by Veldira, aided by Elk, Discarding undead Sapphire Jellyfish to Hunter ability, discarding Wendifisa Spear, discarding Blessing of the Green Faith 1: 2d10 + 2d12 + 1d6 + 2d4 + 13 ⇒ (2, 2) + (12, 5) + (4) + (3, 4) + 13 = 45

Location auto closed and we win!


Completed Scenario 5-5B: Battle at Sea

Scenario Reward:
For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the loot Alise Grogblud and 1 character may temporarily replace 1 weapon in his deck with the loot Aiger’s Kiss.

At the end of each scenario, return the loot cards to the game box.

Alise Grogblud:

Loot 5
Type: Ally
Traits: Human Rogue Pirate
To Acquire:
Reveal this card to succeed at your check to defeat a barrier with the Cache, Skirmish, or Task trait. After the check, roll 1d6; on a 1, banish a card from your hand. Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during the exploration. After you play this card, discard a card that has the Pirate trait to recharge this card instead of discarding it.

Aiger's Kiss:

Loot 5
Type: Weapon
Traits: Sword Melee Piercing Finesse Swashbuckling Magic
To Acquire:
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6. Add another 1d6+2 if the bane has the Outsider trait. Add 2 if a blessing is played on this check, of 5 if it is Blessing of Norgorber. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Development:
Breathing heavily, you look around. The incutilises have been thoroughly destroyed. Your surgeon Rekkish examines a catatonic sailor who had been under the incutilises’ control. “There’s nothing I can do for her.”

Rekkish indicates others lying on the deck whose heads bear the telltale wounds of the incutilises’ assault and sighs, “They’re all dead. Whatever those things did to control them killed them.” She shakes her head sadly and moves off to tend to those she can help.

It’s never easy to lose crewmates. Still, given the circumstances, it could have been much worse. If you hadn’t arrived as quickly as you did, your whole crew may well have fallen to these strange monsters.

Personalized Development:
Breathing heavily, you look around. The incutilises have been thoroughly destroyed. Your surgeon Rekkish examines a catatonic sailor who had been under the incutilises’ control. “There’s nothing I can do for her.” Erasmus plunges into her mind, trying to clear the fog, but finds her mindscape completely clean: a blank slate.

Rekkish indicates others lying on the deck whose heads bear the telltale wounds of the incutilises’ assault and sighs, “They’re all dead. Whatever those things did to control them killed them.” Ukuja and Enora take a closer look at some of the fallen crew. They lay limp, eyes wide but dull and glazed over, as though their very vitality was drained from their body. Enora can't help but notice that some of them don't show any signs of incutilis attack...

Rekkish shakes her head sadly and moves off to tend to those she can help.

It’s never easy to lose crewmates. Still, given the circumstances, it could have been much worse. If you hadn’t arrived as quickly as you did, your whole crew may well have fallen to these strange monsters.

Tier Rewards:
For completing our 2nd Scenario at Tier 5, we each gain a Power Feat.

Acquired Cards:
Audessa Reyquio (Ally 4)
Albatross (Ally 5)
Sandara Quinn (Ally 1)
Barracuda Aiger (Ally 5)

Reflecting Buckler (Armor 5)
Shark Skin Armor (Armor 2)

Blessing of the Gods (Blessing B)
Blessing of Achaekek (Blessing B)
Blessing of Kelizandri (Blessing 3)
Blessing of Gozreh (Blessing B)
Blessing of Abadar (Blessing C)

Jolly Roger (Item 2)
Bottled Lightning (Item 5)

Skeleton Crew (Spell 3)
Dimension Leap (Spell 3)

Flaming Falcata +3 (Weapon 5)
Grayflame Mace +2 (Weapon 5)

Good haul again this time! Plunder was a Spell 3, Ally 4 and Ally 5


Scenario 5-5C: Beneath the Waves

In your rush out of the prayer room beneath the wai-gaa, you had pocketed a handful of pearls. Given time to study them, you determined that they contain magic that will allow you not only to breathe underwater, but also to move about freely beneath the waves.

With the problem of underwater navigation solved, you set course for Xidao’s capital, Yashabaru. You spend your time reading about fishfolk and brushing up on their language, Aquan. Convincing them to help you won’t be easy, but you’re going to be as prepared as you can be.

The brightly colored trade spires of Yashabaru are a sight to see! Blue, green, orange, yellow, and red corals spiral up out of the water, forming large platforms teeming with activity. Atop each of the spires are dozens of stalls minded by local fishfolk merchants. The stalls are covered with brightly colored awnings to protect purveyors, customers, and goods from the sun and the sea birds. The smells of fish and seafoods carry on the light breeze and mingle with the scent of the ocean. The buzz of shouting voices drowns out the screeching of the gulls. “Beautiful!” Sengati exclaims. Rekkish nods in agreement.

In order to get an audience with the fishfolk’s queen, you’re going to need connections, and that means offering favors and spending gold. You visit several of the largest stalls in turn, intending to be the best customer each has had in weeks. In addition to practical supplies like food and weapons, you purchase works of art to demonstrate your wealth and taste. Soon, your presence draws attention from all across the trade spires.

Now to figure out who among the people on the spires has enough influence to help you in your quest.

During this Scenario:
Your ship is anchored at the Harbor.

At the start of the first turn, draw the loot Pearl of the Sirines from the box.

When you defeat a bane, you may roll the plunder die and shuffle a boon of the rolled type from the box into your location deck.

The difficulty to acquire boons is increased by 5. When you acquire a boon, put it in a victory pile next to your character.

To win, each character must have at least 5 boons in her victory pile.

Scenario Reward:
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Pearl of the Sirines.

At the end of each scenario, return the loot card to the game box.

Pearl of the Sirines

Spoiler:
Display this card next to a location. While displayed, characters at this location add 1d4 to their checks against cards that have the Aquatic or Weather trait.

While displayed, characters at this location may bury a card to evade a card that has the Aquatic trait.

While displayed, when a character at this location starts her turn or when this location is closed, any character may draw this card.


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

None


During This Adventure: At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Devil’s Remains.

Your Ship is the Devil's Remains (unless otherwise specified)

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

At the start of the first turn, draw the loot Pearl of the Sirines from the box.

When you defeat a bane, you may roll the plunder die and shuffle a boon of the rolled type from the box into your location deck.

The difficulty to acquire boons is increased by 5. When you acquire a boon, put it in a victory pile next to your character.

To win, each character must have at least 5 boons in her victory pile.
Additional Rules:

Pearl of the Sirines:
Display this card next to a location. While displayed, characters at this location add 1d4 to their checks against cards that have the Aquatic or Weather trait.

While displayed, characters at this location may bury a card to evade a card that has the Aquatic trait.

While displayed, when a character at this location starts her turn or when this location is closed, any character may draw this card.

Location #1: Harbor
At This Location: When you acquire a boon, any 1 character may move to another location.
When Closing: Choose an open location deck. Shuffle a boon from your hand into that deck.
When Permanently Closed: On closing, you may give a card to a character at another location.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None

Location #2: Sacred Spring
At This Location: Add 1d8 and the Magic trait to any check to defeat a monster with the Undead trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you may banish a card to recharge 1d6 random cards from the blessings discard pile. At the start of your turn, you may recharge a card to recharge a card from your discard pile.
M: 1 Ba: 0 W: 0 Sp: 3 Ar: 2 I: 0 Al: 0 Bl: 3 ?: 0
Located/Displayed Here: None

Location #3: Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 4 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: House of Stolen Kisses
At This Location: When you acquire an ally, discard a card.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: On closing, add a random card from your discard pile to your hand.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Fishing Village
At This Location: If you acquire a card during your exploration, you may discard it to immediately explore again.
When Closing: Succeed at a Charisma or Diplomacy 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None

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