Season of Tapestry's Tides [Closed Recruitment]

Game Master cartmanbeck

Season of Tapestry's Tides!

Ships, Summoned Banes, and Loot

Turn Order:
1 - Alahazra/Deni
2 - Alain/cartmanbeck
3 - Maznar/TheAmazingRando
4 - Salim/Eliandra
5 - Yoon/Tomehound


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Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

Cards moved on Salim's turn:
how many?: 1d4 ⇒ 4 to location?: 1d4 ⇒ 1

During This Adventure: Use the Feathered Devil as your ship.

After you begin Escape from the Titan’s Jungle, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin Arms of the Deep, do the same for cards that have the Elite trait.

RULES: SEIZED SHIPS
When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

During This Scenario: At the start of your turn, your ship is dealt 1d4-1 Structural damage; you may attempt a Wisdom, Craft, or Survival check to reduce the damage by 1 for every 3 points of your check result.

At the end of your turn, shuffle the top 1d4 cards of your location deck into a random open location deck.

To win, close all locations.
Additional Rules:

Plunder:

1 - Weapon
2 - Spell
3 - Armor
4 - Item
5 - Ally
6 - Your choice

Summoned Banes:

Shipwreck:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Wave Crash:

Henchman 1
Type: Barrier
Traits: Weather Veteran
To Defeat: Strength Constitution Fortitude Survival 5
Before you act, your ship is dealt 1d4-1 Structural damage. The difficulty to defeat is increased by the scenario’s adventure deck number. If undefeated, each character buries an ally. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 9, Alahazra/Deni

Random Cards:

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

Spoiler:
Dire Rat
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
OR Dexterity
Stealth 6 If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
This rat has glowing red eyes and is of an unusual size.

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.

Barriers
Spoiler:
Treasure Map
Barrier B
Traits:
Cache
Basic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6 If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

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

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

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

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

Spoiler:
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:
Longsword
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Longsword
Weapon C
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

Spoiler:
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:
Frostbite
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Phantasmal Minion
Spell C
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to give a card to another character at any location.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Armors
Spoiler:
Chain Shirt
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

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

Spoiler:
Buckler
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Spoiler:
Buckler
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

Items
Spoiler:
Potion of Fortitude
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Fortitude check.

Spoiler:
Amulet of Life
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.

Spoiler:
Potion of Fortitude
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Fortitude check.

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:
Amulet of Fortitude
Item B
Traits:
Accessory
Magic
Elite To Acquire:
Constitution
Fortitude 5 Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.

Allies
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:
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:
Boatswain
Ally B
Traits:
Dwarf
Pirate
Basic To Acquire:
Charisma
Diplomacy 9 Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

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

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 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 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 Zogmugot
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5 Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.

Top of Blessing Discard Pile:

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

Blessings Remaining: 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 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 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 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 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 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 Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of 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 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 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 C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12 /
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Gods
Blessing 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 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:
Blessings Deck Card 15 /
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of 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 17 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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.

Scenario Deck
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 Hench/Vill: 0

Scenario Deck Card 3:

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.
Scenario Deck Card 2:

Carver
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Scenario Deck Card 1:

Pepperbox
Weapon 1
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Location #1: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 5 Ba: 5 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 2 ?: 2
Located/Displayed Here: None

Cannibal Isle Card 1:
Wave Crash
Henchman 1
Type: Barrier
Traits:
Weather
Veteran
To Defeat:
Strength
Constitution
Fortitude
Survival 5 Before you act, your ship is dealt 1d4-1 Structural damage.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, each character buries an ally.
If defeated, you may immediately attempt to close
the location this henchman came from.

Cannibal Isle Card 2:
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.

Cannibal Isle Card 3:
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cannibal Isle Card 4:
Smuggler
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9 Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.

Cannibal Isle Card 5:
Wave Crash
Henchman 1
Type: Barrier
Traits:
Weather
Veteran
To Defeat:
Strength
Constitution
Fortitude
Survival 5 Before you act, your ship is dealt 1d4-1 Structural damage.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, each character buries an ally.
If defeated, you may immediately attempt to close
the location this henchman came from.

Cannibal Isle Card 6:
Caltrops
Item B
Traits:
Object
Basic To Acquire:
Dexterity 4 Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Cannibal Isle Card 7:
Dodo
Ally C
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 5 Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

Cannibal Isle Card 8:
Giant Rock Crab
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13 If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

Cannibal Isle Card 9:
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.

Cannibal Isle Card 10:
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.

Cannibal Isle Card 11:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Cannibal Isle Card 12:
Swamp Ghoul
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11 The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Cannibal Isle Card 13:
Crab Swarm
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Cannibal Isle Card 14:
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.

Cannibal Isle Card 15:
Chanty Singer
Ally B
Traits:
Half-Elf
Bard
Elite To Acquire:
Charisma
Diplomacy 6 Reveal this card to avoid being moved to a location.
Discard this card to explore your location.

Cannibal Isle Card 16:
Man Overboard
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Cannibal Isle Card 17:
Swab
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Cannibal Isle Card 18:
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.

Cannibal Isle Card 19:
Illusory Wall
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Location #2: Holy Isle
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: Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Salim/Eliandra, None

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

Shark Island Card 2:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Shark Island Card 3:
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_

Shark Island Card 4:
Cloth Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Shark Island 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.

Shark Island Card 6:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Location #4: Fringes of the Eye
Closed
At This Location: The difficulty of checks to defeat barriers is increased by 3.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 0
Located/Displayed Here: Maznar/TheAmazingRando, None

Fringes of the Eye Card 1:
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Fringes of the Eye Card 2:
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.

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:
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.

Location #5: 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: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Alain/cartmanbeck, None

Raker Shoals 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.

Raker Shoals 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.

Raker Shoals Card 3:
Sphere of Fire
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 7 Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

Raker Shoals Card 4:
Cloth Armor
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Raker Shoals Card 5:
Man Overboard
Barrier C
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Raker Shoals 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.

Raker Shoals Card 7:
Wave Crash
Henchman 1
Type: Barrier
Traits:
Weather
Veteran
To Defeat:
Strength
Constitution
Fortitude
Survival 5 Before you act, your ship is dealt 1d4-1 Structural damage.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, each character buries an ally.
If defeated, you may immediately attempt to close
the location this henchman came from.

Raker Shoals 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.

Location #6: Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alahazra/Deni, Yoon/Tomehound, None

Rocky Cliff Card 1:
Wave Crash
Henchman 1
Type: Barrier
Traits:
Weather
Veteran
To Defeat:
Strength
Constitution
Fortitude
Survival 5 Before you act, your ship is dealt 1d4-1 Structural damage.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, each character buries an ally.
If defeated, you may immediately attempt to close
the location this henchman came from.

Rocky Cliff Card 2:
Quarterstaff
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 3 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.


So I have reset my hand as best as I could, but I don't remember the recharged blessings. I have the hand and the discard pile though. This is what it was

Alahazra wrote:

Hand: Inflict, Black Spot, Cure, Druid of the Flame, Blessing of the Gods (1), Frigid Blast,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d12 [X ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Charisma +2

Favored Card: Blessing
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
You may recharge a card that has the Divine trait to examine the top card of any location dece ( [X ] orthe blessings deck or any character deck).
At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
If your combat check has the Attack trait, add 2 to it. [ ] You may also add the fire trait
<Power 4>
<Power 5>

So, Now I will take the turn I should have, lol.
I find the henchman.
BYA: 1d4 - 1 ⇒ (4) - 1 = 3
two allies recharged between us, and i take one card as the last damage.
Since Cayden is up, I will use Yoon's blessing of the gods and mine to make a strength check.
Strength 6: 5d4 ⇒ (3, 1, 1, 1, 1) = 7

NOT ALL ONES!!!

Banish inflict. cure myself
heal: 1d4 + 1 ⇒ (1) + 1 = 2
Divine 8: 1d12 + 3 ⇒ (2) + 3 = 5

Alahazra wrote:

Hand: FireBlade, Black Spot, Blessing of the Gods (5), Blessing of Cayden Cailean, LifeDrain, Amulet of Life,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d12 [X ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Charisma +2

Favored Card: Blessing
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
You may recharge a card that has the Divine trait to examine the top card of any location dece ( [X ] orthe blessings deck or any character deck).
At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
If your combat check has the Attack trait, add 2 to it. [ ] You may also add the fire trait
<Power 4>
<Power 5>


Alain recharges a Camel for one of those two damage.

Then he continues exploring Raker Shoals, finding a Large Chest. I display my Portable Ram and request a blessing of Cayden from Alahazra.
Melee 11: 1d10 + 3 + 1 + 2d10 ⇒ (8) + 3 + 1 + (4, 6) = 22 Very defeated, so I get how many?: 1d4 ⇒ 2 weapons. Dragon Pistol (B) and Musket (B).

No more explores. I'll recharge both of those guns at the end of my turn.

Alain Hand: Donahan, Veteran's Longspear, Riding Horse 2, Bracers of Protection, Gambeson
Displayed: Portable Ram
Deck: 13 Discard: 1 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Die bumps: 0/0

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [ ] 6
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

During This Adventure: Use the Feathered Devil as your ship.

After you begin Escape from the Titan’s Jungle, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin Arms of the Deep, do the same for cards that have the Elite trait.

RULES: SEIZED SHIPS
When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

During This Scenario: At the start of your turn, your ship is dealt 1d4-1 Structural damage; you may attempt a Wisdom, Craft, or Survival check to reduce the damage by 1 for every 3 points of your check result.

At the end of your turn, shuffle the top 1d4 cards of your location deck into a random open location deck.

To win, close all locations.
Additional Rules:

Plunder:

1 - Weapon
2 - Spell
3 - Armor
4 - Item
5 - Ally
6 - Your choice

Summoned Banes:

Shipwreck:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Wave Crash:

Henchman 1
Type: Barrier
Traits: Weather Veteran
To Defeat: Strength Constitution Fortitude Survival 5
Before you act, your ship is dealt 1d4-1 Structural damage. The difficulty to defeat is increased by the scenario’s adventure deck number. If undefeated, each character buries an ally. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 11, Maznar/TheAmazingRando

Random Cards:

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

Spoiler:
Merfolk
Monster C
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8 If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

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

Spoiler:
Giant Moray Eel
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10 All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.

Spoiler:
Crab Swarm
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

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

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

Spoiler:
Goose in the Rigging
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7 Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Spoiler:
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:
Light Crossbow
Weapon B
Traits:
Bow
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

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

Spoiler:
Belaying Pin
Weapon B
Traits:
Club
Melee
Bludgeoning
Swashbuckling
Basic To Acquire:
Strength
Melee 3 For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.

Spoiler:
Pistol
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Basic To Acquire:
Dexterity
Ranged
Craft 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Spoiler:
Rapier
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 5 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spells
Spoiler:
Frostbite
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

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

Spoiler:
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:
Fireblade
Spell C
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Frostbite
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Armors
Spoiler:
Leather Armor
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Buckler
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

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

Spoiler:
Cloth Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

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:
Blast Stone
Item C
Traits:
Object
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card to add 1d4 to any combat check attempted by a character at your location.

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:
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.

Allies
Spoiler:
Captain
Ally C
Traits:
Human
Captain
Pirate
Basic To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6 Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your noncombat checks during this exploration.

Spoiler:
Swab
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Quartermaster
Ally C
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8 Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Spoiler:
Lookout
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

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 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 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 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 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: 19

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 Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of 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 Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7 /
Blessing of Gorum
Blessing 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 8 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9 /
Blessing of the Gods
Blessing 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 Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of the Gods
Blessing 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 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:
Blessings Deck Card 13 /
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of 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 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 Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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.
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.

Scenario Deck
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 Hench/Vill: 0

Scenario Deck Card 3:

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.
Scenario Deck Card 2:

Carver
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Scenario Deck Card 1:

Pepperbox
Weapon 1
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Location #1: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 5 Ba: 5 W: 0 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 2 ?: 2
Located/Displayed Here: None

Cannibal Isle Card 1:
Wave Crash
Henchman 1
Type: Barrier
Traits:
Weather
Veteran
To Defeat:
Strength
Constitution
Fortitude
Survival 5 Before you act, your ship is dealt 1d4-1 Structural damage.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, each character buries an ally.
If defeated, you may immediately attempt to close
the location this henchman came from.

Cannibal Isle Card 2:
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.

Cannibal Isle Card 3:
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cannibal Isle Card 4:
Smuggler
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9 Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.

Cannibal Isle Card 5:
Wave Crash
Henchman 1
Type: Barrier
Traits:
Weather
Veteran
To Defeat:
Strength
Constitution
Fortitude
Survival 5 Before you act, your ship is dealt 1d4-1 Structural damage.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, each character buries an ally.
If defeated, you may immediately attempt to close
the location this henchman came from.

Cannibal Isle Card 6:
Caltrops
Item B
Traits:
Object
Basic To Acquire:
Dexterity 4 Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Cannibal Isle Card 7:
Dodo
Ally C
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 5 Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

Cannibal Isle Card 8:
Giant Rock Crab
Monster 1
Traits:
Animal
Aquatic
To Defeat:
Combat 13 If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

Cannibal Isle Card 9:
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.

Cannibal Isle Card 10:
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.

Cannibal Isle Card 11:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Cannibal Isle Card 12:
Swamp Ghoul
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11 The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Cannibal Isle Card 13:
Crab Swarm
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Cannibal Isle Card 14:
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.

Cannibal Isle Card 15:
Chanty Singer
Ally B
Traits:
Half-Elf
Bard
Elite To Acquire:
Charisma
Diplomacy 6 Reveal this card to avoid being moved to a location.
Discard this card to explore your location.

Cannibal Isle Card 16:
Man Overboard
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Cannibal Isle Card 17:
Swab
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Cannibal Isle Card 18:
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.

Cannibal Isle Card 19:
Illusory Wall
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Location #2: Holy Isle
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: Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Salim/Eliandra, None

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

Shark Island Card 2:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Shark Island Card 3:
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_

Shark Island Card 4:
Cloth Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Shark Island 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.

Shark Island Card 6:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Location #4: Fringes of the Eye
Closed
At This Location: The difficulty of checks to defeat barriers is increased by 3.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 0
Located/Displayed Here: Maznar/TheAmazingRando, None

Fringes of the Eye Card 1:
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Fringes of the Eye Card 2:
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.

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:
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.

Location #5: 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: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Alain/cartmanbeck, None

Raker Shoals 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.

Raker Shoals Card 2:
Sphere of Fire
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 7 Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

Raker Shoals Card 3:
Cloth Armor
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Raker Shoals Card 4:
Man Overboard
Barrier C
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

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

Raker Shoals Card 6:
Wave Crash
Henchman 1
Type: Barrier
Traits:
Weather
Veteran
To Defeat:
Strength
Constitution
Fortitude
Survival 5 Before you act, your ship is dealt 1d4-1 Structural damage.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, each character buries an ally.
If defeated, you may immediately attempt to close
the location this henchman came from.

Raker Shoals Card 7:
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #6: Rocky Cliff
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Alahazra/Deni, Yoon/Tomehound, None

Liberty's Edge

1d4 - 1 ⇒ (1) - 1 = 0

That wave wasn't as bad as the ones before it. Now, to sail to Shark Island, where are are probably a lot of sharks. Suddenly, an unreasonable number of Rats come Swarming from below decks. Maznar readies his Hatchet, and Chompy readies his chompers.

Combat 8: 1d10 + 3 + 1d6 + 1d4 ⇒ (2) + 3 + (6) + (4) = 15

Well, that's taken care of. Now to take a quick nap until the ship actually gets to Shark Island.

No real way to explore again, other than Chompy, which is ridiculous, so I'm ending my turn. 1d4 ⇒ 3 cards get washed to1d3 ⇒ 1 Cannibal Isle. That location is getting far too big, and I don't like what it does to my animals.

Maznar wrote:

Hand: Hatchet, Amulet of Mighty Fists, Dwarf Caiman, Cure, Blessing of Erastil, Frigid Blast,

Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes: Characters at my location may add 1d4 to any of their checks. I have a Cure and a blessing if anyone needs them.

Skills and Powers:
SKILLS

Strength d8 □+1 □+2 □+3
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Fortitude: Constitution +1
Intelligence d6 □+1 □+2
Wisdom d10 [x]+1 □+2 □+3 □+4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 □+1 □+2
Hand Size 6 □ 7
Proficient With Light Armors [x] Weapons
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (□+1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (□ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Silver Crusade

Start of my turn I fight a shark with the help of Chompy and my Sage’s Journal.

Combat 10: 1d8 + 4d4 + 3 ⇒ (3) + (2, 2, 4, 1) + 3 = 15

Also our ship takes 1d4 - 1 ⇒ (4) - 1 = 3 structural damage which I reduce by Wis hopefully 9: 1d6 + 1d4 ⇒ (6) + (2) = 8 2. I discard my punching dagger.

Salim explores to find a blessing of the gods, which he dismisses as nonsense and another exploration. He finds Magic Leather Armor, which with Chompy’s help he can’t fail to get. Now he must fight another shark.

Combat 10: 1d8 + 4d4 + 3 ⇒ (4) + (4, 1, 1, 3) + 3 = 16 Shark Island closed.

Recharge the magic leather when I reset my hand.

Hand: Quick Change Mask, Blessing of Abadar, Sages Journal, Blood Periapt, Rapier B
Deck: 5 Discard: 5 Buried: 1
Displayed: Gambeson Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[ ] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

During This Adventure: Use the Feathered Devil as your ship.

After you begin Escape from the Titan’s Jungle, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin Arms of the Deep, do the same for cards that have the Elite trait.

RULES: SEIZED SHIPS
When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

During This Scenario: At the start of your turn, your ship is dealt 1d4-1 Structural damage; you may attempt a Wisdom, Craft, or Survival check to reduce the damage by 1 for every 3 points of your check result.

At the end of your turn, shuffle the top 1d4 cards of your location deck into a random open location deck.

To win, close all locations.
Additional Rules:

Plunder:

1 - Weapon
2 - Spell
3 - Armor
4 - Item
5 - Ally
6 - Your choice

Summoned Banes:

Shipwreck:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Wave Crash:

Henchman 1
Type: Barrier
Traits: Weather Veteran
To Defeat: Strength Constitution Fortitude Survival 5
Before you act, your ship is dealt 1d4-1 Structural damage. The difficulty to defeat is increased by the scenario’s adventure deck number. If undefeated, each character buries an ally. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 13, Yoon/Tomehound

Random Cards:

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

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

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

Spoiler:
Crab Swarm
Monster C
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

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

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

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

Spoiler:
Goose in the Rigging
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7 Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Spoiler:
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.

Weapons
Spoiler:
Light Crossbow
Weapon B
Traits:
Bow
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Spoiler:
Dagger
Weapon B
Traits:
Knife
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

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

Spoiler:
Boarding Axe
Weapon B
Traits:
Axe
Melee
Slashing
Swashbuckling
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

Spells
Spoiler:
Cure
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Magic Weapon
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the 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 6 check to recharge this card instead of discarding it.

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

Spoiler:
Fireblade
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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:
Chain Shirt
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Leather Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Buckler Gun
Armor B
Traits:
Shield
Firearm
Basic To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5 For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Spoiler:
Buckler
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

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

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

Spoiler:
Eye Patch
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5 Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

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:
Noxious Bomb
Item C
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

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

Spoiler:
Boatswain
Ally B
Traits:
Dwarf
Pirate
Basic To Acquire:
Charisma
Diplomacy 9 Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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:
Master Gunner
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8 Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

Blessings
Spoiler:
Blessing of 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 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:
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.

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.

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: 17

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
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 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 Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5 /
Blessing of 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 6 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Gods
Blessing 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 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 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:
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 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 the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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.

Scenario Deck
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 Hench/Vill: 0

Scenario Deck Card 3:

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.
Scenario Deck Card 2:

Carver
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Scenario Deck Card 1:

Pepperbox
Weapon 1
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Location #1: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 6 Ba: 6 W: 0 Sp: 0 Ar: 2 I: 1 Al: 3 Bl: 2 ?: 2
Located/Displayed Here: None

Cannibal Isle Card 1:
Wave Crash
Henchman 1
Type: Barrier
Traits:
Weather
Veteran
To Defeat:
Strength
Constitution
Fortitude
Survival 5 Before you act, your ship is dealt 1d4-1 Structural damage.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, each character buries an ally.
If defeated, you may immediately attempt to close
the location this henchman came from.

Cannibal Isle Card 2:
Man Overboard
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Cannibal Isle Card 3:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Cannibal Isle Card 4:
Chanty Singer
Ally B
Traits:
Half-Elf
Bard
Elite To Acquire:
Charisma
Diplomacy 6 Reveal this card to avoid being moved to a location.
Discard this card to explore your location.

Cannibal Isle 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.

Cannibal Isle Card 6:
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.

Cannibal Isle Card 7:
Wave Crash
Henchman 1
Type: Barrier
Traits:
Weather
Veteran
To Defeat:
Strength
Constitution
Fortitude
Survival 5 Before you act, your ship is dealt 1d4-1 Structural damage.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, each character buries an ally.
If defeated, you may immediately attempt to close
the location this henchman came from.

Cannibal Isle Card 8:
Smuggler
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9 Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.

Cannibal Isle Card 9:
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.

Cannibal Isle Card 10:
Caltrops
Item B
Traits:
Object
Basic To Acquire:
Dexterity 4 Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Cannibal Isle 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.

Cannibal Isle Card 12:
Swab
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Cannibal Isle Card 13:
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.

Cannibal Isle Card 14:
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.

Cannibal Isle Card 15:
Cloth Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Cannibal Isle Card 16:
Dodo
Ally C
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 5 Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

Cannibal Isle Card 17:
Swamp Ghoul
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11 The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Cannibal Isle Card 18:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Cannibal Isle Card 19:
Crab Swarm
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Cannibal Isle Card 20:
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_

Cannibal Isle Card 21:
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.

Cannibal Isle Card 22:
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.
Location #2: Holy Isle
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: Shark 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: Maznar/TheAmazingRando, Salim/Eliandra, None

Location #4: Fringes of the Eye
Closed
At This Location: The difficulty of checks to defeat barriers is increased by 3.
M: 0 Ba: 1 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 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.

Fringes of the Eye Card 2:
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.

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:
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.

Location #5: 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: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Alain/cartmanbeck, None

Raker Shoals 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.

Raker Shoals Card 2:
Sphere of Fire
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 7 Display this card. While displayed, for your combat check, you may use your Arcane or Divine skill + 1d6; you may additionally discard this card to add another 1d6. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

Raker Shoals Card 3:
Cloth Armor
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Raker Shoals Card 4:
Man Overboard
Barrier C
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

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

Raker Shoals Card 6:
Wave Crash
Henchman 1
Type: Barrier
Traits:
Weather
Veteran
To Defeat:
Strength
Constitution
Fortitude
Survival 5 Before you act, your ship is dealt 1d4-1 Structural damage.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, each character buries an ally.
If defeated, you may immediately attempt to close
the location this henchman came from.

Raker Shoals Card 7:
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #6: Rocky Cliff
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Alahazra/Deni, Yoon/Tomehound, None


Structural Damage: 1d4 - 1 ⇒ (2) - 1 = 1

Wisdom: 1d4 ⇒ 3

The waves wash over Yoon, but she is undeterred - her icky friend Alain needs her help!

Move to Raker Shoals

Never very pious, Yoon nonetheless attempts to ask "da guds" for help to rescue "icky Alain" from further punishment at the shoals.

Acquire Blessing of the Gods and immediately discard it to explore again

The gods have blessed Yoon with more drawing paper! She stutters a half-remembered spell to help her draw something pretty.

Play Good Omen to attempt to acquire Sphere of Fire

Arcane 7: 1d8 + 2 ⇒ (4) + 2 = 6

Happily scribbling away on the otherwise valuable scroll, Yoon fails to recognize it as having any further value.

Good Omen recharge: Arcane 8: 1d8 ⇒ 5

After a happy time doodling, Yoon again feels the call of adventure! She consults her trusty Compass to figure out which way she should go.

Discard Compass to explore again

She finds clothes! Nice Cloth Armor to keep her warm from the very very wet ocean. Yaaay!

Can't fail a Fort 2 roll, so now I guess I've got some Cloth Armor to discard for structural damage or something. Also, I guess I get to draw up a card cuz it's cloth armor

Suddenly, Yoon remembers that Gom-Gom requested to be woken from his nap at precisely NOW O'Clock!

1d4 ⇒ 3 move to Cannibal Isle

End of Turn

Hand Reset:

Yoon wrote:

Hand: Fan of Flames, Corrosion, Cloth Armor, Gom-Gom, Haki Stick,

Displayed:
Deck: 5 Discard: 7 Buried: 0
Notes: Corrosion for 1 die vs. barriers or to defeat constructs
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 []+1 []+2
Dexterity d10 []+1 []+2 []+3 []+4
Acrobatics: Dexterity +2
Constitution d10 [x]+1 []+2 []+3 []+4
Fortitude: Constitution +2
Intelligence d6 []+1
Wisdom d4 []+1
Charisma d8 []+1 []+2 []+3
Arcane: Charisma +0

Favored Card: Spell
Hand Size 5
Proficient with: Light Armor
Powers:
For your combat check, reveal a spell ([x] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

During This Adventure: Use the Feathered Devil as your ship.

After you begin Escape from the Titan’s Jungle, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin Arms of the Deep, do the same for cards that have the Elite trait.

RULES: SEIZED SHIPS
When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

During This Scenario: At the start of your turn, your ship is dealt 1d4-1 Structural damage; you may attempt a Wisdom, Craft, or Survival check to reduce the damage by 1 for every 3 points of your check result.

At the end of your turn, shuffle the top 1d4 cards of your location deck into a random open location deck.

To win, close all locations.
Additional Rules:

Plunder:

1 - Weapon
2 - Spell
3 - Armor
4 - Item
5 - Ally
6 - Your choice

Summoned Banes:

Shipwreck:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Wave Crash:

Henchman 1
Type: Barrier
Traits: Weather Veteran
To Defeat: Strength Constitution Fortitude Survival 5
Before you act, your ship is dealt 1d4-1 Structural damage. The difficulty to defeat is increased by the scenario’s adventure deck number. If undefeated, each character buries an ally. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 14, Alahazra/Deni

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:
Water Elemental
Monster C
Traits:
Elemental
Aquatic
Basic
To Defeat:
Combat 12 The Water Elemental is immune to the Mental and Poison traits.
If undefeated, move to a random other location.

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

Spoiler:
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.

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:
Harpoon Trap
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6 If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Spoiler:
Goose in the Rigging
Barrier 1
Traits:
Task
Elite
To Defeat:
Intelligence
Craft 7 Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Spoiler:
Treasure Map
Barrier B
Traits:
Cache
Basic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6 If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

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

Weapons
Spoiler:
Whip
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

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

Spoiler:
Longsword
Weapon C
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

Spells
Spoiler:
Fireblade
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Magic Weapon
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 When a weapon is played on a combat check, discard this card to add 1d4 and the Magic trait to the 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 6 check to recharge this card instead of discarding it.

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

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

Spoiler:
Buoyancy
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 3 Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

Armors
Spoiler:
Chain Mail
Armor C
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Spoiler:
Chain Mail
Armor B
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Spoiler:
Chain Shirt
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Leather Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Leather Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

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 Fortitude
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Fortitude check.

Spoiler:
Rum Bottle
Item C
Traits:
Object
Liquid
Basic To Acquire:
Constitution
Fortitude 7
OR Craft 5 Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge it instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.

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

Allies
Spoiler:
Swab
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Spoiler:
Sailor
Ally C
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Spoiler:
Dwarf Caiman
Ally C
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 6 Reveal this card to add 1d6 to your Stealth or Fortitude check.
Discard this card to explore your location.

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

Spoiler:
Lookout
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

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 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 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 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 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.

Top of Blessing Discard Pile:

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

Blessings Remaining: 16

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 Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4 /
Blessing of Gorum
Blessing 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 5 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6 /
Blessing of the Gods
Blessing 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 Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of the Gods
Blessing 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 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:
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 /
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 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 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 Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of 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.

Scenario Deck
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 Hench/Vill: 0

Scenario Deck Card 3:

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.
Scenario Deck Card 2:

Carver
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.
Scenario Deck Card 1:

Pepperbox
Weapon 1
Traits:
Firearm
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card and up to 3 other cards to add 1d6 for each card you bury. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Location #1: Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength or Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M: 6 Ba: 7 W: 0 Sp: 0 Ar: 2 I: 1 Al: 3 Bl: 2 ?: 2
Located/Displayed Here: None

Cannibal Isle Card 1:
Caltrops
Item B
Traits:
Object
Basic To Acquire:
Dexterity 4 Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Cannibal Isle Card 2:
Wave Crash
Henchman 1
Type: Barrier
Traits:
Weather
Veteran
To Defeat:
Strength
Constitution
Fortitude
Survival 5 Before you act, your ship is dealt 1d4-1 Structural damage.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, each character buries an ally.
If defeated, you may immediately attempt to close
the location this henchman came from.

Cannibal Isle Card 3:
Crab Swarm
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Cannibal Isle Card 4:
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.

Cannibal Isle Card 5:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Cannibal Isle Card 6:
Man Overboard
Barrier C
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Cannibal Isle Card 7:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Cannibal Isle Card 8:
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.

Cannibal Isle Card 9:
Dodo
Ally C
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 5 Banish this card to succeed at your check to acquire an ally that has the Animal trait.
Discard this card to examine the top card of your location deck; if it is not a monster, put it on the bottom of that deck. You may then explore your location.

Cannibal Isle Card 10:
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.

Cannibal Isle Card 11:
Wave Crash
Henchman 1
Type: Barrier
Traits:
Weather
Veteran
To Defeat:
Strength
Constitution
Fortitude
Survival 5 Before you act, your ship is dealt 1d4-1 Structural damage.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, each character buries an ally.
If defeated, you may immediately attempt to close
the location this henchman came from.

Cannibal Isle Card 12:
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.

Cannibal Isle Card 13:
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.

Cannibal Isle Card 14:
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.

Cannibal Isle Card 15:
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_

Cannibal Isle Card 16:
Man Overboard
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Cannibal Isle Card 17:
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.

Cannibal Isle Card 18:
Cloth Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Cannibal Isle Card 19:
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.

Cannibal Isle Card 20:
Swab
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Cannibal Isle Card 21:
Swamp Ghoul
Monster B
Traits:
Undead
Ghoul
Aquatic
Elite
To Defeat:
Combat 11 The Swamp Ghoul is immune to the Mental and Poison traits.
If undefeated, bury the top card of your deck; then reset your hand and end your turn.

Cannibal Isle Card 22:
Smuggler
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9 Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.

Cannibal Isle Card 23:
Chanty Singer
Ally B
Traits:
Half-Elf
Bard
Elite To Acquire:
Charisma
Diplomacy 6 Reveal this card to avoid being moved to a location.
Discard this card to explore your location.
Location #2: Holy Isle
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: Shark 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: Maznar/TheAmazingRando, Salim/Eliandra, None

Location #4: Fringes of the Eye
Closed
At This Location: The difficulty of checks to defeat barriers is increased by 3.
M: 0 Ba: 1 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 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.

Fringes of the Eye Card 2:
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.

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:
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.

Location #5: 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: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Alain/cartmanbeck, Yoon/Tomehound, None

Raker Shoals Card 1:
Illusory Wall
Barrier B
Traits:
Obstacle
Magic
Mental
Veteran
To Defeat:
Intelligence
Arcane
Wisdom
Perception 6 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Raker Shoals Card 2:
Wave Crash
Henchman 1
Type: Barrier
Traits:
Weather
Veteran
To Defeat:
Strength
Constitution
Fortitude
Survival 5 Before you act, your ship is dealt 1d4-1 Structural damage.
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, each character buries an ally.
If defeated, you may immediately attempt to close
the location this henchman came from.

Raker Shoals Card 3:
Blessing of Gorum
Blessing C
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Location #6: Rocky Cliff
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Alahazra/Deni, None


Alahazra moves to Cannibal Isle. She feels ready to take on the world.

She "sees' Caltrops lying in the sand
Dex 4: 1d4 ⇒ 3 but she is unable to get to that part of the Isle to retrieve them. Oh well.
She says a quick blessing to the Gods, and continues exploring
All of a sudden, a wave crashes on the isle.
bya: 1d4 - 1 ⇒ (3) - 1 = 2 [ooc] I took the damage.

Yoon helps with Corrosion and Salim invokes Abadar

Constitution 6: 4d6 ⇒ (6, 2, 6, 6) = 20


FORGOT START OF TURN:
damage: 1d4 - 1 ⇒ (1) - 1 = 0 WOOOOHOOOO


Okay, close check.. with Erastil and my Caiden

Strength 6: 4d4 ⇒ (3, 1, 2, 3) = 9

Cannibal Isle is closed. Moving cards

move: 1d4 ⇒ 4
so cards 3, 4, 5, 6 move to raker shoals. but cannibal isle is closed!.

Hand:

Alahazra wrote:

Hand: Frigid Blast, Black Spot, Boatswain, Blessing of the Gods (4), LifeDrain, Seer's Headdress,

Displayed:
Deck: 7 Discard: 7 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d12 [X ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Charisma +2

Favored Card: Blessing
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
You may recharge a card that has the Divine trait to examine the top card of any location dece ( [X ] orthe blessings deck or any character deck).
At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
If your combat check has the Attack trait, add 2 to it. [ ] You may also add the fire trait
<Power 4>
<Power 5>

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

Alain, now even more impressed with the lovely Alahazra, shouts some sort of condescending come-on line over toward her and looks around the Shoals for something to skewer. He finds a wall that is seemingly impenetrable. Using a BotG from Alahazra.
Perception 7: 1d6 + 1 + 1d6 ⇒ (5) + 1 + (6) = 12 Surprisingly, he notices that the wall is just an illusion, and pushes right through it. Just as he does so, he sees a wave heading for the ship!

Examine Wave Crash, leave it on top, and explore it with my Riding Horse.
BYA Structural: 1d4 - 1 ⇒ (2) - 1 = 1
Wisdom: 1d6 ⇒ 1 Discarding my Bracers of Protection for the damage. Using Salim's Blessing of Abadar.

Strength 5: 1d10 + 1 + 2d10 ⇒ (7) + 1 + (6, 5) = 19 Defeated. Our ship is dealt 4 Structural damage, I discard 3 of that and someone else can discard the last one and WE WIN!

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

Acquired:

Carver (Ally B)
Giffer Tibbs (Ally B)
Master-at-Arms (Ally C)
Cloth Armor (Armor C)
Magic Leather Armor (Armor B)
Blessing of the Gods (Blessing B)
Blessing of Erastil (Blessing B)
Blessing of Cayden Cailean (Blessing B)
Blessing of Cayden Cailean (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Pharasma (Blessing B)
Bracers of Protection (Item B)
Black Spot (Spell B)
Sphere of Fire (Spell 1)
Phantasmal Minion (Spell B)
Dragon Pistol (Weapon B)
Mace (Weapon B)
Musket (Weapon B)
Whip (Weapon B)
Pepperbox (Weapon 1)

Reward:
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.


Weapon 1: 1d1000 ⇒ 994

Liberty's Edge

I'll roll for the 1 weapon, but I'm unlikely to get it.

Weapon 1: 1d1000 ⇒ 957

That is a very high number that would normally be quite good, but it's not 994. Luckily, I have a B Blessing of Lamashtu in UW that is also quite good.


Spell 1, Blessing B, or Weapon B would all be good for me.

Spell 1: 1d1000 ⇒ 336

Blessing B: 1d1000 ⇒ 960

Weapon B: 1d1000 ⇒ 996

Prolly don't actually need to roll for anything but the Spell 1, but hey, rolling dice is fun!

Silver Crusade

I’ll take an ally B.

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

Alrighty, next scenario going up!

plunder: 1d6 ⇒ 2

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

During This Adventure: Use the Feathered Devil as your ship.

After you begin Escape from the Titan’s Jungle, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin Arms of the Deep, do the same for cards that have the Elite trait.

RULES: SEIZED SHIPS
When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

During This Scenario: Your ship is anchored at the Sea Fort.

All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.

If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
Additional Rules:

Plunder:

1 - Weapon
2 - Spell
3 - Armor
4 - Item
5 - Ally
6 - Your choice

Summoned Banes:

Shipwreck:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Turn: 0, Alain/cartmanbeck

Random Cards:

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

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:
Zombie
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

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:
Zombie
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

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

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

Spoiler:
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:
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

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

Spoiler:
Boarding Pike
Weapon C
Traits:
Polearm
Melee
Piercing
2-Handed
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Spoiler:
Short Sword
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Basic To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

Spoiler:
Boarding Pike
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

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

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

Spoiler:
Fireblade
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Cure
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

Armors
Spoiler:
Chain Shirt
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Chain Shirt
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Leather Armor
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Cloth Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

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

Items
Spoiler:
Potion of Fortitude
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Fortitude check.

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

Spoiler:
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:
Powder Horn
Item B
Traits:
Tool
Alchemical
Basic To Acquire:
Ranged
Intelligence
Craft 6 Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

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

Allies
Spoiler:
Quartermaster
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8 Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
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:
Captain
Ally C
Traits:
Human
Captain
Pirate
Basic To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6 Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your noncombat checks during this exploration.

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

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

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

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

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

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

Top of Blessing Discard Pile:

:
[/b]

Traits: To Acquire:


Blessings Remaining: 30

[b]Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Achaekek
Blessing B
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of 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 3 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4 /
Blessing of Gorum
Blessing 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 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 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 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 Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Erastil
Blessing C
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of 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 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 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 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 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 Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of 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 20 /
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 21 /
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:
Blessings Deck Card 22 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 24 /
Blessing of Zogmugot
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5 Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 25 /
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 26 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 27 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 28 /
Blessing of the Gods
Blessing 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 29 /
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 30 /
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.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 0

Scenario Deck Card 1:

Phantasmal Minion
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Location #1: Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Alahazra/Deni, Alain/cartmanbeck, Maznar/TheAmazingRando, Salim/Eliandra, Yoon/Tomehound, None
Location #2: 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 #3: Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Location #5: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Location #6: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #7: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

Alain will be starting at the Docks. Taking the Lance +1 as my Weapon upgrade.

Alain Hand: Riding Horse, Banner, Lance +1, Gambeson, Lance +1
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Die bumps: 0/0

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [ ] 6
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

During This Adventure: Use the Feathered Devil as your ship.

After you begin Escape from the Titan’s Jungle, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin Arms of the Deep, do the same for cards that have the Elite trait.

RULES: SEIZED SHIPS
When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

During This Scenario: Your ship is anchored at the Sea Fort.

All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.

If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
Additional Rules:

Plunder:

1 - Weapon
2 - Spell
3 - Armor
4 - Item
5 - Ally
6 - Your choice

Summoned Banes:

Shipwreck:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Buccaneer:

Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty 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 difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 1, Maznar/TheAmazingRando

Random Cards:

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

Spoiler:
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:
Comozant Wyrd
Monster C
Traits:
Outsider
Elemental
Incorporeal
Elite
To Defeat:
Combat 10 The Comozant Wyrd is immune to the Cold, Electricity, and Poison traits. All damage dealt by it is electricity damage.
If the check to defeat does not have the Magic trait, the Comozant Wyrd is undefeated.

Spoiler:
Skeleton
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Spoiler:
Bilge Spider Swarm
Monster B
Traits:
Animal
Swarm
Basic
To Defeat:
Combat 6 All damage dealt by the Bilge Spider Swarm is Poison damage.
If you are on a ship, the difficulty of the check to defeat is increased by 4.
If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the Bilge Spider Swarm still counts as defeated.

Barriers
Spoiler:
Man Overboard
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

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

Spoiler:
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

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

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

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

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

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

Spells
Spoiler:
Detect Magic
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2 During your turn, discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 4 check to recharge this card isntead of discarding it.

Spoiler:
Fireblade
Spell C
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Detect Magic
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2 During your turn, discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 4 check to recharge this card isntead of discarding it.

Spoiler:
Buoyancy
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 3 Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

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.

Armors
Spoiler:
Chain Shirt
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Buckler
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Spoiler:
Leather Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Buckler Gun
Armor B
Traits:
Shield
Firearm
Basic To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5 For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Spoiler:
Magic Wooden Armor
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Potion of Glibness
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Diplomacy check.

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

Spoiler:
Rum Bottle
Item B
Traits:
Object
Liquid
Basic To Acquire:
Constitution
Fortitude 7
OR Craft 5 Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.

Spoiler:
Alchemist's Fire
Item C
Traits:
Liquid
Attack
Fire
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

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.

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

Spoiler:
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:
Sailor
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

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

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

Spoiler:
Blessing of 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 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 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 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: 29

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 Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of 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 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 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 Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Erastil
Blessing C
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of 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 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 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 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 Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of 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 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 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 19 /
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 20 /
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:
Blessings Deck Card 21 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 /
Blessing of Zogmugot
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5 Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 24 /
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 25 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 26 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 27 /
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 28 /
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 29 /
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.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 0

Scenario Deck Card 1:

Phantasmal Minion
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Location #1: Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Alahazra/Deni, Maznar/TheAmazingRando, Salim/Eliandra, Yoon/Tomehound, None

Festhall 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.

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

Festhall Card 3:
Besmaran Priest
Ally C
Traits:
Human
Cleric
Pirate To Acquire:
Divine
Charisma
Diplomacy 6 Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Festhall Card 4:
Goblin Pegleg
Weapon P
Traits:
Club
Melee
Bludgeoning
Poison
Swashbuckling To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate

Festhall Card 5:
Noxious Bomb
Item C
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Festhall Card 6:
Blunderbuss
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Festhall Card 7:
Strength
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Festhall Card 8:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Festhall Card 9:
Parrot
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7 If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Festhall Card 10:
Shackles Pirate
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

Location #2: 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:
Owlbear Hartshorn
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 10 If you play a weapon, the difficulty of the check to defeat is increased by 3, or by 6 if your check has the Swashbuckling trait.
If defeated, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 2:
Swab
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Scar Bay Card 3:
Bloodbug
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9 If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.

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

Scar Bay Card 5:
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.

Scar Bay Card 6:
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.

Scar Bay Card 7:
Merfolk
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8 If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

Scar Bay Card 8:
Man Overboard
Barrier C
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Scar Bay Card 9:
Crab Swarm
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Scar Bay Card 10:
Treasure Map
Barrier B
Traits:
Cache
Basic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6 If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Location #3: Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Sea Fort Card 1:
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.

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

Sea Fort Card 3:
Magic Buckler
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Sea Fort Card 4:
Chain Mail
Armor C
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Sea Fort Card 5:
Dagger
Weapon B
Traits:
Knife
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

Sea Fort Card 6:
Saltwater Ogre
Monster C
Traits:
Giant
Ogre
Aquatic
To Defeat:
Combat 14 If undefeated, the Saltwater Ogre deals 1 Combat damage to each other character at your location.

Sea Fort Card 7:
Ruffian
Henchman C
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Sea Fort Card 8:
Giant Moray Eel
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10 All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.

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

Sea Fort Card 10:
Heavy Crossbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

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

Ghol-Gan Ruins 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.

Ghol-Gan Ruins Card 3:
Obscure
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Ghol-Gan Ruins Card 4:
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_

Ghol-Gan Ruins Card 5:
Crocodile
Monster C
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed_

Ghol-Gan Ruins Card 6:
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8 If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 7:
Lookout
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Ghol-Gan Ruins Card 8:
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

Ghol-Gan Ruins Card 9:
Longsword
Weapon C
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Ghol-Gan Ruins Card 10:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Location #5: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Lonely Island Card 1:
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.

Lonely Island Card 2:
Cutlass +1
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Lonely Island Card 3:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Lonely Island Card 4:
Harpoon Trap
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6 If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Lonely Island Card 5:
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.

Lonely Island Card 6:
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Lonely Island Card 7:
Main-Gauche
Weapon B
Traits:
Knife
Melee
Piercing
Finesse
Offhand
Swashbuckling
Elite To Acquire:
Strength
Melee 5 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2.

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

Lonely Island Card 9:
Cloth Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Lonely Island Card 10:
Harpoon Trap
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6 If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Location #6: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Alain/cartmanbeck, None

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

Docks Card 2:
Magic Chain Shirt
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Docks Card 3:
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.

Docks Card 4:
Goblin Lockpick
Item P
Traits:
Tool
Alchemical To Acquire:
Dexterity
Disable
Craft 6 Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist

Docks Card 5:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Docks Card 6:
Caltrops
Item B
Traits:
Object
Basic To Acquire:
Dexterity 4 Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

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

Docks Card 8:
Crab Swarm
Monster C
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

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

Docks Card 10:
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.

Location #7: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Tower Card 1:
Arron Ivy
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Tower Card 2:
Longsword
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Tower Card 3:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Tower Card 4:
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.

Tower Card 5:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Tower Card 6:
Sailor
Ally C
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Tower Card 7:
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.

Tower 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.

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

Tower Card 10:
Smuggler
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9 Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.

Silver Crusade

I’ll start at the Ghol Gan Ruins because I am immune to fear.

Hand: Rapier B, Blessing of the Spy, The Melted Blade, Blessing of the Ancients, Blood Periapt
Deck: 10 Discard: 0 Buried: 0
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[ ] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 


I will move over to Scar Bay, but lament at the number of monsters that seem to be hanging out in the Bay.

Alahazra wrote:

Hand: Life Drain, Find Traps, FireBlade, Blessing of the Gods (3), Seer's Headdress, Blessing of the Gods (1),

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d12 [X ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Charisma +2

Favored Card: Blessing
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
You may recharge a card that has the Divine trait to examine the top card of any location dece ( [X ] orthe blessings deck or any character deck).
At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
If your combat check has the Attack trait, add 2 to it. [ ] You may also add the fire trait
<Power 4>
<Power 5>


I'll start at the Sea Fort, because that bonus when it's closed is nice.

Yoon wrote:

Hand: Fan of Flames, Possession, Gom-Gom, Blessing of the Gods 1, Blessing of the Quartermaster 1,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 []+1 []+2
Dexterity d10 []+1 []+2 []+3 []+4
Acrobatics: Dexterity +2
Constitution d10 [x]+1 []+2 []+3 []+4
Fortitude: Constitution +2
Intelligence d6 []+1
Wisdom d4 []+1
Charisma d8 []+1 []+2 []+3
Arcane: Charisma +0

Favored Card: Spell
Hand Size 5
Proficient with: Light Armor
Powers:
For your combat check, reveal a spell ([x] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.


UPDATED HAND FOR MAZNAR STRUCTURAL DAMAGE:

Alahazra wrote:

Hand: Life Drain, Find Traps, FireBlade, Blessing of the Gods (1), Seer's Headdress,

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d12 [X ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Charisma +2

Favored Card: Blessing
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
You may recharge a card that has the Divine trait to examine the top card of any location dece ( [X ] orthe blessings deck or any character deck).
At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
If your combat check has the Attack trait, add 2 to it. [ ] You may also add the fire trait
<Power 4>
<Power 5>

Liberty's Edge

Maznar wrote:

Hand: Cure, Hatchet, Blessing of Lamashtu, Blessing of the Green Faith 1, Erutaki Coat, Charm Animal,

Displayed:
Deck: 9 Discard: 0 Buried: 0

Skills and Powers:
SKILLS

Strength d8 □+1 □+2 □+3
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Fortitude: Constitution +1
Intelligence d6 □+1 □+2
Wisdom d10 [x]+1 □+2 □+3 □+4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 □+1 □+2
Hand Size 6 □ 7
Proficient With Light Armors [x] Weapons
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (□+1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (□ or your discard pile) for an ally that has the Animal trait and put it in your hand.

I'll start at Sea Fort for now, because I have an armor to banish. Weirdly, I didn't start with an animal Ally. I did start with Charm Animal, though. And, conveniently, the very first card in the random ally stack is an animal. Anyway...

Maznar sails off to the Sea Fort. The first thing he does after he gets off the boat is make friends with one of the local Snow Leopards. Seems like a useful ally to have. He then meets one of the locals, a woman named Rosie Cusswell. He asks if she's interested in join the crew. The still as-yet unnamed leopard looks at her imploringly.

Charisma 6: 1d6 + 1d4 ⇒ (6) + (4) = 10

She agrees to come along for a bit, and Maznar sends her forward to further explore the area, buckling her swash all along the way. She returns a moment later being chased by a zombie Pirate Captain. Maznar draws his hatchet and rushes at the undead monstrosity.

Combat 13: 1d10 + 3 + 1d6 + 1d4 ⇒ (8) + 3 + (4) + (4) = 19

Maznar makes quick work of it, but not before it inflicts some damage to the ship.

Ending my turn here.

Maznar wrote:

Hand: Blessing of the Gods, Hatchet, Blessing of the Elements, Blessing of Lamashtu, Erutaki Coat, Snow Leopard,

Displayed:
Deck: 8 Discard: 2 Buried: 1
Notes: Characters at my location may add 1d4 to any of their checks. I have several blessings if anyone needs them.

Skills and Powers:
SKILLS

Strength d8 □+1 □+2 □+3
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Fortitude: Constitution +1
Intelligence d6 □+1 □+2
Wisdom d10 [x]+1 □+2 □+3 □+4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 □+1 □+2
Hand Size 6 □ 7
Proficient With Light Armors [x] Weapons
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (□+1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (□ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

During This Adventure: Use the Feathered Devil as your ship.

After you begin Escape from the Titan’s Jungle, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin Arms of the Deep, do the same for cards that have the Elite trait.

RULES: SEIZED SHIPS
When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

During This Scenario: Your ship is anchored at the Sea Fort.

All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.

If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
Additional Rules:

Plunder:

1 - Weapon
2 - Spell
3 - Armor
4 - Item
5 - Ally
6 - Your choice

Summoned Banes:

Shipwreck:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Buccaneer:

Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty 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 difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 2, Salim/Eliandra

Random Cards:

Monsters
Spoiler:
Giant Frog
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9 A random character at your location encounters the Giant Frog.
If the check to defeat has the Electricity trait, add 1d8 to it.

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

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

Spoiler:
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.

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

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

Spoiler:
Boarding Pike
Weapon C
Traits:
Polearm
Melee
Piercing
2-Handed
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Spoiler:
Shortbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Spoiler:
Dagger
Weapon B
Traits:
Knife
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

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

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

Spoiler:
Buoyancy
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 3 Discard this card to examine the bottom card of your location deck and put it on top of that deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 5 check to recharge this card instead of discarding it.

Spoiler:
Confusion
Spell B
Traits:
Magic
Arcane
Divine
Mental
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Inflict
Spell C
Traits:
Magic
Divine
Attack
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Armors
Spoiler:
Cloth Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Magic Wooden Armor
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Chain Mail
Armor B
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Spoiler:
Wooden Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

Spoiler:
Thieves' Tools
Item B
Traits:
Tool
Basic To Acquire:
Dexterity
Disable 4 Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.

Spoiler:
Amulet of Fortitude
Item B
Traits:
Accessory
Magic
Elite To Acquire:
Constitution
Fortitude 5 Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.

Spoiler:
Potion of Lucubration
Item C
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Craft check.

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.

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

Spoiler:
Boatswain
Ally B
Traits:
Dwarf
Pirate
Basic To Acquire:
Charisma
Diplomacy 9 Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Spoiler:
Turtle
Ally C
Traits:
Animal
Aquatic
Basic To Acquire:
Wisdom
Survival 5 Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.

Spoiler:
Quartermaster
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8 Recharge this card to add 1d4 to your check to acquire a boon, or 1d8 if it is a weapon, an armor, or an item.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

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

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

Spoiler:
Blessing of 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 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.

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: 28

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 B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of 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 4 /
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 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 Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Erastil
Blessing C
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of 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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of 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 /
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 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 Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 16 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of 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 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 19 /
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:
Blessings Deck Card 20 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 /
Blessing of Zogmugot
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5 Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 /
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 24 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 25 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 26 /
Blessing of the Gods
Blessing 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 27 /
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 28 /
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.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 0

Scenario Deck Card 1:

Phantasmal Minion
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Location #1: Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None

Festhall 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.

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

Festhall Card 3:
Besmaran Priest
Ally C
Traits:
Human
Cleric
Pirate To Acquire:
Divine
Charisma
Diplomacy 6 Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Festhall Card 4:
Goblin Pegleg
Weapon P
Traits:
Club
Melee
Bludgeoning
Poison
Swashbuckling To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate


Festhall Card 5:
Noxious Bomb
Item C
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Festhall Card 6:
Blunderbuss
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Festhall Card 7:
Strength
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Festhall Card 8:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Festhall Card 9:
Parrot
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7 If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Festhall Card 10:
Shackles Pirate
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

Location #2: 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: Alahazra/Deni, None

Scar Bay Card 1:
Owlbear Hartshorn
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 10 If you play a weapon, the difficulty of the check to defeat is increased by 3, or by 6 if your check has the Swashbuckling trait.
If defeated, you may immediately attempt to close the location this henchman came from.

Scar Bay Card 2:
Swab
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose thos cards instead. Then shuffle this card into your deck when you shuffle in those cards.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Scar Bay Card 3:
Bloodbug
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9 If undefeated, display this card next to your deck. While displayed, at the start of each of your turns, succeed at a Constitution or Fortitude 7 check to banish this card. At the end of each of your turns, bury the top card of your deck. Banish this card at the end of the scenario.

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

Scar Bay Card 5:
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.

Scar Bay Card 6:
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.

Scar Bay Card 7:
Merfolk
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8 If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

Scar Bay Card 8:
Man Overboard
Barrier C
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

Scar Bay Card 9:
Crab Swarm
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Scar Bay Card 10:
Treasure Map
Barrier B
Traits:
Cache
Basic
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6 If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Location #3: Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 3 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Maznar/TheAmazingRando, Yoon/Tomehound, None

Sea Fort Card 1:
Magic Buckler
Armor B
Traits:
Shield
Magic
Elite To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Sea Fort Card 2:
Chain Mail
Armor C
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Sea Fort Card 3:
Dagger
Weapon B
Traits:
Knife
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

Sea Fort Card 4:
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.

Sea Fort Card 5:
Ruffian
Henchman C
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Sea Fort Card 6:
Giant Moray Eel
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10 All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.

Sea Fort Card 7:
Goblin Buckler Gun
Armor P
Traits:
Shield
Firearm To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9 For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Sea Fort Card 8:
Heavy Crossbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Salim/Eliandra, None

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

Ghol-Gan Ruins 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.

Ghol-Gan Ruins Card 3:
Obscure
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card when a character encounters a monster. While displayed, damage dealt by monsters is reduced by 1. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Ghol-Gan Ruins Card 4:
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_

Ghol-Gan Ruins Card 5:
Crocodile
Monster C
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed_

Ghol-Gan Ruins Card 6:
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8 If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 7:
Lookout
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Ghol-Gan Ruins Card 8:
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

Ghol-Gan Ruins Card 9:
Longsword
Weapon C
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Ghol-Gan Ruins Card 10:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Location #5: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Lonely Island Card 1:
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.

Lonely Island Card 2:
Cutlass +1
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Lonely Island Card 3:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Lonely Island Card 4:
Harpoon Trap
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6 If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Lonely Island Card 5:
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.

Lonely Island Card 6:
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Lonely Island Card 7:
Main-Gauche
Weapon B
Traits:
Knife
Melee
Piercing
Finesse
Offhand
Swashbuckling
Elite To Acquire:
Strength
Melee 5 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2.

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

Lonely Island Card 9:
Cloth Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Lonely Island Card 10:
Harpoon Trap
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6 If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Location #6: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Alain/cartmanbeck, None

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

Docks Card 2:
Magic Chain Shirt
Armor B
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Docks Card 3:
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.

Docks Card 4:
Goblin Lockpick
Item P
Traits:
Tool
Alchemical To Acquire:
Dexterity
Disable
Craft 6 Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist

Docks Card 5:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Docks Card 6:
Caltrops
Item B
Traits:
Object
Basic To Acquire:
Dexterity 4 Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

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

Docks Card 8:
Crab Swarm
Monster C
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

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

Docks Card 10:
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.

Location #7: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Tower Card 1:
Arron Ivy
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Tower Card 2:
Longsword
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Tower Card 3:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Tower Card 4:
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.

Tower Card 5:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Tower Card 6:
Sailor
Ally C
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Tower Card 7:
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.

Tower 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.

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

Tower Card 10:
Smuggler
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9 Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.

Silver Crusade

I explore! Apparently the ruins are on Fire, but the Ancients will help me put it out.

Con 7: 2d8 + 1d4 ⇒ (1, 7) + (1) = 9

Good enough. I send forth the blessing of something I actually believe in—-a spy—-to explore further. The gods bless me, and I scoff at them for mocking me and wasting my spy, then use them to continue on. A scroll to make enemies less visible. I is dubious of its use but call upon Yoon’s Quartermaster to aid.

Divine 6: 2d6 ⇒ (1, 4) = 5

Never mind, I mutter to myself.

Hand: Rapier B, Psychic Detective, The Melted Blade, Rapier A, Blood Periapt
Deck: 9 Discard: 2 Buried: 0
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[ ] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 


Bolstered by the God's blessing, Yoon begins to explore the Sea Fort with Manzar.

A Magic Buckler! Well, that may turn out to be handy a the Sea Fort, no?

Fortitude 6: 1d10 + 2d4 + 3 ⇒ (8) + (4, 3) + 3 = 18

Success!

And now I've got an armor to banish!

With (limited) magical prowess, Yoon reaches out to the minds of anyone, friend or foe (but not Manzar) at the Sea Fort.

Casting Possession to examine the top card of the location and encounter it if it's an ally or monster

Sadly, she finds nothing more than the mind of some nearby Chain Mail (don't think about that too hard) - and she really doesn't need any more armor.

Recharge Arcane 8: 1d8 ⇒ 7

Oh, I forgot Manzar's extra 1d4!

Recharge Arcane 8: 7 + 1d4 ⇒ 7 + (4) = 11

Successfully recharged!

End of Turn

Hand Reset

Yoon wrote:

Hand: Fan of Flames, Magic Buckler, Gom-Gom, Compass 2, Blessing of the Gods 1,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 []+1 []+2
Dexterity d10 []+1 []+2 []+3 []+4
Acrobatics: Dexterity +2
Constitution d10 [x]+1 []+2 []+3 []+4
Fortitude: Constitution +2
Intelligence d6 []+1
Wisdom d4 []+1
Charisma d8 []+1 []+2 []+3
Arcane: Charisma +0

Favored Card: Spell
Hand Size 5
Proficient with: Light Armor
Powers:
For your combat check, reveal a spell ([x] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.


Alahazra begins to explore Scar Bay. Owlbear Hartshorn decides this is an opportune time to attack. Alahazra casts Life Drain [b]
Combat 10: 1d12 + 2d4 + 5 ⇒ (12) + (2, 4) + 5 = 23
Recharge 11: 1d12 + 3 ⇒ (11) + 3 = 14 Alahazra says a quick blessing to the gods.
Close Divine 8: 2d12 + 3 ⇒ (2, 6) + 3 = 11
and Scar Bay is closed. On closing the location, Alahazra takes 4 dameage due to the monsters milling about the bay.

End turn and reset hand. Drew Cure so going to do that now.

heal: 1d4 + 1 ⇒ (1) + 1 = 2
Recharge 8: 1d12 + 3 ⇒ (1) + 3 = 4

Alahazra wrote:

[b]Hand: Apprentice, Amulet of Life, Boatswain, Blessing of the Gods (4), Frigid Blast,

Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d12 [X ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Charisma +2

Favored Card: Blessing
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
You may recharge a card that has the Divine trait to examine the top card of any location dece ( [X ] orthe blessings deck or any character deck).
At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
If your combat check has the Attack trait, add 2 to it. [ ] You may also add the fire trait
<Power 4>
<Power 5>

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

During This Adventure: Use the Feathered Devil as your ship.

After you begin Escape from the Titan’s Jungle, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin Arms of the Deep, do the same for cards that have the Elite trait.

RULES: SEIZED SHIPS
When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

During This Scenario: Your ship is anchored at the Sea Fort.

All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.

If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
Additional Rules:

Plunder:

1 - Weapon
2 - Spell
3 - Armor
4 - Item
5 - Ally
6 - Your choice

Summoned Banes:

Shipwreck:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Buccaneer:

Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty 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 difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 6, Maznar/TheAmazingRando

Random Cards:

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

Spoiler:
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:
Giant Frog
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9 A random character at your location encounters the Giant Frog.
If the check to defeat has the Electricity trait, add 1d8 to it.

Spoiler:
Merfolk
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8 If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

Spoiler:
Giant Moray Eel
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10 All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.

Barriers
Spoiler:
Man Overboard
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

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

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

Weapons
Spoiler:
Shortbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Spoiler:
Mace
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

Spoiler:
Boarding Axe
Weapon B
Traits:
Axe
Melee
Slashing
Swashbuckling
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

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

Spoiler:
Cure
Spell C
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Arcane Armor
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.

Spoiler:
Phantasmal Minion
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spoiler:
Cure
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Magic Wooden Armor
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Buckler Gun
Armor B
Traits:
Shield
Firearm
Basic To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5 For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Spoiler:
Chain Shirt
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

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

Items
Spoiler:
Alchemist's Fire
Item C
Traits:
Liquid
Attack
Fire
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

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

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

Spoiler:
Potion of Fortitude
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Fortitude check.

Spoiler:
Rum Bottle
Item B
Traits:
Object
Liquid
Basic To Acquire:
Constitution
Fortitude 7
OR Craft 5 Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.

Allies
Spoiler:
Sailor
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

Spoiler:
Captain
Ally B
Traits:
Human
Captain
Pirate
Basic To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6 Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Spoiler:
Boatswain
Ally B
Traits:
Dwarf
Pirate
Basic To Acquire:
Charisma
Diplomacy 9 Recharge this card to examine the top card of your location deck.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

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

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

Blessings Remaining: 24

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Erastil
Blessing C
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of 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 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 /
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 Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of 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 14 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of 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:
Blessings Deck Card 16 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of Zogmugot
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5 Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
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 20 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 21 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 22 /
Blessing of the Gods
Blessing 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 23 /
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 24 /
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.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 0

Scenario Deck Card 1:

Phantasmal Minion
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Location #1: Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None

Festhall 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.

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

Festhall Card 3:
Besmaran Priest
Ally C
Traits:
Human
Cleric
Pirate To Acquire:
Divine
Charisma
Diplomacy 6 Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Festhall Card 4:
Goblin Pegleg
Weapon P
Traits:
Club
Melee
Bludgeoning
Poison
Swashbuckling To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 2d10. If you would succeed at the check, reroll the dice. You must take the lower result.
"Scurvy dogs done ate my leg,
So I got this fancy peg.
Pounded nails all through and through,
Goblin kick now poisons you!" -Ranzak, goblin Pirate

Festhall Card 5:
Noxious Bomb
Item C
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Festhall Card 6:
Blunderbuss
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Elite To Acquire:
Dexterity
Ranged
Craft 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 2d6. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Festhall Card 7:
Strength
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Festhall Card 8:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Festhall Card 9:
Parrot
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7 If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Festhall Card 10:
Shackles Pirate
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

Location #2: 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: Alahazra/Deni, None

Location #3: Sea Fort
At This Location: If you defeat a monster during your exploration, you may immediately explore again.
When Closing: Banish an armor.
When Permanently Closed: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Maznar/TheAmazingRando, Yoon/Tomehound, None

Sea Fort Card 1 (Chain Mail):
Chain Mail
Armor C
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Sea Fort Card 2:
Dagger
Weapon B
Traits:
Knife
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

Sea Fort Card 3:
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.

Sea Fort Card 4:
Ruffian
Henchman C
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Sea Fort Card 5:
Giant Moray Eel
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10 All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.

Sea Fort Card 6:
Goblin Buckler Gun
Armor P
Traits:
Shield
Firearm To Acquire:
Dexterity
Ranged 9
THEN Constitution
Fortitude 9 For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Fire and Ranged traits; this counts as playing a weapon instead of an armor. You may additionally choose to be dealt 2 Fire Damage to add another 1d8.
Recharge this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Salim/Eliandra, None

Ghol-Gan Ruins Card 1:
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_

Ghol-Gan Ruins Card 2:
Crocodile
Monster C
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 13 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, shuffle this card into a random open location, if it came from one.
This reptile lunges out of the placid water with shocking speed_

Ghol-Gan Ruins Card 3:
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8 If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 4:
Lookout
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Ghol-Gan Ruins Card 5:
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

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

Ghol-Gan Ruins Card 7:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Location #5: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Lonely Island Card 1:
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.

Lonely Island Card 2:
Cutlass +1
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Lonely Island Card 3:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Lonely Island Card 4:
Harpoon Trap
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6 If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Lonely Island Card 5:
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.

Lonely Island Card 6:
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Lonely Island Card 7:
Main-Gauche
Weapon B
Traits:
Knife
Melee
Piercing
Finesse
Offhand
Swashbuckling
Elite To Acquire:
Strength
Melee 5 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2.

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

Lonely Island Card 9:
Cloth Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Lonely Island Card 10:
Harpoon Trap
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6 If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
Location #6: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Alain/cartmanbeck, None

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

Docks 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.

Docks Card 3:
Goblin Lockpick
Item P
Traits:
Tool
Alchemical To Acquire:
Dexterity
Disable
Craft 6 Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist

Docks Card 4:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Docks Card 5:
Caltrops
Item B
Traits:
Object
Basic To Acquire:
Dexterity 4 Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Docks Card 6:
Barroom Brawl
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Docks Card 7:
Crab Swarm
Monster C
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Docks Card 8:
Ring of the Beasts
Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Wisdom
Divine 9 Reveal this card to add 1d6 to your check against a card with the Animal trait.

Docks Card 9:
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.

Location #7: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Tower Card 1:
Arron Ivy
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Tower Card 2:
Longsword
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Tower Card 3:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Tower Card 4:
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.

Tower Card 5:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Tower Card 6:
Sailor
Ally C
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Tower Card 7:
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.

Tower 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.

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

Tower Card 10:
Smuggler
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9 Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.


Alain puts on his armor and begins looking around the Docks and finds an Axe that he is not interested in.

End of turn I'll recharge one of my lances.

Alain Hand: Donahan, Banner, Lance +1, Champion's Do-Maru, Riding Horse 2
Displayed: Gambeson
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Die bumps: 0/0

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [ ] 6
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.

Liberty's Edge

Maznar continues to explore the Sea Fort, and comes across some old Chain Mail. Can't fail a Fort 3 with d8+d4+1. He picks it up and puts it into his pack. He then mutters a quick prayer to the Gods in general and continues exploring.

He comes across a Dagger. Why is the place filled with abandoned equipment?
Dexterity 3: 2d4 ⇒ (4, 2) = 6

Guess he'll stuff that into his pack, too. In the tradition of the Green Faith, he says a prayer to the Elements before continuing on.

Suddenly, a Saltwater Ogre strides around the corner and waves its club menacingly at Maznar. Maznar raises his Hatchet in return to try to strike down this monster.

Combat 14: 1d10 + 3 + 1d6 + 1d4 ⇒ (10) + 3 + (1) + (1) = 15

Working with his new leopard friend, Maznar quickly takes down the Ogre, and continues on his way. Free explore at the Sea Fort since I fought a monster.

Around the next corner, Maznar is set upon by some sort of undead Ruffian. That is, he looked like a rough sort even before the whole zombie thing started.

Combat 8: 1d10 + 3 + 1d6 + 1d4 ⇒ (3) + 3 + (4) + (4) = 14

Turning a corner, Maznar finds the entrance. He jams the Chain Mail he found into the locking mechanism, preventing it from being opened again.

Banish Chain Mail to close. Sea Fort is now closed.

Maznar wrote:

Hand: Dwarf Caiman, Hatchet, Frigid Blast, Blessing of Lamashtu, Erutaki Coat, Snow Leopard,

Displayed:
Deck: 6 Discard: 5 Buried: 1
Notes: Characters at my location may add 1d4 to any of their checks. I have a blessing if anyone needs it.

Skills and Powers:
SKILLS

Strength d8 □+1 □+2 □+3
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Fortitude: Constitution +1
Intelligence d6 □+1 □+2
Wisdom d10 [x]+1 □+2 □+3 □+4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 □+1 □+2
Hand Size 6 □ 7
Proficient With Light Armors [x] Weapons
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (□+1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (□ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Silver Crusade

Salim explores the ancient ruins. He encounters a mercenary weathered from his time here.

Combat 12: 1d8 + 2d4 + 4 ⇒ (7) + (4, 1) + 4 = 16

Having pierced the Mercenary through the heart and feeling refreshed, Salim sends his Psychic Detective friend to scout ahead. Salim charges ahead at the Crocodile with 2 rapiers.

Combat 14: 1d8 + 4d4 + 4 ⇒ (2) + (2, 3, 4, 1) + 4 = 16

Revitalized once more, but low on resources, Salim pauses in his exploration.

Hand: Masque, Blessing of Abadar, The Melted Blade, Rapier A, Blood Periapt
Deck: 9 Discard: 1 Buried: 1
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[x] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 


Inspired by the goddess of pirates and in search of friends and childish revelry, Yoon heads to the colorful Festhall to procrasinvestigate.

Yoon pauses at the door to contemplate (for once!) how she should try to make friends in the happy (loud!) place before her.

First exploration: Blessing of the Gods

Thinking to make friends over her shiny compass, Yoon presses forward into the throng of well-liqoured sailors.

Discard Compass to explore again

Oh no, the nasty Marine stole Yoon's compass! But she'll get even...

Combat 9: 1d10 + 1d8 + 1d4 + 3 ⇒ (3) + (4) + (2) + 3 = 12

The scorched Marine quickly retreats. He dropped Yoon's compass, but now she's got to find it.

Discard Blessing of the Gods to explore one more time

The friendly pirate priest offers to help her find it

Encountered a Besmaran Priest

Charisma 6: 1d8 ⇒ 7

Who Yoon takes by the hand in a meticulous (and long) search of the Festhall floor.

Why not. Discard the Besmaran Priest to explore again

While scrabbling around the ground, Yoon finds a strange stick.

Found a Goblin Pegleg

Strength 8: 1d4 ⇒ 4

Despite her best efforts, Yoon can't lift the thing. She goes to a corner to pout.

End of Turn

Hand Reset:

Yoon wrote:

Hand: Fan of Flames, Magic Buckler, Gom-Gom, Haki Stick, Blessing of the Gods 1,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 []+1 []+2
Dexterity d10 []+1 []+2 []+3 []+4
Acrobatics: Dexterity +2
Constitution d10 [x]+1 []+2 []+3 []+4
Fortitude: Constitution +2
Intelligence d6 []+1
Wisdom d4 []+1
Charisma d8 []+1 []+2 []+3
Arcane: Charisma +0

Favored Card: Spell
Hand Size 5
Proficient with: Light Armor
Powers:
For your combat check, reveal a spell ([x] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

During This Adventure: Use the Feathered Devil as your ship.

After you begin Escape from the Titan’s Jungle, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin Arms of the Deep, do the same for cards that have the Elite trait.

RULES: SEIZED SHIPS
When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

During This Scenario: Your ship is anchored at the Sea Fort.

All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.

If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
Additional Rules:

Plunder:

1 - Weapon
2 - Spell
3 - Armor
4 - Item
5 - Ally
6 - Your choice

Summoned Banes:

Shipwreck:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Buccaneer:

Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty 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 difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 9, Alahazra/Deni

Random Cards:

Monsters
Spoiler:
Merfolk
Monster B
Traits:
Merfolk
Aquatic
Basic
To Defeat:
Combat 8 If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

Spoiler:
Zombie
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

Spoiler:
Skeleton
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

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

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

Barriers
Spoiler:
Man Overboard
Barrier B
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

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

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

Weapons
Spoiler:
Cutlass
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

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

Spoiler:
Quarterstaff
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 3 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

Spells
Spoiler:
Inflict
Spell C
Traits:
Magic
Divine
Attack
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Spoiler:
Force Missile
Spell B
Traits:
Magic
Arcane
Attack
Force
Basic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

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

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

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

Spoiler:
Chain Shirt
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

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

Items
Spoiler:
Powder Horn
Item C
Traits:
Tool
Alchemical
Basic To Acquire:
Ranged
Intelligence
Craft 6 Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

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

Spoiler:
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:
Potion of Fortitude
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Fortitude check.

Spoiler:
Potion of Fortitude
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Fortitude check.

Allies
Spoiler:
Turtle
Ally C
Traits:
Animal
Aquatic
Basic To Acquire:
Wisdom
Survival 5 Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.

Spoiler:
Carver
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d8 to your Craft check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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

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:
Cabin Boy
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 4 Recharge this card to add 1d4 to your non-combat 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 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 Gozreh
Blessing B
Traits:
Divine
Gozreh To Acquire:
Wisdom
Survival 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to close a location.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

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

Blessings Remaining: 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 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 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 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 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 Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of 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 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 10 /
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 11 /
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 12 /
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:
Blessings Deck Card 13 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of Zogmugot
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5 Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19 /
Blessing of the Gods
Blessing 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 20 /
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 /
Blessing of 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.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 0

Scenario Deck Card 1:

Phantasmal Minion
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Location #1: Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Yoon/Tomehound, None

Festhall Card 1:
Noxious Bomb
Item C
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

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

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

Festhall Card 4:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Festhall Card 5:
Parrot
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7 If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Festhall Card 6:
Shackles Pirate
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

Location #2: 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: Alahazra/Deni, None

Location #3: Sea Fort
Closed
At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Maznar/TheAmazingRando, None

Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Salim/Eliandra, None

Ghol-Gan Ruins Card 1:
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8 If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 2:
Lookout
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Ghol-Gan Ruins Card 3:
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

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

Ghol-Gan Ruins Card 5:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Location #5: Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing: Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M: 0 Ba: 3 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Lonely Island Card 1:
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.

Lonely Island Card 2:
Cutlass +1
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Lonely Island Card 3:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Lonely Island Card 4:
Harpoon Trap
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6 If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

Lonely Island Card 5:
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.

Lonely Island Card 6:
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Lonely Island Card 7:
Main-Gauche
Weapon B
Traits:
Knife
Melee
Piercing
Finesse
Offhand
Swashbuckling
Elite To Acquire:
Strength
Melee 5 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
For your combat check, reveal this card to use your Strength or Melee skill + 1d4.
Discard this card to reduce Combat damage dealt to you by 2.

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

Lonely Island Card 9:
Cloth Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Lonely Island Card 10:
Harpoon Trap
Barrier 1
Traits:
Trap
Basic
To Defeat:
Dexterity
Acrobatics 9
OR Disable 6 If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
Location #6: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Alain/cartmanbeck, None

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

Docks 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.

Docks Card 3:
Goblin Lockpick
Item P
Traits:
Tool
Alchemical To Acquire:
Dexterity
Disable
Craft 6 Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist

Docks Card 4:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Docks Card 5:
Caltrops
Item B
Traits:
Object
Basic To Acquire:
Dexterity 4 Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Docks Card 6:
Barroom Brawl
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Docks Card 7:
Crab Swarm
Monster C
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Docks Card 8:
Ring of the Beasts
Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Wisdom
Divine 9 Reveal this card to add 1d6 to your check against a card with the Animal trait.

Docks Card 9:
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.

Location #7: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Tower Card 1:
Arron Ivy
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Tower Card 2:
Longsword
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Tower Card 3:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Tower Card 4:
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.

Tower Card 5:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Tower Card 6:
Sailor
Ally C
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Tower Card 7:
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.

Tower 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.

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

Tower Card 10:
Smuggler
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9 Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.


Alahazra heads to the Lonely Island. For some reason she can't stop saying she is on a boat.
She looks around and sees a spyglass.
wisdom 4: 1d8 + 1d4 ⇒ (6) + (3) = 9. She picks it up and looks through it. She sees some sort of sword (cutlass +1) and then, behind some rocks, there lurks a Ruffian henchman. She decides to deal with the Ruffian, and sneaks around behind him. put Ruffian on top of cutlass, discard Boatswain to explore again. She sneaks up and casts Frigid Blast at him.
Combat 8: 1d12 + 3d4 + 5 ⇒ (9) + (2, 4, 2) + 5 = 22
He never saw it coming. She tells her apprentice to stay here and guard this location... divine 8: 1d12 + 1d4 + 3 ⇒ (5) + (1) + 3 = 9
banish Apprentice to close location.

I need a random Ally from the Box to recharge per permanent closing rules.

At the end of her turn she will discard the blessing to pull her cure out of her discard pile. Sources tell me I can cast it now during end of turn step before Reset hand turn.
heal: 1d4 + 1 ⇒ (3) + 1 = 4
Divine 8: 1d12 + 3 ⇒ (12) + 3 = 15
Reset hand.

Alahazra wrote:

Hand: Blessing of the Gods (4), Frigid Blast, Amulet of Life, Druid of the Flame, Blessing of the Gods (5), Seer's Headdress,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d12 [X ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Charisma +2

Favored Card: Blessing
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
You may recharge a card that has the Divine trait to examine the top card of any location dece ( [X ] orthe blessings deck or any character deck).
At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
If your combat check has the Attack trait, add 2 to it. [ ] You may also add the fire trait
<Power 4>
<Power 5>


Alain, chatting up some cute female pirate over at the Docks, and she decides that she's feeling hot and removes her armor, handing it to him seductively.
Constitution 5: 1d8 ⇒ 7 Alain easily hoists the armor, and the young woman, over his shoulder and they find a room and he... uses his Constitution. 'Nuff said.

After that, Alain says goodbye to the young woman and rides his horse back to the Docks, finding ANOTHER beautiful young woman.
Diplomacy 5: 1d8 + 3 ⇒ (4) + 3 = 7 Lady Sandara is enamored with him and agrees to accompany him. She leads him around the Docks to a secluded spot, and while they're messing around, Alain finds a strange bomb-looking thing poking him in the back. He tosses it to the side and concentrates on Sandara. Banishing the Goblin Lockpick.

End of the turn, I'll recharge the Magic Leather Armor and draw up.

Alain Hand: Donahan, Banner, Lance +1, Champion's Do-Maru, Blessing of the Samurai 1
Displayed: Gambeson
Deck: 13 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Die bumps: 0/0

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [ ] 6
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

During This Adventure: Use the Feathered Devil as your ship.

After you begin Escape from the Titan’s Jungle, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin Arms of the Deep, do the same for cards that have the Elite trait.

RULES: SEIZED SHIPS
When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

During This Scenario: Your ship is anchored at the Sea Fort.

All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.

If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
Additional Rules:

Plunder:

1 - Weapon
2 - Spell
3 - Armor
4 - Item
5 - Ally
6 - Your choice

Summoned Banes:

Shipwreck:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Buccaneer:

Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty 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 difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 11, Maznar/TheAmazingRando

Random Cards:

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

Spoiler:
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:
Zombie
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

Spoiler:
Skeleton
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Spoiler:
Skeleton
Monster C
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

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:
Trapped Locker
Barrier B
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

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:
Man Overboard
Barrier C
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

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

Spoiler:
Short Sword
Weapon B
Traits:
Sword
Melee
Piercing
Finesse
Basic To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Sap
Weapon B
Traits:
Club
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 6 Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

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

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

Spells
Spoiler:
Cure
Spell C
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Arcane Armor
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 4 check to recharge this card instead of discarding it.

Spoiler:
Frostbite
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Frostbite
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Cure
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

Spoiler:
Cloth Armor
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Leather Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

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

Items
Spoiler:
Goblin Lockpick
Item P
Traits:
Tool
Alchemical To Acquire:
Dexterity
Disable
Craft 6 Reveal this card to add 1 die to your Disable check.
Bury this card to defeat a barrier; you are dealt 2d4 Fire damage.
"Found a prize that's locked up tight?
Goblin lockpick makes it right!
Found a door that's vexing you?
Goblin lockpick lets you through!" - Mogmurch Goblin alchemist


Spoiler:
Eye Patch
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5 Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

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:
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:
Powder Horn
Item B
Traits:
Tool
Alchemical
Basic To Acquire:
Ranged
Intelligence
Craft 6 Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

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

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

Spoiler:
Dwarf Caiman
Ally C
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 6 Reveal this card to add 1d6 to your Stealth or Fortitude check.
Discard this card to explore your location.

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

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

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

Top of Blessing Discard Pile:

Blessing of 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: 19

Blessings Deck

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

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 0

Scenario Deck Card 1:

Phantasmal Minion
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Location #1: Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Yoon/Tomehound, None

Festhall Card 1:
Noxious Bomb
Item C
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

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

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

Festhall Card 4:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Festhall Card 5:
Parrot
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7 If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Festhall Card 6:
Shackles Pirate
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

Location #2: 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 #3: Sea Fort
Closed
At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Maznar/TheAmazingRando, None

Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Salim/Eliandra, None

Ghol-Gan Ruins Card 1:
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8 If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 2:
Lookout
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Ghol-Gan Ruins Card 3:
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

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

Ghol-Gan Ruins Card 5:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Location #5: Lonely Island
Closed
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Alahazra/Deni, None

Location #6: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alain/cartmanbeck, None

Docks Card 1:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Docks Card 2:
Caltrops
Item B
Traits:
Object
Basic To Acquire:
Dexterity 4 Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Docks Card 3:
Barroom Brawl
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Docks Card 4:
Crab Swarm
Monster C
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Docks Card 5:
Ring of the Beasts
Item 1
Traits:
Accessory
Magic
Elite To Acquire:
Wisdom
Divine 9 Reveal this card to add 1d6 to your check against a card with the Animal trait.

Docks Card 6:
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.

Location #7: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Tower Card 1:
Arron Ivy
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Tower Card 2:
Longsword
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Tower Card 3:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Tower Card 4:
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.

Tower Card 5:
Magic Leather Armor
Armor B
Traits:
Light Armor
Magic
Elite To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Tower Card 6:
Sailor
Ally C
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Tower Card 7:
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.

Tower 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.

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

Tower Card 10:
Smuggler
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9 Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.

Liberty's Edge

Maznar, weary from a day's adventuring, heads to the Festhall to relax. He settles down at a table, and notices that there's a small device sitting on it already.

Intelligence 5: 1d6 + 1d4 ⇒ (5) + (3) = 8

It looks like a Bomb that can be thrown at an enemy to emit Noxious vapors. He'll hang onto it for now. As he's sitting at the Festhall, feet up on the table, Chompy decides to join him. Maznar sends his new Snow Leopard friend up to the bar to get the next round. It instead comes back with a Blunderbuss.

Dex 8: 2d4 ⇒ (4, 2) = 6

He was never really a fan of guns, so Maznar just tosses it aside as the Snow Leopard wanders off to do its own thing.

Maznar wrote:

Hand: Dwarf Caiman, Hatchet, Frigid Blast, Blessing of Lamashtu, Erutaki Coat, Noxious Bomb,

Displayed:
Deck: 6 Discard: 6 Buried: 1
Notes: Characters at my location may add 1d4 to any of their checks. I have a blessing if anyone needs it.

Skills and Powers:
SKILLS

Strength d8 □+1 □+2 □+3
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Fortitude: Constitution +1
Intelligence d6 □+1 □+2
Wisdom d10 [x]+1 □+2 □+3 □+4
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d6 □+1 □+2
Hand Size 6 □ 7
Proficient With Light Armors [x] Weapons
Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 (□+1) random cards from her discard pile into her deck.
You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
You may discard a spell to search your deck (□ or your discard pile) for an ally that has the Animal trait and put it in your hand.

Silver Crusade

Salim notices that the rocks of the Ghol Gan ruins are likely to spread to his compatriots’ locations and decides to retreat for now and instead explore the Tower. Lounging about of the first floor is the object of this entire quest, Arron Ivy.

Villain Fight:

Abadar helps against Ivy’s disease and paralysis, whether Salim wants him to or not.

Con 8: 2d8 ⇒ (3, 6) = 9

Salim uses his own resources vs Ivy.

Combat 11: 1d8 + 2d4 + 4 ⇒ (1) + (2, 3) + 4 = 10

Salim swears as his Masque gets cut down and uses an extra rapier to avenge his friend.

Combat 13: 1d8 + 4d4 + 4 ⇒ (2) + (2, 1, 2, 4) + 4 = 15

Ivy escapes up into the Tower, and Salim pursues.

Hand: Fencer, Athlete, The Melted Blade, Blessing of the Spy, Blood Periapt
Deck: 6 Discard: 3 Buried: 2
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d8 [x]+1 [ ]+2 [ ]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [ ] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[x] Add 1d4 ([ ] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 


Unfortunately, Alain has no ally to bury at the moment, so his location will be left unguarded.


Yoon brings her pretty flames against the nasty pirate man who ambushed her!

Combat 9: 1d10 + 1d8 + 1d4 + 3 ⇒ (9) + (4) + (2) + 3 = 18

Temp close successful!

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

During This Adventure: Use the Feathered Devil as your ship.

After you begin Escape from the Titan’s Jungle, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin Arms of the Deep, do the same for cards that have the Elite trait.

RULES: SEIZED SHIPS
When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

During This Scenario: Your ship is anchored at the Sea Fort.

All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.

If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
Additional Rules:

Plunder:

1 - Weapon
2 - Spell
3 - Armor
4 - Item
5 - Ally
6 - Your choice

Summoned Banes:

Shipwreck:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Buccaneer:

Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty 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 difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 13, Yoon/Tomehound

Random Cards:

Monsters
Spoiler:
Skeleton
Monster C
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Spoiler:
Skeleton
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If the check to defeat has the Piercing or Slashing trait, the difficulty of the check to defeat is increased by 3.
The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

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

Barriers
Spoiler:
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

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:
Man Overboard
Barrier C
Traits:
Obstacle
Aquatic
Basic
To Defeat:
Dexterity 7 If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

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

Spoiler:
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:
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:
Pistol
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Basic To Acquire:
Dexterity
Ranged
Craft 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

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

Spoiler:
Belaying Pin
Weapon B
Traits:
Club
Melee
Bludgeoning
Swashbuckling
Basic To Acquire:
Strength
Melee 3 For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add your Strength die.

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:
Cure
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Inflict
Spell C
Traits:
Magic
Divine
Attack
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

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

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:
Black Spot
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Armors
Spoiler:
Buckler
Armor B
Traits:
Shield
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Spoiler:
Chain Shirt
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Leather Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Cloth Armor
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Magic Wooden Armor
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Powder Horn
Item C
Traits:
Tool
Alchemical
Basic To Acquire:
Ranged
Intelligence
Craft 6 Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

Spoiler:
Potion of Fortitude
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Fortitude check.

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

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:
Rum Bottle
Item B
Traits:
Object
Liquid
Basic To Acquire:
Constitution
Fortitude 7
OR Craft 5 Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.

Allies
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:
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:
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.

Spoiler:
Mogmurch
Ally P
Traits:
Goblin
Alchemist To Acquire:
Charisma
Diplomacy 7
OR Ranged
Craft 5 Recharge this card to add 2d6 and the Fire trait to any check. If at least 1 d6 rolled on that check is a 1, you are dealt 1d4-1 Fire Damage.
Discard this card to succeed at your craft check or to explore your location; each character at your location is dealt 1 Fire damage.
"Things go boom when Mogmurch throws,
Much more fun than using bows_
Sometimes where the boom boom blows
is not my fault- that's how it goes_" -Mogmurch's song


Spoiler:
Sailor
Ally C
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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 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.

Top of Blessing Discard Pile:

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

Blessings Remaining: 17

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 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 3 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing 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 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 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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of 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:
Blessings Deck Card 9 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of Zogmugot
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5 Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
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 13 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 /
Blessing of 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 16 /
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of 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.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 0

Scenario Deck Card 1:

Phantasmal Minion
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Location #1: Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Maznar/TheAmazingRando, Yoon/Tomehound, None

Festhall Card 1:
Strength
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Festhall Card 2:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Festhall Card 3:
Parrot
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7 If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Festhall Card 4:
Shackles Pirate
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

Location #2: 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 #3: Sea Fort
Closed
At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

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

Ghol-Gan Ruins Card 2:
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

Ghol-Gan Ruins Card 3:
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8 If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Ghol-Gan Ruins Card 5:
Lookout
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Ghol-Gan Ruins Card 6:
Arron Ivy
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Location #5: Lonely Island
Closed
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Alahazra/Deni, None

Location #6: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Alain/cartmanbeck, None

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

Docks Card 2:
Caltrops
Item B
Traits:
Object
Basic To Acquire:
Dexterity 4 Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Docks Card 3:
Crab Swarm
Monster C
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Docks Card 4:
Sea Drake
Monster B
Traits:
Dragon
Aquatic
To Defeat:
Combat 14 The Sea Drake is immune to the Electricity trait.
Before you act, each character at your location must attempt a Dexterity or Acrobatics 6 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4 Electricity damage.
After you act, the Sea Drake deals 1 Structural damage to your ship.

Docks 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.

Docks Card 6:
Barroom Brawl
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Strength
Melee
Dexterity 5 The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
Each character at this location encounters this barrier. Each character that does not defeat the barrier is dealt 1 plus the adventure deck number, if any, in Combat damage. If any character defeats the barrier, it is defeated.

Docks Card 7:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #7: Tower
Closed
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Salim/Eliandra, None

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: Use the Feathered Devil as your ship.

After you begin Escape from the Titan’s Jungle, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin Arms of the Deep, do the same for cards that have the Elite trait.

RULES: SEIZED SHIPS
When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

During This Scenario: Your ship is anchored at the Sea Fort.

All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.

If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
Additional Rules:

Plunder:

1 - Weapon
2 - Spell
3 - Armor
4 - Item
5 - Ally
6 - Your choice

Summoned Banes:

Shipwreck:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Buccaneer:

Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty 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 difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 13, Yoon/Tomehound

Random Cards:

Monsters
Spoiler:
Zombie
Monster B
Traits:
Undead
Zombie
Basic
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at your location summons and encounters a Zombie.
This walking corpse stumbles forward, arms outstreatched. Apparently, it has an insatiable desire to consume your flesh.

Spoiler:
Crab Swarm
Monster B
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

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

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

Spoiler:
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

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

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

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

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

Spoiler:
Sap
Weapon B
Traits:
Club
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 6 Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

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

Spoiler:
Pistol
Weapon B
Traits:
Firearm
Ranged
Piercing
Swashbuckling
Basic To Acquire:
Dexterity
Ranged
Craft 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

Spells
Spoiler:
Cure
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Force Missile
Spell B
Traits:
Magic
Arcane
Attack
Force
Basic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

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

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

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

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

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

Spoiler:
Cloth Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Magic Wooden Armor
Armor 1
Traits:
Light Armor
Magic
Swashbuckling
Elite To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1, or 2 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

Spoiler:
Potion of Fortitude
Item B
Traits:
Liquid
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Fortitude check.

Spoiler:
Amulet of Life
Item B
Traits:
Accessory
Magic
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 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.

Allies
Spoiler:
Master Gunner
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 8 Recharge this card to add 1d4 to your Ranged combat check. If you would shuffle a weapon that has the Firearm trait into your deck on this check, put it on top of your deck instead.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

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:
Turtle
Ally C
Traits:
Animal
Aquatic
Basic To Acquire:
Wisdom
Survival 5 Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.

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:
Deckhand
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Recharge this card to add 1d6 to your non-combat Strength or Dexterity check.
Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

Blessings
Spoiler:
Blessing of Achaekek
Blessing C
Traits:
Divine
Achaekek To Acquire:
Intelligence
Craft 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a villain or henchman.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

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

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

Blessings Remaining: 17

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 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 3 /
Blessing of Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing 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 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 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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of 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:
Blessings Deck Card 9 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of Zogmugot
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5 Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
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 13 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 /
Blessing of 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 16 /
Blessing of Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of 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.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 0

Scenario Deck Card 1:

Phantasmal Minion
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Location #1: Festhall
At This Location: If your check has the Swashbuckling trait, add 1d4 to it.
When Closing: Summon and defeat the henchman Buccaneer.
When Permanently Closed: On closing, succeed at a Charisma or Diplomacy 8 check to draw 2 random allies from the box; choose 1 to add to your hand and return the other.
M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Maznar/TheAmazingRando, Yoon/Tomehound, None

Festhall Card 1:
Strength
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Festhall Card 2:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Festhall Card 3:
Parrot
Ally B
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 7 If you would fail a check by 4 or less, you may bury this card to ignore the result and reroll the dice. You must take the second result.
Discard this card to explore your location.

Festhall Card 4:
Shackles Pirate
Monster B
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 9 The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
If the check to defeat has the Swashbuckling trait, add 1d4 to it.

Location #2: 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 #3: Sea Fort
Closed
At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Ghol-Gan Ruins Card 1:
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

Ghol-Gan Ruins Card 2:
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8 If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 3:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Ghol-Gan Ruins Card 4:
Lookout
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Ghol-Gan Ruins Card 5:
Longsword
Weapon C
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Location #5: Lonely Island
Closed
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Alahazra/Deni, None

Location #6: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alain/cartmanbeck, None

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

Docks Card 2:
Caltrops
Item B
Traits:
Object
Basic To Acquire:
Dexterity 4 Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Docks Card 3:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Docks Card 5:
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.

Docks Card 6:
Crab Swarm
Monster C
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Location #7: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Salim/Eliandra, None

Tower Card 1:
Smuggler
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9 Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.

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

Tower Card 3:
Sailor
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Tower Card 4:
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.

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

Tower Card 6:
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.

Tower Card 7:
Arron Ivy
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Tower Card 8:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Tower Card 9:
Longsword
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Tower Card 10:
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.


Yoon the Intrepid continues to plumb the depths of what she has heard described as "a ta-vern".

More paper! It says Strength on it.

Yoon is apparently excellent at finding papers to draw on. Or Spells. Whichever

Arcane 6: 1d8 ⇒ 2

Meh. Strength sounds like a stinky word anyway. Constitution, now, that sounds like a great word.

Discarding Blessing of the Gods to explore again

A nasty Ruffian didn't like how Yoon wrote on the paper! He'll get burned good!

Combat 9: 1d10 + 1d8 + 2d4 + 3 ⇒ (1) + (3) + (1, 1) + 3 = 9

Bury my Compass 2 from my discard pile, since I didn't have the Swashbuckling trait when I beat the Ruffian

He did burn! But his oceangoing friend Buccaneer also wants to get burned!

Combat 9: 1d10 + 1d8 + 2d4 + 3 ⇒ (5) + (1) + (2, 1) + 3 = 12

He also burned. Truly the enemies of Lord Gom-Gom shall learn to fear the flames!

Verily, so impressed were the Festhall's patrons, two of them considered joining Yoon on her quest!

Diplomacy 8: 3d4 ⇒ (4, 2, 2) = 8

But she can only take one with her... so, Conchobhar Turlach Shortstone joins her on her quest!

Festhall is closed!

End of Turn

Hand Reset:

Yoon wrote:

Hand: Fan of Flames, Magic Buckler, Gom-Gom, Haki Stick, Conchobhar Turlach Shortstone,

Displayed:
Deck: 11 Discard: 4 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 []+1 []+2
Dexterity d10 []+1 []+2 []+3 []+4
Acrobatics: Dexterity +2
Constitution d10 [x]+1 []+2 []+3 []+4
Fortitude: Constitution +2
Intelligence d6 []+1
Wisdom d4 []+1
Charisma d8 []+1 []+2 []+3
Arcane: Charisma +0

Favored Card: Spell
Hand Size 5
Proficient with: Light Armor
Powers:
For your combat check, reveal a spell ([x] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.

Grand Lodge

<VC Cartmanbeck, PFS# 44004> Female Gnome Sorcerer 16/Oracle 1 | Important links: PFSACG Pregens

During This Adventure: Use the Feathered Devil as your ship.

After you begin Escape from the Titan’s Jungle, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin Arms of the Deep, do the same for cards that have the Elite trait.

RULES: SEIZED SHIPS
When you seize a ship, record it on your Chronicle Sheet. At the start of a scenario, you may cross off a ship you have seized to use that ship instead of the Feathered Devil.

During This Scenario: Your ship is anchored at the Sea Fort.

All monsters that have the Human trait gain the Undead trait and are immune to the Mental and Poison traits.

If a monster you encounter that has the Human trait is undefeated, bury the top card of your deck.
Additional Rules:

Plunder:

1 - Weapon
2 - Spell
3 - Armor
4 - Item
5 - Ally
6 - Your choice

Summoned Banes:

Shipwreck:

Henchman B
Type: Barrier
Traits: Cache Aquatic Veteran
To Defeat: Constitution Fortitude 5
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any. If undefeated, you may banish this barrier. If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Buccaneer:

Henchman B
Type: Monster
Traits: Human Pirate Veteran
To Defeat: Combat 8
The difficulty 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 difficulty is increased by twice the adventure deck number instead. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 14, Alahazra/Deni

Random Cards:

Monsters
Spoiler:
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.

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:
Giant Moray Eel
Monster 1
Traits:
Animal
Aquatic
Basic
To Defeat:
Combat 10 All damage from the Giant Moray Eel is Electricity damage.
If undefeated, reset your hand and end your turn.

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

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

Spoiler:
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:
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:
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:
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

Weapons
Spoiler:
Whip
Weapon B
Traits:
Whip
Melee
Slashing
Finesse
Swashbuckling
Basic To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d6. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Spoiler:
Tidewater Cutlass +1
Weapon 1
Traits:
Sword
Melee
Slashing
Finesse
Swashbuckling
Magic
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee check + 1d6+1; you may additionally discard this card to add 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Bury this card to evade a non-villain monster; choose an open location and shuffle that monster into that deck.

Spoiler:
Sap
Weapon B
Traits:
Club
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 6 Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.

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

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

Spells
Spoiler:
Frostbite
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Inflict
Spell B
Traits:
Magic
Divine
Attack
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Spoiler:
Frostbite
Spell B
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 For your combat check to defeat a monster, display this card to use your Arcane or Divine skill + 1d6. While displayed, damage dealt by that monster is reduced by 1. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

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

Spoiler:
Force Missile
Spell B
Traits:
Magic
Arcane
Attack
Force
Basic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Armors
Spoiler:
Cloth Armor
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 When you acquire this card, you may draw a card.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Chain Mail
Armor B
Traits:
Heavy Armor
Basic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

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

Spoiler:
Leather Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Spoiler:
Chain Shirt
Armor B
Traits:
Light Armor
Swashbuckling
Basic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

Items
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:
Eye Patch
Item B
Traits:
Accessory
Swashbuckling
Basic To Acquire:
Charisma
Dexterity 5 Recharge this card to add 1d4 and the Swashbuckling trait to your check to acquire an ally or to defeat a bane or a ship, or 1d8 if it has the Pirate trait.

Spoiler:
Powder Horn
Item B
Traits:
Tool
Alchemical
Basic To Acquire:
Ranged
Intelligence
Craft 6 Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

Spoiler:
Rum Bottle
Item B
Traits:
Object
Liquid
Basic To Acquire:
Constitution
Fortitude 7
OR Craft 5 Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
Banish this card to defeat a barrier that has the Task trait.

Spoiler:
Blast Stone
Item C
Traits:
Object
Alchemical
Basic To Acquire:
Intelligence
Craft 4 Banish this card to add 1d4 to any combat check attempted by a character at your location.

Allies
Spoiler:
Captain
Ally B
Traits:
Human
Captain
Pirate
Basic To Acquire:
Constitution
Fortitude 4
THEN Charisma
Diplomacy 6 Reveal this card and recharge another card to add 1d6 to your non-combat Constitution or Intelligence check.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Spoiler:
Lookout
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

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

Spoiler:
Sailor
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

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

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

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

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: 16

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 Besmara
Blessing 1
Traits:
Divine
Besmara To Acquire:
Dexterity
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4 /
Blessing of 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 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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of 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:
Blessings Deck Card 8 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Cayden Cailean
Blessing B
Traits:
Divine
Cayden Cailean To Acquire:
Strength
Constitution 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength or Constitution check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Zogmugot
Blessing P
Traits:
Divine
Zogmugot To Acquire:
Dexterity
Stealth
Divine 5 Discard this card to add 1 die to any check.
Bury this card to choose a card from another character's discard pile and add it to your hand.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile is Blessing of the Gods, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of the Gods
Blessing C
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Gods
Blessing B
Traits:
Divine
Basic To Acquire:
None 0 When you encounter this card, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Gods
Blessing 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 Sivanah
Blessing B
Traits:
Divine
Sivanah To Acquire:
Intelligence
Charisma 7
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of 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.

Scenario Deck
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 0

Scenario Deck Card 1:

Phantasmal Minion
Spell B
Traits:
Magic
Arcane
Basic To Acquire:
Intelligence
Arcane 4 Discard this card to give a card to another character.
Discard this card to allow another character at your location to give you a card.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Location #1: Festhall
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Maznar/TheAmazingRando, Yoon/Tomehound, None

Location #2: 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 #3: Sea Fort
Closed
At This Location: For the rest of the scenario, at all locations, the difficulty to defeat monsters that have the Aquatic trait and ships is decreased by 2.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Ghol-Gan Ruins
At This Location: The difficulty of any check to defeat a bane is increased by the adventure deck number of the current scenario, if any.
When Closing: Succeed at a Strength or Constitution check with a difficulty of 5 plus the adventure deck number of the current scenario, if any.
When Permanently Closed: On closing, if more than 1 location is open, shuffle a random barrier into each open location.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Ghol-Gan Ruins Card 1:
Taking on Water
Barrier 1
Traits:
Task
Aquatic
Basic
To Defeat:
Strength
Constitution
Craft 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If undefeated, display this barrier next to your location deck. You may not move or be moved to or from this location while this barrier is next to it. At the start of each character's turn, that character must succeed at a Strength, Constitution, or Craft 7 check to banish this card or your ship is dealt 1d4-1 Structural damage.

Ghol-Gan Ruins Card 2:
Slippery Syl Lonegan
Henchman 1
Type: Monster
Traits:
Human
Pirate
To Defeat:
Combat 8 If the check to defeat has the Attack or Swashbuckling trait, add 1d4 to it.
If defeated, you may immediately attempt to close the location this henchman came from.

Ghol-Gan Ruins Card 3:
Constrictor Snake
Monster B
Traits:
Animal
Elite
To Defeat:
Combat 11 If the check to defeat has the Cold trait, add 1d6 to it.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of the location deck, if it came from one.
Unless you make it angry, a constrictor snake will leave you alone_ Don't make it angry_

Ghol-Gan Ruins Card 4:
Lookout
Ally B
Traits:
Elf
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Reveal this card to add 1d6 to any Perception check.
Recharge this card to examine the top card of your location deck.

Ghol-Gan Ruins Card 5:
Longsword
Weapon C
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Location #5: Lonely Island
Closed
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Alahazra/Deni, None

Location #6: Docks
At This Location: After you explore, you may recharge an ally to immediately explore again.
When Closing: Bury an ally.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it is a boon, add it to your hand.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Alain/cartmanbeck, None

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

Docks Card 2:
Caltrops
Item B
Traits:
Object
Basic To Acquire:
Dexterity 4 Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Docks Card 3:
Ruffian
Henchman B
Type: Monster
Traits:
Human
Pirate
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
After you act, if your check to defeat did not have the Swashbuckling trait, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Docks Card 5:
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.

Docks Card 6:
Crab Swarm
Monster C
Traits:
Animal
Aquatic
Swarm
Basic
To Defeat:
Combat 8 Each character at your location must summon and encounter the Crab Swarm. If any character would defeat the Crab Swarm, reroll the dice; that character must take the second result. The Crab Swarm is defeated or undefeated based solely on the result of your second die roll.

Location #7: Tower
At This Location: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
When Closing: Succeed at a Dexterity or Stealth 7 check.
When Permanently Closed: At the end of your turn, you may examine the top 2 cards of the blessings deck and put them back in any order.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Salim/Eliandra, None

Tower Card 1:
Smuggler
Monster B
Traits:
Human
Smuggler
Basic
To Defeat:
Combat 9 Before you act, display a random card from your hand. If defeated, discard it; otherwise, bury it.

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

Tower Card 3:
Sailor
Ally B
Traits:
Human
Pirate
Basic To Acquire:
Charisma
Diplomacy 6 Discard this card to add 1d4 to your check when you are on a ship.
Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

Tower Card 4:
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.

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

Tower Card 6:
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.

Tower Card 7:
Arron Ivy
Villain 1
Type: Monster
Traits:
Undead
Ghast
To Defeat:
Combat 11
THEN Combat 13 Arron Ivy is immune to the Mental and Poison traits.
Before you act, succeed at a Constitution or Fortitude 8 check or the difficulty of checks to defeat is increased by 3.
If undefeated, Arron Ivy does not escape; shuffle him into this location, then reset your hand and end your turn.

Tower Card 8:
Swabbing the Decks
Barrier 1
Traits:
Task
Aquatic
Elite
To Defeat:
Constitution
Fortitude 7 You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
If defeated, you may recharge 1 card.
If undefeated, each character recharges 1 card. Leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

Tower Card 9:
Longsword
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Tower Card 10:
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.


Alahazra moves to the docks. She begins to explore and finds a ring. She walks over to it and feels the magic coming from it. She calls upon the Divine to determine if she knows what this ring does.
Divine 9: 1d12 + 3 ⇒ (3) + 3 = 6. No clue. Better just drop it in the ocean.
She wonders what else might be about. recharge a blessing and seer's headdress to examine top and bottom card of location deck. She "sees" caltrops not to far away, but further down, at the bottom of the docks, there is a swarm of crabs. She walks over to explore the caltrops. discard blessing to explore
Dexterity 4: 1d6 ⇒ 2, but can't "see" any reason to pick them up.
End Turn. Reset hand.

Alahazra wrote:

Hand: Blessing of the Gods (1), Frigid Blast, Amulet of Life, Druid of the Flame, Find Traps, FireBlade,

Displayed:
Deck: 8 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Charisma d12 [X ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Charisma +2

Favored Card: Blessing
Hand Size 6 [ ] 7
Proficient with: [ ] Light Armors
Powers:
You may recharge a card that has the Divine trait to examine the top card of any location dece ( [X ] orthe blessings deck or any character deck).
At the end of your turn, you may discard a card that has the Divine trait to add a card that has the Divine trait from your discard pile to your hand.
If your combat check has the Attack trait, add 2 to it. [ ] You may also add the fire trait
<Power 4>
<Power 5>


Alain, winking at Alahazra as she joins him at the Docks, looks around for something to do. He finds a ruffian who wishes to test his strength in a duel. Revealing Donahan to add 1d8+1.
Combat 7+1=8: 1d10 + 3 + 1d8 + 1 + 1d8 + 1 ⇒ (1) + 3 + (4) + 1 + (3) + 1 = 13 The Ruffian concedes defeat quickly. Nothing in discards to bury, but also no ally to bury, so I'll continue on.

Blessing of the Samurai to explore again. Barroom Brawl.
Melee 5+1=6: 1d10 + 3 ⇒ (1) + 3 = 4 LOL of course. Using my reroll.
reroll: 1d10 + 3 ⇒ (5) + 3 = 8 Defeated. Alahazra also has to fight the Barroom Brawl.

Alain Hand: Donahan, Banner, Lance +1, Champion's Do-Maru, Veteran's Longspear
Displayed: Gambeson
Deck: 12 Discard: 1 Buried: 0
Notes:
Sideboard cards:
Reroll: Not Used; Die bumps: 0/0

Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1
Wisdom d6 [ooc] [ ] +1 [ ] +2 [ ] +3

Perception: Wisdom +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
- Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size: 4 [X] 5 [ ] 6
Proficient With: Light Armors, Heavy Armors, Weapons

POWERS:
You may discard a card to add 1 ([ ] 2) plus its adventure deck number to your check to defeat a non-villain monster. If undefeated, return it to the top of its location deck. Other characters may not play cards or use powers on this check.
At the end of your turn, you may recharge any number of weapons ([ ] or allies or items).


Reward powers from SoTT:

For the rest of the Adventure Path, when you would stash any number of plunder cards, any character may instead choose a Basic boon from the game box and shuffle it into his deck.
For the rest of the Adventure Path, when you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.

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