[ACG] [Outpost II] Season of Tapestry's Tides (MorkXII) (Inactive)

Game Master MorkXII

Feat Limits:
Skill: Tier
Power: Tier+1
Card: Tier+1


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Gameplay thread for Season of Tapestry's Tides Adventure 1: Threads Unravel.


SEASON OF TAPESTRY’S TIDES

Centuries ago, the legendary sorcerer Hao Jin collected landmarks from across Golarion, ripping them from the Material Plane and transporting them to her own personal demiplane, the Hao Jin Tapestry. The tapestry became a museum of sorts, an eclectic collection of ancient temples and other sites of historical interest, as well as the native people, flora, and fauna. Hao Jin’s magic carefully sustained the demiplane, creating artificial water cycles and allowing scorching desert to exist next to frigid tundra. One day, however, Hao Jin disappeared without a trace. Since then, the demiplane’s structure has been gradually fraying, causing the artificial ecosystems to meld and degrade.

In her will, Hao Jin awarded her greatest treasures as prizes for an annual contest of martial arts held in her honor every decade, the famous Ruby Phoenix Tournament. Seven years ago, a guild of explorers, scholars, and archeologists known as the Pathfinder Society won this tournament, and with it the right to select a single item from Hao Jin’s collection. Stunning onlookers, they passed over gilded treasures and imposing artifacts, instead choosing a small and ugly tapestry covered in clashing patterns. What the onlookers did not realize was that this weathered fabric was the gateway to Hao Jin’s fantastical realm.

With the tapestry in hand, Pathfinder agents eagerly explored and catalogued the wonders of the demiplane within. They discovered a method to use the tapestry to open gateways to places across Golarion, allowing them to send groups of agents across the world in record time. Yet this discovery came at a cost. In using these portals, the Pathfinders were unknowingly accelerating the tapestry’s natural decline. Some portions of the tapestry now face crippling droughts, while others are plagued with flooding and erratic tides.

And the worst has just begun. The Society’s foremost scholar of the tapestry, Venture-Captain Aram Zey, has just learned that it is collapsing. If the Pathfinder Society does not intervene quickly and decisively, the demiplane and everyone within will be lost forever. As the waterways are the source of some of the most dramatic changes, the first Pathfinders to investigate the collapse should be those who know their way around a ship. Zey has called upon you to launch the investigation. Your mission is to sail into these uncharted waters and uncover the extent of the tapestry’s decline. With luck, you will return home safely...though luck is not necessarily on your side.

DURING THIS ADVENTURE PATH:

  • 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.
Feathered Devil:

Merchantman
Ship Class 0

Check To Defeat:
Charisma
Diplomacy
5
Wisdom
Survival
7

Check To Repair:
Craft
4

When Encountering:
You may reveal any number of allies; add 1 to your check to defeat for each revealed ally.

When Commanding:
When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.

When Commanding (Wrecked):
When you would discard an ally for its power, buryit instead.


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.


ADVENTURE 5-1: THREADS UNRAVEL

With a hint of exhaustion in his voice, Venture-Captain Aram Zey calls you into a stone chamber deep in the Grand Lodge. Piles of maps and tomes are sprawled on his makeshift desk, each bearing notes and markings. A stack of dirty plates and empty coffee cups litters the floor next to him. Behind the desk is a garish and frayed piece of fabric: the Hao Jin Tapestry. Despite its unassuming appearance, this tattered piece of cloth serves as a gateway to a wondrous demiplane.

“Please, sit,” Zey insists as you make your way inside. “Ignore my mess. I’ve been spending a fair bit of time researching... well, a number of different things.” He closes a tome and sets it on a nearby stack, allowing just enough space to see his face. He glances at the tapestry before looking back at you.

“I trust I don’t need to explain to you what this piece of fabric is? I’ve been studying this tapestry ever since the society acquired it seven years ago. When I last looked into the tapestry’s structure, I noticed something concerning: the Hao Jin Tapestry is unraveling, and our chances to explore the demiplane within may be running out.” His expression turns solemn.

“I need you to see if you can slow the demiplane’s unmaking. I’ve done what I can from here, but the heavy lifting, if you will, must be done from within. I’ve already begun arrangements to send as many Pathfinders as I can to investigate, but an advance party would be invaluable to this process.”

He explains your task: enter the demiplane, investigate any possible causes to the demiplane’s deterioration, and put an end to anything that could threaten its stability, then report back with your findings. “Your entry will place you near a dock,” Zey explains. “From there, you will find a ship that you will use to traverse an uncharted ocean. This ocean appears to be a hotbed for the destructive activity within the demiplane.” He provides you with equipment and makes his way to the tapestry. As he begins to open the portal, Zey turns to you. “When you enter, you’ll leave an astral eddy in your wake. It will look like a floating globe of blue light. If there’s any trouble, just step into the eddy and you’ll return to the Grand Lodge.”

The portal opens, and you step through to a weathered wooden dock. Seaweed, rocks, and sticks litter the sandy shoreline. Seagulls caw overhead, soaring through the cool and salty air. A lone ship rests at the end of the dock, floating like a listless piece of flotsam on the Hao Jin seas. The Feathered Devil awaits you. You step on board and prepare to sail.

A chill wind pushes the ship forward into unfamiliar waters.


5-1A: TIDE OF BONES
The journey starts simply enough. The seas of the Hao Jin Tapestry are calm, and as the morning progresses, the sun provides welcome warmth to the breeze. Small islands dot the seascape, each with their own unique denizens and terrain, a series of small and idyllic portraits of landscapes from across Golarion.

The tranquility is short-lived. A few hours into the journey, the current begins to pull you farther and faster. The Feathered Devil bucks as you fight to regain control, doing all you can to avoid crashing against the various islands. The seas flow even faster, as if they were pulling you towards a waterfall, ready to toss you off of the edge of the demiplane. The ship creaks and moans in the rushing water. The ship’s wheel locks as you careen toward a massive island. No matter how hard you try to turn the wheel, it refuses to budge. You close your eyes, bracing yourself for an imminent crash. Yet the crash never comes.

After taking a moment to assess your situation, you come to a stark realization: the sea around you has drained away. You are left in the middle of an archipelago with just enough water to maneuver the Feathered Devil between islands. This could certainly have gone worse. Still, if you are to continue to explore these transformed waters and find a way back to the docks, you’ll need to get your bearings first.

You spot a ship that has run aground on a nearby island; its crew frantically waves to draw your attention. It isn’t until you grow near that you realize they are not what they seemed: skeletal pirate figures laugh and taunt you as their captain points a bony finger at your ship.

“We got us another one, mates!”

A flock of smaller ships emerges from behind the nearby islands, heading in your direction.

An ambush!

You pull the Feathered Devil away from the island and look toward the archipelago. The pirate forces are scattered enough that you might just be able to squeeze past them before they close in on you.

VILLAIN:
None
HENCHMEN:
Enemy Ships
LOCATIONS:
1 Fog Bank
1 Tempest Cay
2 Shipwreck Graveyard
3 Coastline
4 Pinnacle Atoll
5 Rocky Cliffs
6 Fringes of the Eye

DURING THIS SCENARIO:

  • All characters start at the Fog Bank and cannot move, except when moved by the power below.
  • At the end of your turn, if your location is closed, all characters move together to a random open location; if your location is open, but has no cards, add an Enemy Ship henchman to your location deck.
  • When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.
  • To win, close all locations.


  • During This Adventure:

  • 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.
  • Acquired Loot || Ships || Summoned Banes List || Hands Summary

    During This Scenario: 5-1A: TIDE OF BONES

  • Feathered Devil: When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
  • Feathered Devil (Wrecked): When you would discard an ally for its power, bury it instead.
  • All characters start at the Fog Bank and cannot move, except when moved by the power below.
  • At the end of your turn, if your location is closed, all characters move together to a random open location; if your location is open, but has no cards, add an Enemy Ship henchman to your location deck.
  • When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.
  • To win, close all locations.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Crab Swarm
    Monster B

    Traits
    Animal
    Aquatic
    Swarm
    Basic

    Check
    Combat
    8

    Powers
    Before you act, each other 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 new result.

    Monster 2
    Spoiler:
    Shackled Sorcerer
    Monster C

    Traits
    Human
    Sorcerer
    Veteran

    Check
    Combat
    8

    Powers
    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.

    Monster 3
    Spoiler:
    Merfolk
    Monster C

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

    Powers
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

    Monster 4
    Spoiler:
    Bloodbug
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    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.

    Monster 5
    Spoiler:
    Sea Hag
    Monster B

    Traits
    Hag
    Aquatic

    Check
    Combat
    11

    Powers
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Drowning Spikes Trap
    Barrier 1

    Traits
    Trap
    Aquatic

    Check
    Dexterity
    Disable
    7

    Powers
    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.

    Barrier 2
    Spoiler:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine 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.

    Barrier 3
    Spoiler:
    Swabbing the Decks
    Barrier 1

    Traits
    Task
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Barrier 4
    Spoiler:
    Treasure Map
    Barrier B

    Traits
    Cache
    Basic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    6

    Powers
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Barrier 5
    Spoiler:
    Ambush
    Barrier C

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Random Weapons:
    Weapon 1
    Spoiler:
    Cat-o'-Nine-Tails
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Elite

    Check
    Strength
    Melee
    11

    Powers
    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.

    Weapon 2
    Spoiler:
    Cutlass +1
    Weapon C

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    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.

    Weapon 3
    Spoiler:
    Pistol
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic

    Check
    Dexterity
    Ranged
    Craft
    6

    Powers
    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.

    Weapon 4
    Spoiler:
    Dagger
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    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 your combat check.

    Weapon 5
    Spoiler:
    Harpoon
    Weapon B

    Traits
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Aid
    Spell B

    Traits
    Magic
    Divine
    Elite

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Magic Weapon
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    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.

    Spell 3
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 4
    Spoiler:
    Illuminate
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 5
    Spoiler:
    Buoyancy
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    3

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Magic Wooden Armor
    Armor 1

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Armor 2
    Spoiler:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Armor 3
    Spoiler:
    Chain Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Armor 4
    Spoiler:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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 proficient with light armors, bury it instead.

    Armor 5
    Spoiler:
    Magic Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Rum Bottle
    Item B

    Traits
    Object
    Liquid
    Basic

    Check
    Constitution
    Fortitude
    7
    OR
    Craft
    5

    Powers
    Discard this card to choose a character at your location and add 1d10 to that character's check to acquire an ally that has the Pirate trait. After playing this card, succeed at a Survival 7 check to recharge this card instead of discarding it.
    Banish this card to defeat a barrier that has the Task trait.

    Item 2
    Spoiler:
    Spyglass
    Item B

    Traits
    Object

    Check
    Wisdom
    Perception
    4

    Powers
    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.

    Item 3
    Spoiler:
    Potion of Lucubration
    Item C

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location to succeed at a Craft check.

    Item 4
    Spoiler:
    Conch Shell
    Item B

    Traits
    Object
    Aquatic
    Basic

    Check
    Wisdom
    Perception
    5

    Powers
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.

    Item 5
    Spoiler:
    Caltrops
    Item B

    Traits
    Object
    Basic

    Check
    Dexterity
    4

    Powers
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Boatswain
    Ally B

    Traits
    Dwarf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    9

    Powers
    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.

    Ally 2
    Spoiler:
    Coral Capuchin
    Ally 1

    Traits
    Animal
    Aquatic

    Check
    Wisdom
    Survival
    6

    Powers
    Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

    Ally 3
    Spoiler:
    Master Gunner
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    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.

    Ally 4
    Spoiler:
    Master Gunner
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    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.

    Ally 5
    Spoiler:
    Dodo
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    5

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 2
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessing 3
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of Cayden Cailean
    Blessing B

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 5
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Turn: 0

    Blessings Remaining: 0
    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Fog Bank
    At This Location: After a character at any location examines cards in this location deck, shuffle it.
    When Closing: Recharge your hand, which must contain at least 1 card.
    When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
    M:3 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:
    Located here: everybody

    Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:

    Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:

    Coastline
    At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
    When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
    When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
    M:2 Ba:1 W:1 Sp:1 Ar:2 I:1 Al:1 Bl:0 ?:

    Pinnacle Atoll
    At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
    When Closing: Discard a card from the blessings deck.
    When Permanently Closed: On closing, stash a plunder card.
    M:2 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:2 ?:

    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:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:


  • From an out-of-the-way spot on the deck, the taciturn Maznar observes the approaching skeleton crews with lips grimly pursed. He fishes into a bag strapped to his side and fishes out a small azure toadstool. He pops it into his mouth, chewing silently as the ships get closer and closer. Eventually, his left hand begins to glow the color of the mushroom. Her lifts the hand and regards it almost reverently, and then holds the hand in front of his body almost like a ward. The hand erupts in blue flame, tiny salamanders of ice wrapping themselves about his wrist and cavorting about his fingertips. If he is going to die within hours of beginning his first mission for the Society, he certainly does not intend to go down without a fight.

    Starting Hand:

    Maznar wrote:

    Hand: Frigid Blast, Masterwork Tools, Blessing of Iomedae, Crow, Blessing of Gorum 1, Blessing of Gorum 3,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Notes: Blessings as needed, of course. Shirt re-roll used, Scenario : no
    Sideboard cards:

    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 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Divine: Wisdom +3
    Survival: Wisdom +2
    Charisma d6 [ ]+1 [ ] +2

    Favored Card Type: Blessing
    Hand Size: 6 [ ] +7
    Proficient with: Light Armors [ ] Weapons

    Powers: Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 [ ] +1 random cards from her discard pile into her deck.
    You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
    You may discard a spell to search your deck ([ ] or your discard pile) for an ally that has the Animal trait and put it in your hand.

    Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    Oh the strings Olenjack had to pull to get into this position...

    The aftermath of the assault on Absalom did not treat Olenjack's business portfolio well. Despite the goodwill he earned by the Society by providing his support - what crimelord wants to see his valuable properties and countless debtors crushed underfoot for nary a coin? - his competition had outplayed him this time. The disruption to his businesses were capitalized upon by his enemies, and the wrong kind of attention was drawn to his questionable network of acquisitions and contracts when the authorities oversaw reconstruction and reimbursement efforts.

    Essential components of his network was compromised, and Olenjack lost control of key members within the system. His enemies multiplying and his protectors shrinking; Olenjack had to delegate command to his few trusted 'family' members and go to ground until the worst of the attention blows over. Not difficulty to do, if it weren't for the power of some of his enemies - his name was now publicly attached to businesses that may have caused extensive damages to some powerful wizards, clerics, even kingdoms. His life was in danger by people with endless means of hunting him down to any remote corner of Golarion he could think to hide.

    Fortunately, his new friends among the Society presented an opportunity. Venture-Captain Aram Zey had sent Olenjack a coded message detailing the Society's latest focus. And where better to hide from his enemies than a demiplane in the sole possession of the apolitical Pathfinder Society, whom also owe Olenjack a very personal debt? His financial, physical and strategic support to a demiplanar expedition is a small price to pay for its guaranteed security, whilst being surrounded by some of the most capable Pathfinders in the city.

    ...Aram Zey did not, however, warn Olenjack that there would be sailing.

    'Great. More salt water.' Olenjack shuddered at the realization. Hadn't he already suffered enough indignity during Absalom's siege!? Dwarves were never meant for the high seas, and certainly not "respectable" businessmen such as himself.

    Olenjack's spirits further fall as their adventure is off to such a rocky start. After surviving the terrifying rush of the draining sea, now they face down skeletal pirates!? Olenjack prepares his specially-treated Embalming Fluid, perhaps resigned to his life becoming an awful series of increasingly uncomfortable, miserable misadventures shoving him ever further from the comfort zones of intrigue and backstabbing into frontal combat, torn clothes and salt-stricken bears.

    These Pathfinders had better be as good as Aram Zey said, or Olenjack won't live to see his precious business portfolio restocked.

    Olenjack wrote:

    Hand: Embalming Fluid, Master Cartman, Sacred Candle, Blowgun, Fencer,

    Displayed:
    Deck: 12 Discard: 0 Buried: 0
    Notes: At the beginning of Olenjack's turn, he'll be handing Fencer to whoever is most combat-capable among the party, so they can bail him out of a messy encounter. Any takers?
    No immediate support to provide.
    Olenjack will bury Sacred Candle as soon as a Blessing 1 is discarded from the blessings deck.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1 [ ]+2
    Dexterity d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
    Disable: Dexterity +1
    Constitution d6 [ ]+1 [ ]+2 [ ]+3
    Intelligence d8 [ ]+1
    Wisdom d6 [ ]+1 [ ]+2
    Perception: Wisdom +2
    Charisma d10 [ ]+1 [ ]+2 [ ]+3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size 5 [ ] 6 [ ] 7
    Proficient with: Light Armor // [ ] Weapons
    Powers:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.

    ADDITIONAL REWARDS:

    Spoiler:

    Die Bumps remaining: 2
    5-1B Reward: 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.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.


    Female Halfling Arcanist/Occularium Scholar Deck Handler

    (From the logbook of Enora, ship's engineer of the Feathered Devil.)

    My return to the Occularium will be delayed. I have decided to follow up my journey to the Edge of the Worldwound by accepting Venture-Captain Aram's offer of position as engineer aboard the Feathered Devil, and so will in this manner continue my field research into the arcane arts. My hope is that I can document within these pages a greater understanding of the Hao Jin Tapestry, supplementing the previously gathered lore with my direct, firsthand observations. Moreover, I shall eagerly add my own nautical experiences into the Library's extensive collection of seafaring, works which will have prepared me with the knowledge I need to capably serve Captain Jirelle.

    Already the currents are taking the Feathered Devil beyond the edges of exploration, into the fog of the unknown. Within these mists, I shall soon discover which accounts are myths, and which are truly legendary.

    Enora wrote:

    Hand: Blessing of the Spellbound 1, Chronicler, Magical Child, Bestiary of Garund, Fire Snake, Mind Thrust,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    Notes:
    Ask before using: Blessing of the Spellbound (+1 die, recharge if Arcane/Divine)
    Can use without asking: Blessing if would recharge; Magical Child (recharge to add Magic)

    Skills and Powers:

    Skills:
    Strength d6 [] +1
    Dexterity d6 [] +1 [] +2
    Constitution d4 [] +1
    Intelligence d12 [] +1 [] +2 [] +3 [] +4
    -- Arcane: Intelligence +1
    -- Craft: Intelligence +1
    -- Knowledge: Intelligence +3
    Wisdom d6 [] +1 [] +2 [] +3
    Charisma d8 [] +1 [] +2 [] +3 [] +4

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


    Agna's Deck Handler

    Agna prefers the wide open wilderness or the thick underbrush of a dense forest (or even the dank smell of an underground tunnel) to the salt-spray of sea air. However, the thought of a vast demiplane full of fantastic creatures to tame and train was too good to pass up. The opportunity to crack a few skulls in the service of the Pathfinder Society is certainly intriguing as well. After a day or so at sea, between the cramped quarters and the incessant heaving of the ship her foul mood has her thinking more of the latter than the former.

    As the ship comes to a mere crawl and the skeletal pirate crews press in all around, a grim determination settles across her face. With a clicking command to her crow circling overhead, she wrings the grips of her quarterstaff and prepares for the ensuing fight. Seems she might get her opportunity after all.

    Agna wrote:

    Hand: Blessing of the Green Faith 2, Cloud Puff, Desna's Star, Quarterstaff, Erutaki Coat,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Notes: Blessing of Green Faith and Cloud Puff available. Die re-roll used for 5-1A: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Melee: Strength +2
    Dexterity d8 [ ] +1 [ ] +2 [ ] +3
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d4 [ ] +1 [ ] +2
    Wisdom d8 [ ] +1 [ ] +2
    Perception: Wisdom +3
    Survival: Wisdom +3
    Charisma d6 [ ] +1 [ ] +2 [ ] +3 [ ] +4

    Favored Card: Ally
    Hand Size 5 [ ] 6
    Proficient with: Light Armors Weapons
    Powers:
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 ( [ ] +1) and that card's traits to your combat check.
    At the end of your turn, you may examine the top ( [ ] or bottom) card of your location deck.


    Blessing of Green Faith:
    (Blessing B)
    Traits: Divine, Basic
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to another character's check.
    Discard this card to explore your location.

    Cloud Puff:
    (Item B)
    Traits: Plant, Alchemical, Basic
    Bury or banish this card to allow a character to ignore a bane's powers that happen before and after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
    While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.


    Deck Handler // Tier 6.6 // 8 hero points

    When informed that her skill in captaining a ship would be desirable, Jirelle jumped at the opportunity with nary a second thought. She did not expect, however, that the ship in question would be outside of the Shackles and therefore her built-up memory of navigation would largely be squandered. As she first met the rest of the crew in Venture-Captain Arem Zey's office, she started to get doubts in her mind. This crew looked like nothing but landlubbers, and at least more than one seemed openly displeased at the idea of going sailing. She'll need to do something to improve morale if they want any chance of survival on the high seas, and isn't entirely positive that a well-stocked reserve of rum will be enough for that.

    As they get underway, Jirelle's doubts intensify as the ship's wheel locks up as they careen towards an island. She could not only scarcely believe that there was no impact, but also that there was another ship in the distance! However, upon realizing its true nature, she wasted no time in taking the helm again to steer the Feathered Devil through a small gap in the pirates' ranks, barking commands at the crew to get ready for a fight. This could get ugly.

    Jirelle wrote:

    Hand: Blessing of the Gods 2, Gambeson, Carver, Magnifying Glass, Bloodcrow Rapier,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Notes: Blessings available. Will display Gambeson ASAP on turn 1.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 ☐+1 ☐+2
    Dexterity d10 ☐+1 ☐+2 ☐+3 ☐+4
    Acrobatics: Dexterity +1
    Constitution d6 ☐+1 ☐+2
    Fortitude: Constitution +2
    Intelligence d4 ☐+1
    Wisdom d8 ☐+1 ☐+2 ☐+3
    Survival: Wisdom +3
    Charisma d8 ☐+1 ☐+2 ☐+3

    Favored Card: Ally
    Hand Size 5 ☐6 ☐7
    Proficient with: Light Armors, Weapons
    Powers:
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
    If your check has the Swashbuckling trait (☐ or is a check to defeat a ship), you may reroll 1 die (☐ or 2 dice); you must take the second result.
    Reduce Structural damage to your ship by 1.


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    {Olenjack recalls that when he lent his support financing the operation, he was all too happy to encourage the Society to provide the 'modern' nautical drink demanded by most sailors - Rum. Awful stuff, of course, but wonderfully cheap liquor. If morale hadn't been so essential, he'd have watered the stuff down to mere grog to save further on costs.

    That didn't stop him from ensuring that a few caskets of fine brandy were stocked for his personal use, of course, alongside his halfling-sourced cigars.}

    I'm just having fun getting the flavour kicked off for Olenjack still. :)

    Olenjack's not one for following others, but had already reluctantly agreed to trust the commands of the appointed captain, given her experience. Not that he's sure how cohesive her experience on demiplanar tapestries are, but perhaps the arcanist on board has filled her in on the details. Hopefully.

    Olenjack prepares himself for combat at Jirelle's order, searching the ship's deck for his gun where it had lay close to hand not long ago, cursing loudly. He hadn't seen his custom blunderbuss since the turbulence earlier, had he? It hadn't gone overboard, had it? Damn and blast!

    His magical poisons are ready, at least, and should even hurt their skeletal assailants. Enough to slow some down, perhaps, but he makes a mental note to stick by the nearby crewman whom was brought on in part for their combat and fencing experience.

    When in doubt; surround yourself with individuals more expendable than you. Whenever possible, don't share company with allies more valued than you. Two precepts that have taken Olenjack far.


    Agna's Deck Handler

    (Updated hand since the last one contained no allies)

    With a sudden jolt of realization, Agna heads back below deck to coax a few of her companions from their nestled slumber. They may not be much to look at but her porcupine and lizard have certainly got her out of a few binds, particularly in combat situations. With her trusty hatchet holstered and her ferocious beasts unleashed, she heads back to the deck with a greater air of confidence.

    Agna wrote:

    Hand: Blessing of the Green Faith 1, Hatchet, Shock Lizard, Porcupine, Blessing of the Gods,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Notes: Blessing of the Green Faith available (recharges). Die re-roll used for 5-1A: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Melee: Strength +2
    Dexterity d8 [ ] +1 [ ] +2 [ ] +3
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d4 [ ] +1 [ ] +2
    Wisdom d8 [ ] +1 [ ] +2
    Perception: Wisdom +3
    Survival: Wisdom +3
    Charisma d6 [ ] +1 [ ] +2 [ ] +3 [ ] +4

    Favored Card: Ally
    Hand Size 5 [ ] 6
    Proficient with: Light Armors Weapons
    Powers:
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 ( [ ] +1) and that card's traits to your combat check.
    At the end of your turn, you may examine the top ( [ ] or bottom) card of your location deck.


    Blessing of Green Faith:
    (Blessing B)
    Traits: Divine, Basic
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to another character's check.
    Discard this card to explore your location.


    During This Adventure:

  • 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.
  • Acquired Loot || Ships || Summoned Banes List || Hands Summary

    During This Scenario: 5-1A: TIDE OF BONES

  • Feathered Devil: When you would discard cards as Structural damage, you may recharge 1 or more allies instead of discarding that number of cards.
  • Feathered Devil (Wrecked): When you would discard an ally for its power, bury it instead.
  • All characters start at the Fog Bank and cannot move, except when moved by the power below.
  • At the end of your turn, if your location is closed, all characters move together to a random open location; if your location is open, but has no cards, add an Enemy Ship henchman to your location deck.
  • When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.
  • To win, close all locations.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Constrictor Snake
    Monster B

    Traits
    Animal
    Elite

    Check
    Combat
    11

    Powers
    If the check to defeat has the Cold trait, add 1d6.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

    Monster 2
    Spoiler:
    Zombie
    Monster B

    Traits
    Undead
    Zombie
    Basic

    Check
    Combat
    9

    Powers
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (round up).
    If undefeated, each other character at your location summons and encounters a Zombie.

    Monster 3
    Spoiler:
    Sea Hag
    Monster B

    Traits
    Hag
    Aquatic

    Check
    Combat
    11

    Powers
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

    Monster 4
    Spoiler:
    Giant Frog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.

    Monster 5
    Spoiler:
    Shackles Pirate
    Monster C

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

    Powers
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Pirate Hunting
    Barrier C

    Traits
    Task
    Pirate

    Check
    None

    Powers
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.

    Barrier 2
    Spoiler:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

    Powers
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

    Barrier 3
    Spoiler:
    Hull Damage
    Barrier 1

    Traits
    Obstacle
    Aquatic
    Veteran

    Check
    Intelligence
    Craft
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

    Barrier 4
    Spoiler:
    Treasure Hunt
    Barrier C

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated

    Barrier 5
    Spoiler:
    Bucket Brigade
    Barrier C

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Harpoon
    Weapon B

    Traits
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

    Weapon 2
    Spoiler:
    Longsword
    Weapon C

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    6

    Powers
    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 not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 3
    Spoiler:
    Harpoon
    Weapon B

    Traits
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. Add another 1d8 if the bane has the Aquatic trait. If you fail a check to defeat a non-villain monster, and you are proficient with weapons, you may put the monster on top of the location deck, if it came from one.

    Weapon 4
    Spoiler:
    Icy Boarding Pike +1
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Weapon 5
    Spoiler:
    Shortbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    Random Spells:
    Spell 1
    Spoiler:
    Instant Armor
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

    Powers
    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 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.

    Spell 2
    Spoiler:
    Fireblade
    Spell C

    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 3
    Spoiler:
    Cure
    Spell C

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Arcane Armor
    Spell C

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Buoyancy
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    3

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Armor 2
    Spoiler:
    Magic Buckler
    Armor B

    Traits
    Shield
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 3
    Spoiler:
    Magic Wooden Armor
    Armor 1

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Armor 4
    Spoiler:
    Magic Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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 proficient with light armors, bury it instead.

    Random Items:
    Item 1
    Spoiler:
    Potion of Fortitude
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location to succeed at a Fortitude check.

    Item 2
    Spoiler:
    Powder Horn
    Item B

    Traits
    Tool
    Alchemical
    Basic

    Check
    Ranged
    Intelligence
    Craft
    6

    Powers
    Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

    Item 3
    Spoiler:
    Tot Flask
    Item C

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

    Item 4
    Spoiler:
    Powder Horn
    Item C

    Traits
    Tool
    Alchemical
    Basic

    Check
    Ranged
    Intelligence
    Craft
    6

    Powers
    Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

    Item 5
    Spoiler:
    Nautical Charts
    Item B

    Traits
    Book

    Check
    Wisdom
    Survival
    7

    Powers
    At the end of a turn, recharge this card to move. Movement restrictions still apply.

    Random Allies:
    Ally 1
    Spoiler:
    Old Salt
    Ally B

    Traits
    Human
    Veteran

    Check
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Surgeon
    Ally B

    Traits
    Human
    Surgeon
    Elite

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ally 3
    Spoiler:
    Conchobhar Turlach Shortstone
    Ally 1

    Traits
    Gnome
    Bard
    Pirate

    Check
    Charisma
    Diplomacy
    7

    Powers
    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.

    Ally 4
    Spoiler:
    Master-at-Arms
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    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.

    Ally 5
    Spoiler:
    Swab
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    Display this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose those 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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 3
    Spoiler:
    Blessing of Cayden Cailean
    Blessing C

    Traits
    Divine
    Cayden Cailean

    Check
    Strength
    Constitution
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Strength or Constitution check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 5
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    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.

    Turn: 1 Olenjack/Yewstance

    Top of Blessing Discard Pile: Blessing of Achaekek

    Top Blessing:
    Blessing of Achaekek
    Blessing C

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    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:
    Blessings Deck Card 1 (Turn 2 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 2 (Turn 3 Agna)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 3 (Turn 4 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 4 (Turn 5 Jirelle)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 6 Olenjack)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 6 (Turn 7 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 7 (Turn 8 Agna)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 8 (Turn 9 Enora)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 10 Jirelle)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 11 Olenjack)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 12 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 12 (Turn 13 Agna)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 14 Enora)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 15 Jirelle)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 16 Olenjack)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 16 (Turn 17 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 17 (Turn 18 Agna)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 18 (Turn 19 Enora)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 19 (Turn 20 Jirelle)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 20 (Turn 21 Olenjack)
    Spoiler:
    Blessing of Milani
    Blessing C

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 22 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 22 (Turn 23 Agna)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 23 (Turn 24 Enora)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 24 (Turn 25 Jirelle)
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 25 (Turn 26 Olenjack)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 26 (Turn 27 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 27 (Turn 28 Agna)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 28 (Turn 29 Enora)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 29 (Turn 30 Jirelle)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Fog Bank
    At This Location: After a character at any location examines cards in this location deck, shuffle it.
    When Closing: Recharge your hand, which must contain at least 1 card.
    When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
    M:3 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
    Located here: everybody

    Fog Bank Card 1:
    Man Overboard
    Barrier C

    Traits
    Obstacle
    Aquatic
    Basic

    Check
    Dexterity
    7

    Powers
    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.

    Fog Bank Card 2:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Fog Bank Card 3:
    Treasure Map
    Barrier B

    Traits
    Cache
    Basic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    6

    Powers
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Fog Bank Card 4:
    Frostbite
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    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.

    Fog Bank Card 5:
    Giant Moray Eel
    Monster 1

    Traits
    Animal
    Aquatic
    Basic

    Check
    Combat
    10

    Powers
    All damage from the Giant Moray Eel is Electricity damage.
    If undefeated, reset your hand and end your turn.

    Fog Bank Card 6:
    Enemy Ship
    Henchman Barrier C

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Fog Bank Card 7:
    Frostbite
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    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.

    Fog Bank Card 8:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

    Powers
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

    Fog Bank Card 9:
    Swamp Ghoul
    Monster B

    Traits
    Undead
    Ghoul
    Aquatic
    Elite

    Check
    Combat
    11

    Powers
    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.

    Fog Bank Card 10:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1

    Tempest Cay Card 1:
    Captain
    Ally B

    Traits
    Human
    Captain
    Pirate
    Basic

    Check
    Constitution
    Fortitude
    4
    THEN
    Charisma
    Diplomacy
    6

    Powers
    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.

    Tempest Cay Card 2:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 3:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Tempest Cay Card 4:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine 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.

    Tempest Cay Card 5:
    Fireblade
    Spell B

    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Tempest Cay Card 6:
    Parrot
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    7

    Powers
    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.

    Tempest Cay Card 7:
    Bloodbug
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    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.

    Tempest Cay Card 8:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    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.

    Tempest Cay Card 9:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Tempest Cay Card 10:
    Marine
    Monster B

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    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.

    Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1

    Shipwreck Graveyard Card 1:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

    Powers
    If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

    Shipwreck Graveyard Card 2:
    Marine
    Monster C

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    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.

    Shipwreck Graveyard Card 3:
    Magic Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Shipwreck Graveyard Card 4:
    Dagger
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    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 your combat check.

    Shipwreck Graveyard Card 5:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    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.

    Shipwreck Graveyard Card 6:
    Treasure Hunt
    Barrier B

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    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

    Shipwreck Graveyard Card 7:
    Enemy Ship
    Henchman Barrier C

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Shipwreck Graveyard Card 8:
    Ambush
    Barrier C

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Shipwreck Graveyard Card 9:
    Arcane Armor
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Shipwreck Graveyard Card 10:
    Potion of Glibness
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location to succeed at a Diplomacy check.

    Coastline
    At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
    When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
    When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
    M:2 Ba:1 W:1 Sp:1 Ar:2 I:1 Al:1 Bl:0 ?:1

    Coastline Card 1:
    Pirate Captain
    Monster B

    Traits
    Human
    Captain
    Pirate
    Veteran

    Check
    Combat
    12

    Powers
    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.

    Coastline Card 2:
    Aid
    Spell B

    Traits
    Magic
    Divine
    Elite

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Coastline Card 3:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Coastline Card 4:
    Boatswain
    Ally B

    Traits
    Dwarf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    9

    Powers
    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.

    Coastline Card 5:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Coastline Card 6:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Coastline Card 7:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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 proficient with light armors, bury it instead.

    Coastline Card 8:
    Boarding Axe
    Weapon B

    Traits
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

    Powers
    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.

    Coastline Card 9:
    Ring of Wave Walking
    Item 1

    Traits
    Accessory
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
    Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

    Coastline Card 10:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

    Powers
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.

    Pinnacle Atoll
    At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
    When Closing: Discard a card from the blessings deck.
    When Permanently Closed: On closing, stash a plunder card.
    M:2 Ba:3 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:2 ?:1

    Pinnacle Atoll Card 1:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Pinnacle Atoll Card 2:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

    Powers
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, 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.

    Pinnacle Atoll Card 3:
    Sailor
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Pinnacle Atoll Card 4:
    Zombie
    Monster B

    Traits
    Undead
    Zombie
    Basic

    Check
    Combat
    9

    Powers
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (round up).
    If undefeated, each other character at your location summons and encounters a Zombie.

    Pinnacle Atoll Card 5:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Pinnacle Atoll Card 6:
    Skeleton
    Monster C

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Pinnacle Atoll Card 7:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Pinnacle Atoll Card 8:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Pinnacle Atoll Card 9:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Pinnacle Atoll Card 10:
    Goose in the Rigging
    Barrier 1

    Traits
    Task
    Elite

    Check
    Intelligence
    Craft
    7

    Powers
    Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

    Rocky Cliff
    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:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1

    Rocky Cliff Card 1:
    Bucket Brigade
    Barrier B

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Rocky Cliff Card 2:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine 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.

    Rocky Cliff Card 3:
    Magic Chain Shirt
    Armor C

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Rocky Cliff Card 4:
    Pistol
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic

    Check
    Dexterity
    Ranged
    Craft
    6

    Powers
    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.

    Rocky Cliff Card 5:
    Buoyancy
    Spell C

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    3

    Powers
    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.

    Rocky Cliff Card 6:
    Bloodbug
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    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.

    Rocky Cliff Card 7:
    Smuggler
    Monster B

    Traits
    Human
    Smuggler
    Basic

    Check
    Combat
    9

    Powers
    Before you act, display a random card from your hand. If defeated, discard it; if undefeated, bury it.

    Rocky Cliff Card 8:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Rocky Cliff Card 9:
    Ruby of Charisma
    Item B

    Traits
    Object
    Magic

    Check
    Charisma
    7

    Powers
    Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.

    Rocky Cliff Card 10:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

    Powers
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, 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.


  • Deck Handler // Searching For: Nothing but the occasional Spell 5!

    Olenjack starts his turn.
    Blessing of Achaekek discarded from the blessings deck.
    Changed my mind about handing off Fencer, because I'm pretty sure I can ignore Undead's poison immunities anyway, so I won't need the combat support and wouldn't want to lose the opportunity to get a free explore off of a monster..

    Olenjack cannot move from the Fog Bank, then takes his free exploration.

    Fog Bank Card 1: Man Overboard:

    Barrier C
    Traits
    Obstacle
    Aquatic
    Basic

    Check
    Dexterity
    7

    Powers
    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.

    Olenjack displays Master Cartman to add 2 to his Dexterity check. Not like I'm allowed to explore with him right now, anyway.
    Dexterity 7: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9 -> Passed.
    Man Overboard defeated.

    Olenjack buries Sacred Candle to draw Blessing of Achaekek from the blessings discard pile.
    There is now no card in the blessings discard pile.

    Olenjack discards Fencer to explore his location, adding 1d4 and the Finesse and Swashbuckling traits to combat checks during this exploration.

    Fog Bank Card 2: Blessing of Pharasma:

    Blessing B
    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    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.

    Intelligence 5: 1d8 ⇒ 5 -> Pass.
    Blessing of Pharasma acquired.

    Olenjack discards Blessing of Pharasma to explore again.

    Fog Bank Card 3: Treasure Map:

    Barrier B
    Traits
    Cache
    Basic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    6

    Powers
    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.

    Intelligence 6: 1d8 ⇒ 7 -> Pass.
    Treasure Map defeated, and Olenjack examines the next card of the Fog Bank.
    Fog Bank Card 4: Frostbite:

    Spell B
    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    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.

    Olenjack draws Frostbite from Treasure Map's effect.
    It doesn't really matter, but technically the Fog Bank is shuffled from its power.

    Olenjack discards Blessing of Achaekek to explore again.
    Fog Bank Card #: 1d6 + 4 ⇒ (2) + 4 = 6

    Fog Bank Card 6: Enemy Ship:

    Henchman Barrier C
    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Random Ship: 1d10 ⇒ 2
    Ship 2: Merchantman:
    Merchantman
    Ship B
    Class 0

    Check to Defeat
    Wisdom
    Survival
    5
    OR
    Perception
    7

    When Encountered
    If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.
    When Commanding
    When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    If you fail to defeat a bane that has the Pirate trait, bury a card.

    BYA: Another character in the party encounters Skeletal Crew. The card text, for reference...
    Skeletal Crew:
    Henchman 1

    Traits
    Undead
    Skeleton
    Veteran

    Check
    Combat 8

    Powers
    The Skeletal Crew is immune to the Mental and Poison traits.

    Before you act, each other character succeeds at a Combat check of 8 plus twice the scenario’s adventure deck number or is dealt 1d4-1 Combat damage.

    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check has the Piercing or Slashing trait, the difficulty is increased by 4.

    If defeated, you may immediately attempt to close the location this henchman came from.

    Then in the BYA phase of whoever encounters it, Olenjack has to make a combat check just to make things even more confusing...
    I see an opportunity here to use Frostbite. I'd almost certainly fail the combat check, but any damage dealt by the Crew for the full encounter - including everyone's BYAs - would be reduced by 1, I think. However, that still leaves a 25% chance that I lose my entire hand to damage, and can't close the location, so I won't risk it.

    BYA: Olenjack reveals Blowgun for combat, additionally recharging it to its power, revealing Embalming Fluid to add 2 and the poison trait.
    Embalming Fluid ignores Skeletal Crew's immunities to Poison.
    Combat 10 (Dexterity, Poison): 1d8 + 1 + 1d4 + 1d6 + 2 ⇒ (7) + 1 + (3) + (6) + 2 = 19 -> Pass. Olenjack must make a Disable 7 check from Embalming Fluid.
    Disable 7 (Embalming Fluid): 1d8 + 2 ⇒ (6) + 2 = 8 -> No effect.
    BYA passed.

    Onto the enemy ship encounter.
    Agna recharges Blessing of the Green Faith to add a die.
    Perception 7: 2d6 + 2 ⇒ (2, 5) + 2 = 9 -> Pass.
    Merchantman and Enemy Ship defeated. Olenjack seizes the Merchantman and adds it to his Chronicle Sheet.
    Instead of stashing a Plunder card from defeating a ship, Olenjack uses the 5-1B Scenario Reward and shuffles Pistol into his deck, clearing his recharged pile.

    Basic Boon: Pistol:

    Weapon
    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.

    Olenjack closes the Fog Bank by recharging his hand in an order of his choice. Then Olenjack draws 2 new cards.

    Olenjack wrote:

    Hand: Blessing of the Quartermaster, Shy Ratani,

    Displayed: Master Cartman,
    Deck: 13 Discard: 3 Buried: 1

    Olenjack ends his turn.

    (Scenario) Random Open Location: 1d5 ⇒ 4 -> All characters move to the Pinnacle Atoll.
    Olenjack resets his hand; first returning all allies displayed to his power back to it.
    Flavour may be in a different post later - this turn took longer than I thought to write.

    Olenjack wrote:

    Hand: Blessing of the Quartermaster, Shy Ratani, Master Cartman, Burglar, Blessing of Kofusachi,

    Displayed:
    Deck: 12 Discard: 3 Buried: 1
    Notes: Blessings of the Quartermaster is free to use, and recharges on noncombat checks.

    As soon as a blessing is flipped with a Constitution check to acquire, Olenjack will recharge Blessing of Kofusachi to search and draw Toxic Blunderbuss from his deck.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1 [ ]+2
    Dexterity d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
    Disable: Dexterity +1
    Constitution d6 [ ]+1 [ ]+2 [ ]+3
    Intelligence d8 [ ]+1
    Wisdom d6 [ ]+1 [ ]+2
    Perception: Wisdom +2
    Charisma d10 [ ]+1 [ ]+2 [ ]+3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size 5 [ ] 6 [ ] 7
    Proficient with: Light Armor // [ ] Weapons
    Powers:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.

    ADDITIONAL REWARDS:

    Spoiler:

    Die Bumps remaining: 2
    5-1B Reward: 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.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

    A character of the party's choice must encounter the Skeletal Crew Henchman.
    All other characters must make a Combat 10 check against it or suffer 1d4-1 Combat damage.
    Agna recharges Blessing of the Green Faith.
    Olenjack checked off Merchantman on his Chronicle Sheet and Seized it.


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    In case the party is awaiting me to pick a decision, I pick Maznar to encounter the Skeletal Crew.
    Jirelle will find the BYA combat check easier than the actual check to defeat (and has armor), same with Agna, and Enora is poorly suited to either due to the immunities and so the 1d4-1 combat damage seems best for her. Note that any one player can also ignore the BYA check with Agna's Cloud Puff, which is probably best given to Enora.

    Flavour for my last turn.

    As the undead pirates close in, Jirelle expertly maneuvers the ship between their pincer-like movements - they seem intent on ramming the vessel with their own, with no sign of care for their own lives or ships. Jirelle spins the captain's wheel, causing most of the crew on deck to lose their balance as the ship shudders and jerks in a new heading. One unfortunate crewman screams as he falls head-over-heels across a railing - only to be suddenly paused by an iron grip on his ankle, flashing out with remarkable speed. Olenjack grunts, yanking the man back on board with a strength belying his short stature - the perks of a Dwarven frame.

    The crewman gasps, pale, but there's no time for thanks as another change of course causes the crew to grab onto whatever they can for support as the sea-spray showers the deck. The fog seeming to grow thicker around the craft, obscuring their pursuers - and hopefully their own vessel - as the light dims, even the waterline difficult to see from the vessel's side. The ship straightens its course, and Olenjack begins to relax, only seconds before a dark form looms from the fog to their side.

    Jirelle shouts a command, but it's lost in the booming sound of shattering, groaning wood as the pirate ship rams the starboard side of the bow. The ship rocks unsteadily - how much damage was done to the hull? - and the unhallowed sounds of chattering bones warns the crew seconds before skeletons swing onto the deck, armed with cutlasses and attacking any crewman in sight. Olenjack throws a glob of specially-treated poison over the nearest skeleton, and it seems to seize up and collapse under its own weight as the fluid does its work. Seized by sudden inspiration - perhaps one borne of the greed to seize new property - Olenjack leaps to the now parallel vessel, finding it almost devoid of any remaining crewmembers as the rest of the skeleton crew have already joined in the attack.

    Olenjack leaps for the unsupervised ship's wheel - how hard can it be to pilot a vessel? The ramming hasn't seemed to have left any meaningful damage on this one's hull, at least!


    On Olenjack's turn (Turn 1)

    The ships collide, and suddenly the deck is a riot of swords and bones. Maznar calls for the power of the Green, which comes to his aid even here in this watery plane; his hands glow with an emerald light and grow to twice their original size. He rushes about the deck, smashing whatever skeletons he can.

    Combat 10 to defeat Skeleton Crew, discarding a Blessing of Gorum and revealing Crow for 1d4: 1d8 + 2d8 + 1d4 ⇒ (4) + (1, 1) + (2) = 8 Well, that's a fine how-do-you-do. Display Pirate Shade Haunt next to Maznar; the difficulty of all his checks are increased by one.
    Discard Masterwork Tools and Frigid Blast for damage.

    There are just too many, and the redoubtable druid finds himself swarmed with clacking undead. From the ribcage of a particularly nasty brute, an ochre light emerges and overwhelms the power of the Green, wrapping itself around Maznar's hands and extinguishing the light. The ochre light travels up the dwarf's arms and settles around his forehead, finally forcing its way into Maznar's head. The dwarf is suddenly beset by a chorus of whisperings. "Stinking dwarf... you are no match for me, the spirit of Glor-te-Grnash, scourge of Batrugh... give me your flesh!" The spirit tries to wrest control of Maznar's body from him, and the two fight a fierce battle of wills. Maznar finally tamps down the haunt, but the effort leaves him exhausted, sweating and weak.

    Turn 2: Maznar/Blessing of the Gods
    Explore Pinnacle Atoll card #1: Ambush
    Location power roll for encountering card: 1d12 ⇒ 2 Hirgenzosk does not join us... yet.

    The ship sails on, but the assault continues! Exhausted as he is, Maznar tries to fend of their assailants.

    Wisdom 11 to defeat Ambush, revealing Crow for 1d4: 1d10 + 1d4 ⇒ (9) + (2) = 11 Oh, wow, I didn't expect to make that! Defeated
    Explore Pinnacle Atoll card #2: Pirate Huntingas per Ambush power.
    Hirgenzosk roll: 1d12 ⇒ 8 Nope
    Random Ship: 1d10 ⇒ 5 Truewind

    The waves of ships keep coming and coming. A smart vessel pulls up right in front of where Maznar is standing. He rushes to a ballista and tries to send it back from whence it came.

    Survival 7 to defeat Truewind, revealing Crow to add 1d4: 1d10 + 2 + 1d4 ⇒ (7) + 2 + (4) = 13 Defeated, so ship and Barrier are banished
    Plunder roll: 1d6 ⇒ 3
    A cheer goes up as the ballista puts a hole in the aside of the ship, and it swerves away. Weak and shaking, Maznar leans on the railing to catch his breath.

    Reset hand and end turn

    Maznar wrote:

    Hand: Crow, Blessing of Iomedae, Blessing of Gorum 3, Quarterstaff, Burst Bonds, Blessing of Gorum 2,

    Displayed: Pirate Shade Haunt,
    Deck: 6 Discard: 3 Buried: 0
    Notes: Blessings as needed, of course. Shirt re-roll used, Scenario : no
    Sideboard cards:

    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 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Divine: Wisdom +3
    Survival: Wisdom +2
    Charisma d6 [ ]+1 [ ] +2

    Favored Card Type: Blessing
    Hand Size: 6 [ ] +7
    Proficient with: Light Armors [ ] Weapons

    Powers: Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 [ ] +1 random cards from her discard pile into her deck.
    You may reveal andally 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.

    Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


    Female Halfling Arcanist/Occularium Scholar Deck Handler

    (During Olenjack's turn)
    Discarding Bestiary of Garund, Blessing of the Spellbound. Maznar reveals Crow

    Combat 8+2=10: 2d6 + 2d4 ⇒ (5, 3) + (1, 2) = 11

    (From the logbook of Enora, ship's engineer of the Feathered Devil.)

    This crew of dwarves are fearsome; I am glad they are my companions.

    The harsh call of the quartermaster, the dwarf Olenjack, pulled me onto the swaying deck of The Feathered Devil, locked in combat with the skeletal crew of the Merchantman, with my magic ill-prepared for a horde of such mindless undead. But like the wolf-riders of Garund facing down the necromantic armies of the Skeleton King, I fought with my bare hands alongside the crew, standing shoulder to shoulder with punches and kicks in a furious melee. Even without casting a spell, when a fearsome skeleton lieutenant approached my section of the fighting, I charged forth at the slightest opening, which was provided by the ship's naturalist, a quiet dwarf named Maznar, who was directing a crow to peck and scratch at various enemy targets, making my first naval battle an aerial combat as well.

    Enora wrote:

    Hand: Chronicler, Magical Child, Fire Snake, Mind Thrust,

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Notes:
    Ask before using:
    Can use without asking: Magical Child (recharge to add Magic)

    Skills and Powers:

    Skills:
    Strength d6 [] +1
    Dexterity d6 [] +1 [] +2
    Constitution d4 [] +1
    Intelligence d12 [] +1 [] +2 [] +3 [] +4
    -- Arcane: Intelligence +1
    -- Craft: Intelligence +1
    -- Knowledge: Intelligence +3
    Wisdom d6 [] +1 [] +2 [] +3
    Charisma d8 [] +1 [] +2 [] +3 [] +4

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


    During This Adventure:

  • 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.
  • Siezed Ships: Merchant Man (Olenjack)
  • Acquired Loot || Ships || Summoned Banes List || Hands Summary

    During This Scenario: 5-1A: TIDE OF BONES

  • Merchantman: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
  • Merchantman (Wrecked): If you fail to defeat a bane that has the Pirate trait, bury a card.
  • All characters start at the Fog Bank and cannot move, except when moved by the power below.
  • At the end of your turn, if your location is closed, all characters move together to a random open location; if your location is open, but has no cards, add an Enemy Ship henchman to your location deck.
  • When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.
  • To win, close all locations.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  • +d4 to all checks at Maznar's location, as long as he has an Animal ally in hand.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Reefclaw
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    11

    Powers
    If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.

    Monster 2
    Spoiler:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

    Powers
    If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

    Monster 3
    Spoiler:
    Vine Choker
    Monster 1

    Traits
    Aberration
    Plant
    Elite

    Check
    Combat
    10

    Powers
    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.

    Monster 4
    Spoiler:
    Crab Swarm
    Monster C

    Traits
    Animal
    Aquatic
    Swarm
    Basic

    Check
    Combat
    8

    Powers
    Before you act, each other 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 new result.

    Monster 5
    Spoiler:
    Swamp Ghoul
    Monster B

    Traits
    Undead
    Ghoul
    Aquatic
    Elite

    Check
    Combat
    11

    Powers
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Treasure Map
    Barrier B

    Traits
    Cache
    Basic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    6

    Powers
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Barrier 2
    Spoiler:
    Swabbing the Decks
    Barrier 1

    Traits
    Task
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Barrier 3
    Spoiler:
    Man Overboard
    Barrier B

    Traits
    Obstacle
    Aquatic
    Basic

    Check
    Dexterity
    7

    Powers
    If undefeated, display this card next to a random character. At the start of each character's turn, the character next to this card must succeed at a Constitution or Fortitude 7 check to banish this card; otherwise, that character must bury the top card of his deck.

    Barrier 4
    Spoiler:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Barrier 5
    Spoiler:
    Drowning Spikes Trap
    Barrier 1

    Traits
    Trap
    Aquatic

    Check
    Dexterity
    Disable
    7

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Cutlass +1
    Weapon C

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    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.

    Weapon 2
    Spoiler:
    Falcata
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

    Powers
    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 not 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.

    Weapon 3
    Spoiler:
    Rapier
    Weapon C

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    5

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 4
    Spoiler:
    Musket
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Elite

    Check
    Dexterity
    Ranged
    Craft
    7

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10; you may additionally bury this card to add another 1d10. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on 1-2, shuffle this card into your deck.

    Weapon 5
    Spoiler:
    Animalbane Dagger +1
    Weapon 1

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    7

    Powers
    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 to your combat check.

    Random Spells:
    Spell 1
    Spoiler:
    Arcane Armor
    Spell C

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Cure
    Spell B

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Rage
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    Display this card next to the deck of a character at your location; you may play this card during her check. 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.

    Spell 4
    Spoiler:
    Confusion
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Attack
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
    After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Speed
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
    If you do not have the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Chain Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Armor 2
    Spoiler:
    Fortified Leather Armor
    Armor 1

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 3
    Spoiler:
    Buckler
    Armor B

    Traits
    Shield
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 4
    Spoiler:
    Leather Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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 proficient with light armors, bury it instead.

    Armor 5
    Spoiler:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Item 2
    Spoiler:
    Ring of Wave Walking
    Item 1

    Traits
    Accessory
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
    Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

    Item 3
    Spoiler:
    Powder Horn
    Item B

    Traits
    Tool
    Alchemical
    Basic

    Check
    Ranged
    Intelligence
    Craft
    6

    Powers
    Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

    Item 4
    Spoiler:
    Alchemical Glue
    Item 1

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

    Powers
    Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

    Item 5
    Spoiler:
    Conch Shell
    Item B

    Traits
    Object
    Aquatic
    Basic

    Check
    Wisdom
    Perception
    5

    Powers
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Captain
    Ally B

    Traits
    Human
    Captain
    Pirate
    Basic

    Check
    Constitution
    Fortitude
    4
    THEN
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ally 2
    Spoiler:
    Barefoot Samms Toppin
    Ally B

    Traits
    Human
    Rogue
    Pirate

    Check
    Charisma
    Diplomacy
    8

    Powers
    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.

    Ally 3
    Spoiler:
    Dwarf Caiman
    Ally C

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    6

    Powers
    Reveal this card to add 1d6 to your Stealth or Fortitude check.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Acolyte
    Ally C

    Traits
    Human
    Elite

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ally 5
    Spoiler:
    Master-at-Arms
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    Recharge this card to add 1d4 to your Melee combat check, or 1d6 if you are on a ship. When you play a weapon that has the Melee trait on this check, the check gains the Finesse trait.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 2
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 3
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 4
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 5
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    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.

    Turn: 3 Agna/WilderRedbeard

    Top of Blessing Discard Pile: Blessing of the Gods

    Top Blessing:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current 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: 27
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 4 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 2 (Turn 5 Jirelle)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 6 Olenjack)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 4 (Turn 7 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 5 (Turn 8 Agna)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 6 (Turn 9 Enora)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 10 Jirelle)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 11 Olenjack)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 12 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 10 (Turn 13 Agna)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 14 Enora)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 15 Jirelle)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 16 Olenjack)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 14 (Turn 17 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 15 (Turn 18 Agna)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 19 Enora)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 17 (Turn 20 Jirelle)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 18 (Turn 21 Olenjack)
    Spoiler:
    Blessing of Milani
    Blessing C

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 19 (Turn 22 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 20 (Turn 23 Agna)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 24 Enora)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 22 (Turn 25 Jirelle)
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 23 (Turn 26 Olenjack)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 24 (Turn 27 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 25 (Turn 28 Agna)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 26 (Turn 29 Enora)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 27 (Turn 30 Jirelle)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Fog Bank
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1

    Tempest Cay Card 1:
    Captain
    Ally B

    Traits
    Human
    Captain
    Pirate
    Basic

    Check
    Constitution
    Fortitude
    4
    THEN
    Charisma
    Diplomacy
    6

    Powers
    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.

    Tempest Cay Card 2:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 3:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Tempest Cay Card 4:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine 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.

    Tempest Cay Card 5:
    Fireblade
    Spell B

    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Tempest Cay Card 6:
    Parrot
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    7

    Powers
    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.

    Tempest Cay Card 7:
    Bloodbug
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    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.

    Tempest Cay Card 8:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    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.

    Tempest Cay Card 9:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Tempest Cay Card 10:
    Marine
    Monster B

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    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.

    Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1

    Shipwreck Graveyard Card 1:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

    Powers
    If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

    Shipwreck Graveyard Card 2:
    Marine
    Monster C

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    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.

    Shipwreck Graveyard Card 3:
    Magic Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Shipwreck Graveyard Card 4:
    Dagger
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    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 your combat check.

    Shipwreck Graveyard Card 5:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    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.

    Shipwreck Graveyard Card 6:
    Treasure Hunt
    Barrier B

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    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

    Shipwreck Graveyard Card 7:
    Enemy Ship
    Henchman Barrier C

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Shipwreck Graveyard Card 8:
    Ambush
    Barrier C

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Shipwreck Graveyard Card 9:
    Arcane Armor
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Shipwreck Graveyard Card 10:
    Potion of Glibness
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location to succeed at a Diplomacy check.

    Coastline
    At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
    When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
    When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
    M:2 Ba:1 W:1 Sp:1 Ar:2 I:1 Al:1 Bl:0 ?:1

    Coastline Card 1:
    Pirate Captain
    Monster B

    Traits
    Human
    Captain
    Pirate
    Veteran

    Check
    Combat
    12

    Powers
    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.

    Coastline Card 2:
    Aid
    Spell B

    Traits
    Magic
    Divine
    Elite

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Coastline Card 3:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Coastline Card 4:
    Boatswain
    Ally B

    Traits
    Dwarf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    9

    Powers
    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.

    Coastline Card 5:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Coastline Card 6:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Coastline Card 7:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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 proficient with light armors, bury it instead.

    Coastline Card 8:
    Boarding Axe
    Weapon B

    Traits
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

    Powers
    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.

    Coastline Card 9:
    Ring of Wave Walking
    Item 1

    Traits
    Accessory
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
    Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

    Coastline Card 10:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

    Powers
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.

    Pinnacle Atoll
    At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
    When Closing: Discard a card from the blessings deck.
    When Permanently Closed: On closing, stash a plunder card.
    M:2 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:1 Bl:2 ?:1
    Located here: everyone

    Pinnacle Atoll Card 1:
    Sailor
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Pinnacle Atoll Card 2:
    Zombie
    Monster B

    Traits
    Undead
    Zombie
    Basic

    Check
    Combat
    9

    Powers
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (round up).
    If undefeated, each other character at your location summons and encounters a Zombie.

    Pinnacle Atoll Card 3:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Pinnacle Atoll Card 4:
    Skeleton
    Monster C

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Pinnacle Atoll Card 5:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Pinnacle Atoll Card 6:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Pinnacle Atoll Card 7:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Pinnacle Atoll Card 8:
    Goose in the Rigging
    Barrier 1

    Traits
    Task
    Elite

    Check
    Intelligence
    Craft
    7

    Powers
    Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

    Rocky Cliff
    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:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1

    Rocky Cliff Card 1:
    Bucket Brigade
    Barrier B

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Rocky Cliff Card 2:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine 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.

    Rocky Cliff Card 3:
    Magic Chain Shirt
    Armor C

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Rocky Cliff Card 4:
    Pistol
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic

    Check
    Dexterity
    Ranged
    Craft
    6

    Powers
    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.

    Rocky Cliff Card 5:
    Buoyancy
    Spell C

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    3

    Powers
    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.

    Rocky Cliff Card 6:
    Bloodbug
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    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.

    Rocky Cliff Card 7:
    Smuggler
    Monster B

    Traits
    Human
    Smuggler
    Basic

    Check
    Combat
    9

    Powers
    Before you act, display a random card from your hand. If defeated, discard it; if undefeated, bury it.

    Rocky Cliff Card 8:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Rocky Cliff Card 9:
    Ruby of Charisma
    Item B

    Traits
    Object
    Magic

    Check
    Charisma
    7

    Powers
    Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.

    Rocky Cliff Card 10:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

    Powers
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, 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.


  • Agna's Deck Handler

    Off-turn Skeletal Crew combat:
    Reveal Hatchet, recharge Shock Lizard to add 1d4, Maznar reveals Crow to add 1d4
    Combat 8+2+4=14: 1d10 + 2 + 1d6 + 2d4 ⇒ (8) + 2 + (6) + (1, 1) = 18 succeeded

    The scene is intense as the skeletal crew leaps over the rail onto the deck of the Feathered Devil. The CRACK of bones echoes against the fog as Agna's hatchet meets rib and skull. A crow flies overhead tormenting one skeleton after another as Agna's lizard stuns the re-animated bones with its electrical jolts. Agna watches as Olenjack leaps the gap between ships and grabs the wheel of the Merchantman. Feeling the lurch of the deck under her feet, she follows suit before the Feathered Devil goes down.

    Location: Pinnacle Atoll
    Free explore of card #1:

    Sailor:

    Ally B
    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.


    Hirgenzosk?: 1d12 ⇒ 11 nope
    Charisma 6: 1d6 ⇒ 4 failed, banished

    Agna hears the frightened shout of a crewmember who barely made the leap behind her. He hangs from the rail of the ship with a quivering grip but, as she races over to help him up, his grip loosens and he falls between the two vessels. She watches for a brief moment before the sailor is lost to the surf.

    Discard (recharge for Agna's power) Porcupine to explore card #2:

    Zombie:

    Monster B
    Traits
    Undead
    Zombie
    Basic

    Check
    Combat
    9

    Powers
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (round up).
    If undefeated, each other character at your location summons and encounters a Zombie.


    Hirgenzosk?: 1d12 ⇒ 6 nope
    Reveal Hatchet and discard BotGods for extra die
    Combat 9: 2d10 + 2 + 1d6 ⇒ (10, 8) + 2 + (6) = 26 defeated

    In frustration, Agna removes her hatchet from its holster and silences a zombie who has appeared from the hold below deck. She climbs up the rigging to get a better vantage point to scout ahead.

    End of turn: Examine top card of location deck:

    Enemy Ship:

    Henchman Barrier B
    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Through the fog, Agna sees the form of another ship approaching. She shouts a word of warning to the rest of the party.

    Reset hand and end turn

    Agna wrote:

    Hand: Erutaki Coat, Hatchet, Crow, Quarterstaff, Desna's Star,

    Displayed:
    Deck: 9 Discard: 1 Buried: 0
    Notes: Die re-roll used for 5-1A: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Melee: Strength +2
    Dexterity d8 [ ] +1 [ ] +2 [ ] +3
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d4 [ ] +1 [ ] +2
    Wisdom d8 [ ] +1 [ ] +2
    Perception: Wisdom +3
    Survival: Wisdom +3
    Charisma d6 [ ] +1 [ ] +2 [ ] +3 [ ] +4

    Favored Card: Ally
    Hand Size 5 [ ] 6
    Proficient with: Light Armors Weapons
    Powers:
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 ( [ ] +1) and that card's traits to your combat check.
    At the end of your turn, you may examine the top ( [ ] or bottom) card of your location deck.


    Deck Handler // Tier 6.6 // 8 hero points

    Off turn, displaying Gambeson turn 1 before Olenjack explores, and then fighting off Skeletal Crew.

    After a close call with one ship seemingly intent on ramming her and some harsh evasive maneuvers, Jirelle takes a moment to strap on her armor. However, the brief interlude in doing so has yet another ship crash into the Feathered Devil and its skeletal crew beginning to board her. Jirelle draws her family heirloom and turns to face the ambling bones, directing her first mate to take the helm and barking orders at other crewmen who are less combat-capable to get belowdecks to assess and repair any hull damage.

    Revealing Bloodcrow Rapier, no other resources spent Combat 8+2=10: 1d10 + 2d4 + 2 ⇒ (10) + (2, 3) + 2 = 17

    Jirelle makes short work of the skeletons immediately around her, and sees Olenjack aboard the enemy ship struggling with the wheel. It was certainly not built for someone of his stature, and he can only reach the bottom portion of it. She almost jumps across to help, but a good captain never abandons her ship. As she rushes below to help, her crew reports that the Devil took a bit of damage but they've managed to patch it up, but the crew is quite shaken and the ship won't be able to take on much more until there is time to repair it properly. Upon returning topside, Jirelle also notices that the skeletons in other ships have not taken well to the slight of Olenjack commandeering one of their own ships, and have started to largely ignore the Feathered Devil in hopes of getting revenge. Seeing an opportunity there, she tells her first mate to steer the Devil into safer waters, as she jumps aboard the merchantman vessel to assist her vertically-challenged friends before it gets completely surrounded by the skeleton crews, or worse, careens into a nearby atoll.

    Olenjack seems quite pleased with himself for taking the initiative to grab the vessel, so Jirelle gives a couple of pointers on how to steer the ship and grabs some planks to help make a bit of a platform for him to stand on, then lets him take control of the new vessel. The Feathered Devil pulls away a different direction, as Jirelle offers a short prayer to Besmara that they can find safety. So far, the enemy ships don't seem to be following it anymore.


    During This Adventure:

  • 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.
  • Siezed Ships: Merchant Man (Olenjack)
  • Acquired Loot || Ships || Summoned Banes List || Hands Summary
  • 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. (1B Reward-Olenjack)
  • When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die. (1C Reward-Olenjack)
  • You may add 1d4 to your checks against Undead banes, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character. (1E Reward-Olenjack)
  • You may bury a Swashbuckling boon to recharge 1d4 random cards from your discard pile. (Adv 1 Reward-Olenjack)

    During This Scenario: 5-1A: TIDE OF BONES

  • Merchantman: When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
  • Merchantman (Wrecked): If you fail to defeat a bane that has the Pirate trait, bury a card.
  • All characters start at the Fog Bank and cannot move, except when moved by the power below.
  • At the end of your turn, if your location is closed, all characters move together to a random open location; if your location is open, but has no cards, add an Enemy Ship henchman to your location deck.
  • When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.
  • To win, close all locations.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  • +d4 to all checks at Maznar's location, as long as he has an Animal ally in hand.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Shackles Pirate
    Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, add 1d4 to it.

    Monster 2
    Spoiler:
    Crab Swarm
    Monster B

    Traits
    Animal
    Aquatic
    Swarm
    Basic

    Check
    Combat
    8

    Powers
    Before you act, each other 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 new result.

    Monster 3
    Spoiler:
    Vine Choker
    Monster 1

    Traits
    Aberration
    Plant
    Elite

    Check
    Combat
    10

    Powers
    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.

    Monster 4
    Spoiler:
    Tiger Shark
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    11

    Powers
    The Tiger Shark may not be evaded.

    Monster 5
    Spoiler:
    Constrictor Snake
    Monster B

    Traits
    Animal
    Elite

    Check
    Combat
    11

    Powers
    If the check to defeat has the Cold trait, add 1d6.
    If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

    Random Barriers:
    Barrier 1
    Spoiler:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

    Powers
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

    Barrier 2
    Spoiler:
    Treasure Map
    Barrier B

    Traits
    Cache
    Basic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    6

    Powers
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Barrier 3
    Spoiler:
    Bucket Brigade
    Barrier C

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

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

    Barrier 4
    Spoiler:
    Barroom Brawl
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Melee
    Dexterity
    5

    Powers
    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.

    Barrier 5
    Spoiler:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Random Weapons:
    Weapon 1
    Spoiler:
    Dragon Pistol
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Elite

    Check
    Dexterity
    Ranged
    Craft
    9

    Powers
    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.

    Weapon 2
    Spoiler:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

    Powers
    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.

    Weapon 3
    Spoiler:
    Throwing Axe
    Weapon B

    Traits
    Axe
    Ranged
    Slashing
    Elite

    Check
    Dexterity
    Ranged
    6

    Powers
    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.

    Weapon 4
    Spoiler:
    Boarding Pike
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Basic

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Weapon 5
    Spoiler:
    Belaying Pin
    Weapon B

    Traits
    Club
    Melee
    Bludgeoning
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    3

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Inflict
    Spell C

    Traits
    Magic
    Divine
    Attack
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 2
    Spoiler:
    Fireblade
    Spell C

    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 3
    Spoiler:
    Black Spot
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Instant Armor
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

    Powers
    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 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.

    Spell 5
    Spoiler:
    Buoyancy
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    3

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Leather Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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 proficient with light armors, bury it instead.

    Armor 2
    Spoiler:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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 proficient with light armors, bury it instead.

    Armor 3
    Spoiler:
    Magic Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
    If you are proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1, or 3 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Armor 5
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Onyx of Constitution
    Item B

    Traits
    Object
    Magic

    Check
    Constitution
    7

    Powers
    Recharge this card to roll your Constitution die instead of the normal die on a non-combat check.

    Item 2
    Spoiler:
    Eye Patch
    Item C

    Traits
    Accessory
    Swashbuckling
    Basic

    Check
    Charisma
    Dexterity
    5

    Powers
    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.

    Item 3
    Spoiler:
    Amulet of Fortitude
    Item B

    Traits
    Accessory
    Magic
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    Reveal this card to add 1 die to your Fortitude check.
    Recharge this card to succeed at your Fortitude check.

    Item 4
    Spoiler:
    Archer's Bracers
    Item 1

    Traits
    Accessory
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    Reveal this card to add 2 to your Ranged combat check.

    Item 5
    Spoiler:
    Eye Patch
    Item B

    Traits
    Accessory
    Swashbuckling
    Basic

    Check
    Charisma
    Dexterity
    5

    Powers
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Coral Capuchin
    Ally 1

    Traits
    Animal
    Aquatic

    Check
    Wisdom
    Survival
    6

    Powers
    Reveal this card and discard another card to add 1d6 to your combat check or 1d10 if the monster has the Aquatic trait.

    Ally 2
    Spoiler:
    Fox
    Ally C

    Traits
    Animal
    Basic

    Check
    Wisdom
    Survival
    7

    Powers
    Recharge this card to add 1d4 to any Intelligence or Wisdom check.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Carver
    Ally C

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ally 4
    Spoiler:
    Master-at-Arms
    Ally C

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    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.

    Ally 5
    Spoiler:
    Jinx Eater
    Ally B

    Traits
    Tengu
    Assassin
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 3
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    When a spell is played during any check, discard this card to add 2 dice to that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 5
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Turn: 4 Enora/EmpTyger

    Top of Blessing Discard Pile: Blessing of the Gods

    Top Blessing:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current 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: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 5 Jirelle)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 2 (Turn 6 Olenjack)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 3 (Turn 7 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 4 (Turn 8 Agna)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 5 (Turn 9 Enora)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 10 Jirelle)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 11 Olenjack)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 12 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 9 (Turn 13 Agna)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 14 Enora)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 15 Jirelle)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 16 Olenjack)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 13 (Turn 17 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 14 (Turn 18 Agna)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 19 Enora)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 20 Jirelle)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 17 (Turn 21 Olenjack)
    Spoiler:
    Blessing of Milani
    Blessing C

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 18 (Turn 22 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 19 (Turn 23 Agna)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 20 (Turn 24 Enora)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 25 Jirelle)
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 22 (Turn 26 Olenjack)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 23 (Turn 27 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 24 (Turn 28 Agna)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 25 (Turn 29 Enora)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 26 (Turn 30 Jirelle)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Fog Bank
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1

    Tempest Cay Card 1:
    Captain
    Ally B

    Traits
    Human
    Captain
    Pirate
    Basic

    Check
    Constitution
    Fortitude
    4
    THEN
    Charisma
    Diplomacy
    6

    Powers
    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.

    Tempest Cay Card 2:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 3:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Tempest Cay Card 4:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine 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.

    Tempest Cay Card 5:
    Fireblade
    Spell B

    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Tempest Cay Card 6:
    Parrot
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    7

    Powers
    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.

    Tempest Cay Card 7:
    Bloodbug
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    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.

    Tempest Cay Card 8:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    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.

    Tempest Cay Card 9:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Tempest Cay Card 10:
    Marine
    Monster B

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    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.

    Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1

    Shipwreck Graveyard Card 1:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

    Powers
    If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

    Shipwreck Graveyard Card 2:
    Marine
    Monster C

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    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.

    Shipwreck Graveyard Card 3:
    Magic Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Shipwreck Graveyard Card 4:
    Dagger
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    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 your combat check.

    Shipwreck Graveyard Card 5:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    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.

    Shipwreck Graveyard Card 6:
    Treasure Hunt
    Barrier B

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    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

    Shipwreck Graveyard Card 7:
    Enemy Ship
    Henchman Barrier C

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Shipwreck Graveyard Card 8:
    Ambush
    Barrier C

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Shipwreck Graveyard Card 9:
    Arcane Armor
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Shipwreck Graveyard Card 10:
    Potion of Glibness
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location to succeed at a Diplomacy check.

    Coastline
    At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
    When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
    When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
    M:2 Ba:1 W:1 Sp:1 Ar:2 I:1 Al:1 Bl:0 ?:1

    Coastline Card 1:
    Pirate Captain
    Monster B

    Traits
    Human
    Captain
    Pirate
    Veteran

    Check
    Combat
    12

    Powers
    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.

    Coastline Card 2:
    Aid
    Spell B

    Traits
    Magic
    Divine
    Elite

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Coastline Card 3:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Coastline Card 4:
    Boatswain
    Ally B

    Traits
    Dwarf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    9

    Powers
    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.

    Coastline Card 5:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Coastline Card 6:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Coastline Card 7:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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 proficient with light armors, bury it instead.

    Coastline Card 8:
    Boarding Axe
    Weapon B

    Traits
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

    Powers
    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.

    Coastline Card 9:
    Ring of Wave Walking
    Item 1

    Traits
    Accessory
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
    Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

    Coastline Card 10:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

    Powers
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.

    Pinnacle Atoll
    At This Location: When you encounter a card, roll 1d12; on a 1, shuffle the henchman Hirgenzosk into this location.
    When Closing: Discard a card from the blessings deck.
    When Permanently Closed: On closing, stash a plunder card.
    M:1 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:2 ?:1
    Located here: everyone

    Pinnacle Atoll Card 1 - Enemy Ship:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Pinnacle Atoll Card 2:
    Skeleton
    Monster C

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Pinnacle Atoll Card 3:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Pinnacle Atoll Card 4:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Pinnacle Atoll Card 5:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Pinnacle Atoll Card 6:
    Goose in the Rigging
    Barrier 1

    Traits
    Task
    Elite

    Check
    Intelligence
    Craft
    7

    Powers
    Before you act, succeed at a Strength 6 check or the difficulty of checks to defeat this barrier is increased by 3.
    You may recharge any number of allies; for each ally recharged, add 1d4 to your check to defeat this barrier.
    If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn.

    Rocky Cliff
    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:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1

    Rocky Cliff Card 1:
    Bucket Brigade
    Barrier B

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Rocky Cliff Card 2:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine 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.

    Rocky Cliff Card 3:
    Magic Chain Shirt
    Armor C

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Rocky Cliff Card 4:
    Pistol
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic

    Check
    Dexterity
    Ranged
    Craft
    6

    Powers
    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.

    Rocky Cliff Card 5:
    Buoyancy
    Spell C

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    3

    Powers
    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.

    Rocky Cliff Card 6:
    Bloodbug
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    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.

    Rocky Cliff Card 7:
    Smuggler
    Monster B

    Traits
    Human
    Smuggler
    Basic

    Check
    Combat
    9

    Powers
    Before you act, display a random card from your hand. If defeated, discard it; if undefeated, bury it.

    Rocky Cliff Card 8:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Rocky Cliff Card 9:
    Ruby of Charisma
    Item B

    Traits
    Object
    Magic

    Check
    Charisma
    7

    Powers
    Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.

    Rocky Cliff Card 10:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

    Powers
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, 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.


  • Female Halfling Arcanist/Occularium Scholar Deck Handler

    Gods o'clock
    Exploring Pinnacle Atoll 1: Enemy Ship

    Enemy Ship:
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic
    Check
    None
    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.


    Hirgenzosk: 1d12 ⇒ 7
    Ship: 1d10 ⇒ 4
    Summoning Man's Promise
    Man's Promise:
    Man's Promise
    Ship 1
    Class 1

    Check to Defeat
    Wisdom
    Survival
    6
    OR
    Charisma
    Diplomacy
    8

    When Encountered
    If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
    When Commanding
    You may discard a card from the blessings deck to explore your location.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    Other characters may not move with this ship.


    Hirgenzosk: 1d12 ⇒ 6
    Olenjack summons Skeleton Crew
    Skeletal Crew:
    Henchman 1

    Traits
    Undead
    Skeleton
    Veteran
    Check
    Combat 8
    Powers
    The Skeletal Crew is immune to the Mental and Poison traits.
    Before you act, each other character succeeds at a Combat check of 8 plus twice the scenario’s adventure deck number or is dealt 1d4-1 Combat damage.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check has the Piercing or Slashing trait, the difficulty is increased by 4.
    If defeated, you may immediately attempt to close the location this henchman came from.


    Hirgenzosk: 1d12 ⇒ 1
    Hirgenzosk is shuffled into Pinnacle Atoll

    (After Olenjack evades)
    Maznar reveals Crow. Olenjack recharges Blessing of the Quartermaster

    CHA 8: 2d8 + 1d4 ⇒ (3, 5) + (2) = 10
    Using Merchantman and discarding Blessing 1: Blessing of Achaekek
    Plunder: 2d6 ⇒ (6, 2) = 8
    Stashing an ally. Seizing the Man's Promise

    Closing Pinnacle Atoll: Discarding Blessing 2: Blessing of the Gods
    Plunder: 1d6 ⇒ 2
    Stashing a spell. Pinnacle Atoll is closed

    Ending turn
    Random open location: 1d6 ⇒ 6
    Everyone moves to Rocky Cliff. Resetting hand

    (From the logbook of Enora, ship's engineer of the Merchantman Man's Promise.)

    Our navigator is yet another dwarf, Agna, a ranger who might prefer the sturdiness of stone, but whose senses have already adapted to the nautical clime; for she gave more than enough warning of another approaching ship, the Man's Promise, for Captain Jirelle to prepare us for the onslaught of another undead crew. But after the roar of what can only be the wakening of the legendary dragon turtle Hirgenzosk, it seems neither we nor our foe had the stomach for what would only be another chaotic melee.

    I realized that woodcraft might achieve what warcraft might not. With the aid of both Olenjack and his counterpart on the Man's Promise, I directed them to make some quick improvements to each ship. Despite my small stature, the crews obeyed my instructions, which Maznar's crow swiftly carried back and forth, and thus both ships were safely sailed towards the rocky cliffs, away from the awakening dragon.

    The result was beneficial for all. The curse was broken on the undead, returning them to mortal form; while pledging loyalty, they would need some time to recuperate in the hold before being ready to serve. And Captain Jirelle added to her command the Man's Promise, bearing treasure undoubtedly pillaged from the dragon's hoard: magical writings, of which I am eager to read after some measure of safety has been reached.

    Enora wrote:

    Hand: Phantom Shield, Chronicler, Magical Child, Flame Staff, Fire Snake, Mind Thrust,

    Displayed:
    Deck: 8 Discard: 2 Buried: 0
    Notes:
    Ask before using: Phantom Shield (display to reduce all damage to a character by 1 until end of turn)
    Can use without asking: Magical Child (recharge to add Magic)

    Skills and Powers:

    Skills:
    Strength d6 [] +1
    Dexterity d6 [] +1 [] +2
    Constitution d4 [] +1
    Intelligence d12 [] +1 [] +2 [] +3 [] +4
    -- Arcane: Intelligence +1
    -- Craft: Intelligence +1
    -- Knowledge: Intelligence +3
    Wisdom d6 [] +1 [] +2 [] +3
    Charisma d8 [] +1 [] +2 [] +3 [] +4

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


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    Off turn.

    Olenjack struggles against the size of the ship's wheel until Jirelle swoops into assist. Grateful to see the captain show up to take over, Olenjack scowls behind the swashbuckler's back when instead gives him tips about controlling the weight of the wheel and leaves a small stack of wood to make up for his height. She brings out a spyglass and begins observing the horizon, whilst he inwardly curses and fights the movement of the bloody ship, all too aware that the activity has left his clothes once again torn and damaged. Typical.

    'Foisting her job onto me, eh? I do all the work in grabbing the ship, and now I'm volunt-told to pilot it to boot. I'll remember this indignity when we're back in Absalom, halfbreed.' Olenjack mentally grumbles, petty and grumpy - though he is learning to guide the ship better, more gently.

    Annoyingly, the captain gives good advice. Plus, she saved the supplies on the Feathered Devil by getting it out to safety.

    'I shoulda just jumped back onto it. I'd have thought that the finances would've more than covered enough able crew and Pathfinders to fight these battles without me getting my hands dirty. I've no interest in risking my life for these sodding-'

    Olenjack's train of thought is interrupted by Agna's warning of another, larger ship - crewed by more undead, of course - approaching fast, astern of the Merchantman. Olenjack lets out a colorful string of curses, looking to the Captain for direction (and the hope that she'd take the wheel) before the roar of a great sea-dragon warned of a bigger threat.

    At the halfling engineer's direction, Olenjack directs the ship closer to the rocky cliffs of a nearby island as a flurry of activity occurs across both ships. Olenjack's gaze is fixed on their destination (even with the planks, he has to stand on his toes to get a good angle) as he struggles with the ship's wheel still; too distracted to really consider the crew's activity around him.

    Even as an odd chill settles around his shoulder.

    Olenjack recharges Master Cartman to evade the summoned Skeletal Crew. Olenjack displays a Pirate Shade Haunt from the scenario power.

    Olenjack recharges Blessing of the Quartermaster to assist Enora's check.

    Olenjack wrote:

    Hand: Shy Ratani, Burglar, Blessing of Kofusachi,

    Displayed: Pirate Shade Haunt,
    Deck: 14 Discard: 3 Buried: 1
    Notes: As soon as a blessing is flipped with a Constitution check to acquire, Olenjack will recharge Blessing of Kofusachi to search and draw Toxic Blunderbuss from his deck.
    The blessing is otherwise only available in an emergency situation.
    Sideboard cards:


    During This Adventure:

  • 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.
  • Siezed Ships: Merchantman (Olenjack), Man's Promise (Enora)
  • Acquired Loot || Ships || Summoned Banes List || Hands Summary
  • 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. (1B Reward-Olenjack)
  • When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die. (1C Reward-Olenjack)
  • You may add 1d4 to your checks against Undead banes, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character. (1E Reward-Olenjack)
  • You may bury a Swashbuckling boon to recharge 1d4 random cards from your discard pile. (Adv 1 Reward-Olenjack)

    During This Scenario: 5-1A: TIDE OF BONES

  • Man's Promise: You may discard a card from the blessings deck to explore your location.
  • Man's Promise (Wrecked): Other characters may not move with this ship.
  • All characters start at the Fog Bank and cannot move, except when moved by the power below.
  • At the end of your turn, if your location is closed, all characters move together to a random open location; if your location is open, but has no cards, add an Enemy Ship henchman to your location deck.
  • When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.
  • To win, close all locations.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  • +d4 to all checks at Maznar's location, as long as he has an Animal ally in hand.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Monster 2
    Spoiler:
    Kuru
    Monster C

    Traits
    Human
    Cannibal
    Basic

    Check
    Combat
    10

    Powers
    If undefeated, the Kuru deals no damage; instead, bury a random card from your hand.

    Monster 3
    Spoiler:
    Zombie
    Monster B

    Traits
    Undead
    Zombie
    Basic

    Check
    Combat
    9

    Powers
    The Zombie is immune to the Mental and Poison traits.
    Halve the damage dealt by the Zombie (round up).
    If undefeated, each other character at your location summons and encounters a Zombie.

    Monster 4
    Spoiler:
    Blood Moon Pirate
    Monster B

    Traits
    Lycanthrope
    Pirate
    Elite

    Check
    Combat
    13

    Powers
    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.

    Monster 5
    Spoiler:
    Reefclaw
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    11

    Powers
    If the Reefclaw would be defeated, reroll the dice. The Reefclaw is defeated or undefeated based solely on the result of the second die roll.

    Random Barriers:
    Barrier 1
    Spoiler:
    Dead Man's Chest
    Barrier C

    Traits
    Cache
    Lock
    Pirate

    Check
    Dexterity
    Disable
    11
    OR
    Strength
    Melee
    13

    Powers
    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.

    Barrier 2
    Spoiler:
    Hull Damage
    Barrier 1

    Traits
    Obstacle
    Aquatic
    Veteran

    Check
    Intelligence
    Craft
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, your ship is repaired. If undefeated, your ship is dealt 1d4 Structural damage, and you must banish 1 random plunder card.

    Barrier 3
    Spoiler:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Barrier 4
    Spoiler:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

    Powers
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.

    Barrier 5
    Spoiler:
    Hull Damage
    Barrier 1

    Traits
    Obstacle
    Aquatic
    Veteran

    Check
    Intelligence
    Craft
    6

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Boarding Axe
    Weapon B

    Traits
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

    Powers
    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.

    Weapon 2
    Spoiler:
    Whip
    Weapon B

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    7

    Powers
    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.

    Weapon 3
    Spoiler:
    Shock Musket +1
    Weapon 1

    Traits
    Firearm
    Ranged
    Piercing
    2-Handed
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+1; you may additionally bury this card to add another 2d8 and the Electricity trait. If you did not bury this card, roll 1d6, or 1d12 if you are proficient with weapons; on a 1, shuffle this card into your deck.

    Weapon 4
    Spoiler:
    Cutlass +1
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    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.

    Weapon 5
    Spoiler:
    Cutlass
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Magic Weapon
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    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.

    Spell 2
    Spoiler:
    Illuminate
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Spell 3
    Spoiler:
    Instant Armor
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

    Powers
    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 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.

    Spell 4
    Spoiler:
    Black Spot
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Wooden Armor
    Armor C

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you be 1, or 2 if the check has the Swashbuckling trait.
    Banish this card to reduce all damage other than Fire damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Armor 2
    Spoiler:
    Buckler
    Armor B

    Traits
    Shield
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 3
    Spoiler:
    Leather Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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 proficient with light armors, bury it instead.

    Armor 4
    Spoiler:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Armor 5
    Spoiler:
    Chain Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Anchor
    Item B

    Traits
    Tool

    Check
    Wisdom
    Survival
    8

    Powers
    Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.

    Item 2
    Spoiler:
    Eye Patch
    Item B

    Traits
    Accessory
    Swashbuckling
    Basic

    Check
    Charisma
    Dexterity
    5

    Powers
    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.

    Item 3
    Spoiler:
    Ring of the Beasts
    Item 1

    Traits
    Accessory
    Magic
    Elite

    Check
    Wisdom
    Divine
    9

    Powers
    Reveal this card to add 1d6 to your check against a card with the Animal trait.

    Item 4
    Spoiler:
    Conch Shell
    Item B

    Traits
    Object
    Aquatic
    Basic

    Check
    Wisdom
    Perception
    5

    Powers
    Reveal this card to add 1d6 to your Perception check.
    Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.

    Item 5
    Spoiler:
    Rum Bottle
    Item B

    Traits
    Object
    Liquid
    Basic

    Check
    Constitution
    Fortitude
    7
    OR
    Craft
    5

    Powers
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Master Gunner
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    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.

    Ally 2
    Spoiler:
    Sailor
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ally 3
    Spoiler:
    Tidepool Dragon
    Ally 1

    Traits
    Dragon
    Aquatic
    Elite

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 2 and the Fire trait to any combat or Perception check. Then roll 1d12. On a 1, banish this card and each character at your location is dealt 1 Fire damage.
    If you do not evade this card and fail the check to acquire it, each character at your location is dealt 1 Fire damage.

    Ally 4
    Spoiler:
    Lookout
    Ally B

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    Reveal this card to add 1d6 to any Perception check.
    Recharge this card to examine the top card of your location deck.

    Ally 5
    Spoiler:
    Old Salt
    Ally B

    Traits
    Human
    Veteran

    Check
    Charisma
    Diplomacy
    7

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Blessing 3
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    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.

    Blessing 4
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 5
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

    Powers
    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.

    Turn: 5 Jirelle/skizzerz

    Top of Blessing Discard Pile: Blessing of the Gods

    Top Blessing:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


    Blessings Remaining: 23
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 6 Olenjack)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 2 (Turn 7 Maznar)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 8 Agna)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 9 Enora)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 10 Jirelle)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 6 (Turn 11 Olenjack)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 12 Maznar)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 13 Agna)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 14 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 10 (Turn 15 Jirelle)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 11 (Turn 16 Olenjack)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 17 Maznar)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 18 Agna)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 19 Enora)
    Spoiler:
    Blessing of Milani
    Blessing C

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 20 Jirelle)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 16 (Turn 21 Olenjack)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 17 (Turn 22 Maznar)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 18 (Turn 23 Agna)
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 19 (Turn 24 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 20 (Turn 25 Jirelle)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 21 (Turn 26 Olenjack)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 22 (Turn 27 Maznar)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 23 (Turn 28 Agna)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Fog Bank
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1

    Tempest Cay Card 1:
    Captain
    Ally B

    Traits
    Human
    Captain
    Pirate
    Basic

    Check
    Constitution
    Fortitude
    4
    THEN
    Charisma
    Diplomacy
    6

    Powers
    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.

    Tempest Cay Card 2:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 3:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Tempest Cay Card 4:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine 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.

    Tempest Cay Card 5:
    Fireblade
    Spell B

    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Tempest Cay Card 6:
    Parrot
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    7

    Powers
    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.

    Tempest Cay Card 7:
    Bloodbug
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    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.

    Tempest Cay Card 8:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    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.

    Tempest Cay Card 9:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Tempest Cay Card 10:
    Marine
    Monster B

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    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.

    Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1

    Shipwreck Graveyard Card 1:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

    Powers
    If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

    Shipwreck Graveyard Card 2:
    Marine
    Monster C

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    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.

    Shipwreck Graveyard Card 3:
    Magic Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Shipwreck Graveyard Card 4:
    Dagger
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    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 your combat check.

    Shipwreck Graveyard Card 5:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    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.

    Shipwreck Graveyard Card 6:
    Treasure Hunt
    Barrier B

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    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

    Shipwreck Graveyard Card 7:
    Enemy Ship
    Henchman Barrier C

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Shipwreck Graveyard Card 8:
    Ambush
    Barrier C

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Shipwreck Graveyard Card 9:
    Arcane Armor
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Shipwreck Graveyard Card 10:
    Potion of Glibness
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location to succeed at a Diplomacy check.

    Coastline
    At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
    When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
    When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
    M:2 Ba:1 W:1 Sp:1 Ar:2 I:1 Al:1 Bl:0 ?:1

    Coastline Card 1:
    Pirate Captain
    Monster B

    Traits
    Human
    Captain
    Pirate
    Veteran

    Check
    Combat
    12

    Powers
    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.

    Coastline Card 2:
    Aid
    Spell B

    Traits
    Magic
    Divine
    Elite

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Coastline Card 3:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Coastline Card 4:
    Boatswain
    Ally B

    Traits
    Dwarf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    9

    Powers
    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.

    Coastline Card 5:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Coastline Card 6:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Coastline Card 7:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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 proficient with light armors, bury it instead.

    Coastline Card 8:
    Boarding Axe
    Weapon B

    Traits
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

    Powers
    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.

    Coastline Card 9:
    Ring of Wave Walking
    Item 1

    Traits
    Accessory
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
    Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

    Coastline Card 10:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

    Powers
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.

    Pinnacle Atoll
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    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:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1
    Located here: everyone

    Rocky Cliff Card 1:
    Bucket Brigade
    Barrier B

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Rocky Cliff Card 2:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine 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.

    Rocky Cliff Card 3:
    Magic Chain Shirt
    Armor C

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Rocky Cliff Card 4:
    Pistol
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic

    Check
    Dexterity
    Ranged
    Craft
    6

    Powers
    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.

    Rocky Cliff Card 5:
    Buoyancy
    Spell C

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    3

    Powers
    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.

    Rocky Cliff Card 6:
    Bloodbug
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    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.

    Rocky Cliff Card 7:
    Smuggler
    Monster B

    Traits
    Human
    Smuggler
    Basic

    Check
    Combat
    9

    Powers
    Before you act, display a random card from your hand. If defeated, discard it; if undefeated, bury it.

    Rocky Cliff Card 8:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Rocky Cliff Card 9:
    Ruby of Charisma
    Item B

    Traits
    Object
    Magic

    Check
    Charisma
    7

    Powers
    Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.

    Rocky Cliff Card 10:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

    Powers
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, 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.


  • Deck Handler // Tier 6.6 // 8 hero points

    Always have faith in your crew. That mantra has served Jirelle well thus far, and she feels it will continue to serve her well into the future. When her normally reserved engineer Enora suggested cooperating with the skeletal pirates, she was hesitant, but it ended up working out quite well in the end.

    That said, there is still seemingly no end in sight to crews that wish to take all of them out, as the Merchantman and Man's Promise sail together alongside a rocky cliff. Jirelle scans the formation for any signs of trouble or treasure, and manages to spot some strange glyph etched into the rock face. Before she could call Enora to identify it, the glyph started glowing with a orange-red hue and shot a fireball directly at the Man's Promise, setting her deck ablaze.

    Jirelle barks out "All hands, grab a bucket and get to work. We need to put out this fire!" as she springs into action herself, hoping that they can put this ship out before they tire out.

    Bucket Brigade:
    Bucket Brigade
    Barrier B

    Traits
    Task
    Fire
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    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.

    Even Maznar's animals appeared to get the message, as they provide their assistance as well. Maznar reveals an ally to add 1d4. Fortitude 6: 1d6 + 1d4 + 2 ⇒ (3) + (4) + 2 = 9 Bucket Brigade is defeated.

    Jirelle puts out a fair amount of the fire, and surveys the area to see how everyone else fared. Hopefully none of them got singed too badly.

    Pausing for everyone else to make their check against Bucket Brigade. I'll decide whether or not to explore again based on results of those checks. Hand update below, blessing is available if someone needs it.

    Jirelle wrote:

    Hand: Blessing of the Gods 2, Carver, Magnifying Glass, Bloodcrow Rapier,

    Displayed: Gambeson,
    Deck: 10 Discard: 0 Buried: 0
    Notes: Blessings available
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 ☐+1 ☐+2
    Dexterity d10 ☐+1 ☐+2 ☐+3 ☐+4
    Acrobatics: Dexterity +1
    Constitution d6 ☐+1 ☐+2
    Fortitude: Constitution +2
    Intelligence d4 ☐+1
    Wisdom d8 ☐+1 ☐+2 ☐+3
    Survival: Wisdom +3
    Charisma d8 ☐+1 ☐+2 ☐+3

    Favored Card: Ally
    Hand Size 5 ☐6 ☐7
    Proficient with: Light Armors, Weapons
    Powers:
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
    If your check has the Swashbuckling trait (☐ or is a check to defeat a ship), you may reroll 1 die (☐ or 2 dice); you must take the second result.
    Reduce Structural damage to your ship by 1.


    Agna's Deck Handler

    Off-turn:
    Maznar's ally adds d4 to Con/Fort check
    Constitution 6: 1d6 + 1d4 ⇒ (5) + (4) = 9 check succeeded

    Fire began consuming the dry wood of the old ships deck. Agna clambered down from the rigging and grabbed the nearest bucket, falling in line to help put the fire out.

    Agna wrote:

    Hand: Erutaki Coat, Hatchet, Crow, Quarterstaff, Desna's Star,

    Displayed:
    Deck: 9 Discard: 1 Buried: 0
    Notes: Die re-roll used for 5-1A: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Melee: Strength +2
    Dexterity d8 [ ] +1 [ ] +2 [ ] +3
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d4 [ ] +1 [ ] +2
    Wisdom d8 [ ] +1 [ ] +2
    Perception: Wisdom +3
    Survival: Wisdom +3
    Charisma d6 [ ] +1 [ ] +2 [ ] +3 [ ] +4

    Favored Card: Ally
    Hand Size 5 [ ] 6
    Proficient with: Light Armors Weapons
    Powers:
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 ( [ ] +1) and that card's traits to your combat check.
    At the end of your turn, you may examine the top ( [ ] or bottom) card of your location deck.


    Deck Handler // Tier 6.6 // 8 hero points

    Botting Olenjack's check against Bucket Brigade per Hangouts. He recharges Burglar for 1d10 and uses Maznar's aid for an extra 1d4. Constitution 6+1=7: 1d10 + 1d6 + 1d4 ⇒ (2) + (3) + (3) = 8. Defeated, no Fire damage.


    Maznar hears the screaming of the trees that gave their lives to make the ships, and it is as if his brain is afire. Keeping the malevolent spirit in his head in check by sheer force of will, the druid rushes to douse the twice-dying timbers in fresh seawater.

    Fortitude 7 to defeat Bucket Brigade: 1d8 + 1 + 1d4 ⇒ (8) + 1 + (4) = 13 Defeated.

    The screaming in his mind quiets, if only for a moment. Craoc, his crow ally, flies back and forth, agitated by all the noise but eager to help as best she can.


    Female Halfling Arcanist/Occularium Scholar Deck Handler

    (During Jirelle's turn)
    Maznar reveals Crow

    CON 6: 1d4 + 1d4 ⇒ (3) + (3) = 6

    (From the logbook of Enora, ship's engineer of the Man's Promise.)

    Small arms do not make for good waterbearers, but following Captain Jirelle's example, I sent bucket after bucket down the line until the caw of the crow confirmed the blaze no longer threatened the Man's Promise.


    Deck Handler // Tier 6.6 // 8 hero points

    With the fire dealt with, only one crew member was scorched a bit, a carver. Jirelle sends him down to get his wounds looked at and then goes back to scanning the cliffside for anything of note. Hopefully this time, catching it before it becomes a problem. She experiments with putting her magnifying glass in line with the spyglass, but the effects don't appear to help much. Maznar's crow seems to find something of interest and lets out a caw.

    Discard Carver to explore again. Check against Lookout Duty. Using Perception even though I don't have it, because 2d4 from base and Magnifying Glass is better on average than my d8 Wisdom. Revealing Bloodcrow Rapier to add the Swashbuckling trait to the check. Maznar adds another d4. Perception 6+1=7: 3d4 ⇒ (4, 2, 3) = 9

    Jirelle spies a fancy chain shirt hanging off a branch, and readies a rope so she can swing off the rigging to grab it and return.

    Discard BotG to explore again, encounter Magic Chain Shirt. Once again Maznar adds 1d4. Fortitude 5: 1d6 + 1d4 + 2 ⇒ (5) + (1) + 2 = 8

    As she sets off, the ship jerks to the side to avoid a rocky outcropping, throwing Jirelle off-balance. With all the grace and elegance of a flying platypus, she smacks face-first into the armor but manages to keep enough wherewithal to grab hold of it instead of letting it fall into the sea below. That... could have gone better. she thinks to herself as she returns to the ship, I think it may be best if I stick to navigation from now on instead of trying stunts like that.

    Jirelle, with her new armor in tow, heads back to the helm and asks Olenjack if he'd like her to take over. He gruffly agrees, as if something was bothering him, but Jirelle wasn't entirely able to read the dwarf's face to determine what was on his mind. As he walks away, Jirelle calls out "Oh, and great job with the wheel. You're a natural at this!" She drops the armor nearby and continues to steer the ship around the cliffs.

    Recharge Magnifying Glass to examine top card of deck: Blessing of the Ancients. Keeping it on top and then resetting hand. Recharging Magic Chain Shirt when resetting hand.

    Jirelle wrote:

    Hand: Blessing of the Ancients, Blessing of the Gods 4, Blessing of the Gods 3, Standard Bearer, Bloodcrow Rapier,

    Displayed: Gambeson,
    Deck: 8 Discard: 2 Buried: 0
    "Notes: Blessings available
    5-1A: Playmat available, Paizo reroll available"
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 ☐+1 ☐+2
    Dexterity d10 ☐+1 ☐+2 ☐+3 ☐+4
    Acrobatics: Dexterity +1
    Constitution d6 ☐+1 ☐+2
    Fortitude: Constitution +2
    Intelligence d4 ☐+1
    Wisdom d8 ☐+1 ☐+2 ☐+3
    Survival: Wisdom +3
    Charisma d8 ☐+1 ☐+2 ☐+3

    Favored Card: Ally
    Hand Size 5 ☐6 ☐7
    Proficient with: Light Armors, Weapons
    Powers:
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
    If your check has the Swashbuckling trait (☐ or is a check to defeat a ship), you may reroll 1 die (☐ or 2 dice); you must take the second result.
    Reduce Structural damage to your ship by 1.


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    Still grumpy at being asked to complete such menial labour such as piloting the craft, then ferrying buckets of water along the deck (or indeed, any labour at all) Olenjack had to privately concur that a base understanding of managing these sodding craft may be invaluable in the near future. He's beginning to see that this won't be the easy trip the Society had insinuated it would be. More undead pirates, right after the attack on Absalom by them; really?

    At least these ships are better than the blasted Hippocampi he was told to ride back then.

    Olenjack fishes out his pipe and some tobacco from a small, magical travel-humidor carefully kept underneath his clothing, carefully lighting it once free from his duties for now. A fine cigar should be savored, but a pipe can be enjoyed at any time.

    Off-turn; Olenjack recharges Burglar.

    Olenjack starts his turn.
    Blessing of the Gods discarded from the blessings deck.

    Olenjack discards Blessing of Kofusachi to search and draw Toxic Blunderbuss +1 from his deck.
    Recharged pile cleared.

    As he's enjoying his pipe, Olenjack spies something in the water. He does a double take, removing his pipe before calling for assistance - commanding the nearest crewman to rappel down the ship on a rope to fetch something as it floats past, with a voice used to being obeyed. Whether out of bravery, duty, fear or the hope that their quartermaster would repay them for their efforts (he won't), a crewman obliges, and leaps into action fast enough to grab what - at first - appears to be a steel rod from the water. Once lifted, it's purpose becomes clear, and the crewman is tugged back on boar where he gets a closer look at it for a few seconds before Olenjack snatches it from his hand.

    His gun. Olenjack tears off a bit of his clothing - a once-fine silk - and begins to wash the grime and damp off the slightly short blunderbuss with a care that nobody aboard had seen him display, except for his cigars.

    The weapon - crafted to his specifications and stature, magically resistant to wear and capable of firing poison-loaded shots when used with his specially prepared ammunition stores - appears to still be perfectly functional, and Olenjack cannot help but to wonder at the miracle that it returns to him now; the weapon he thought lost. Perhaps not all of the secrets of this demiplane are hostile to newcomers.

    Olenjack cannot move, and takes his free exploration.

    Rocky Cliff Card 4: Pistol:

    Weapon B
    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic

    Check
    Dexterity
    Ranged
    Craft
    6

    Powers
    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.

    Olenjack displays the ally: Shy Ratani to his power to add 2 to his check.
    Maznar reveals Crow to add 1d4.

    Dexterity 6+1: 1d8 + 1 + 2 + 1d4 ⇒ (5) + 1 + 2 + (3) = 11 -> Pass.
    Pistol 2 acquired.

    Olenjack goes below decks to get more appropriate tools to clean and prepare his blunderbuss for combat; finding that their new craft also has a supply of pistols and ammunition, with at least some in working order. He test-fires a few of them out a gun-port, then sticks a couple of them with some ammo in a makeshift bandolier from some harnesses and leather he pieces together below-decks.

    Olenjack uses the 5-1E Reward and buries Pistol 2 to banish the Pirate Shade Haunt next to his character.

    Looks like his luck might be turning. Olenjack grins.

    Olenjack ends his turn.
    Olenjack resets his hand; first returning all allies displayed to his power back to it.

    Olenjack wrote:

    Hand: Toxic Blunderbuss +1, Shy Ratani, Blessing of the Quartermaster 2, Blessing of the Quartermaster, Pistol,

    Displayed:
    Deck: 11 Discard: 4 Buried: 2
    Notes: Both Blessings of the Quartermaster are free to be used.

    I've got a high quality discard pile, but don't bother healing me - I'll bury Pistol to heal myself next turn, most likely, with my scenario reward power.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1 [ ]+2
    Dexterity d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
    Disable: Dexterity +1
    Constitution d6 [ ]+1 [ ]+2 [ ]+3
    Intelligence d8 [ ]+1
    Wisdom d6 [ ]+1 [ ]+2
    Perception: Wisdom +2
    Charisma d10 [ ]+1 [ ]+2 [ ]+3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size 5 [ ] 6 [ ] 7
    Proficient with: Light Armor // [ ] Weapons
    Powers:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.

    ADDITIONAL REWARDS:

    Spoiler:

    Die Bumps remaining: 2
    5-1B Reward: 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.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.


    Turn 7:Maznar/Blessing of Besmara
    Explore Rocky Cliff card #5: Buoyancy

    Be a ship's naturalist, they said. Explore the hidden ecologies of lands folded in cloth, they said.

    So far, it had not turned out as Maznar had expected. As he paces the deck, the malignant soul that haunt him travels up and down his body, whispering foul lies and urging the druid to kill himself. Sweat beads on his brow, but he tries to quiet his mind for the sake of interaction with his shipmates. It is not easy, however.

    As he scans the horizon, looking for anything save the endless parade of undead pirates, he sees portends written in the clouds. Are these messages, or instructions? Maznar struggles to understand what he sees.

    Intelligence 4 to acquire Buoyancy, revealing Crow: 1d6 + 1d4 ⇒ (5) + (2) = 7 Acquired

    Finally a smile breaks across his face. Not instructions, but a spell! He realizes that he has been sent the incantation to keep afloat, should he fall overboard, by some benign spirit. Not for the first time, words of praise for the Green rise to his lips.

    Discard Buoyancy to explore deck and draw Dog. Discard Dog to explore Rocky Cliff Card #6: Bloodbug

    As he prays, he feels a weight land on his shoulders, and hears his Haunt snicker. Something is trying to draw the lifeblood from his neck! He tries to swat it off with his staff.

    Combat 10 to defeat Bloodbug, revealing Crow and Quarterstaff and discarding Blessing of Gorum 2: 1d8 + 1d6 + 1d4 + 2d8 ⇒ (3) + (1) + (2) + (3, 1) = 10

    The thing takes a hard rap from Maznar's staff and flies into the sea with an unceremonious splash. The naturalist loves the play of nature, but not at the peril of his own flesh.

    Reset hand and end turn

    Maznar wrote:

    Hand: Crow, Blessing of Iomedae, Blessing of Gorum 3, Quarterstaff, Burst Bonds, Cure,

    Displayed: Pirate Shade Haunt,
    Deck: 4 Discard: 6 Buried: 0
    Notes: If I have an ally in hand, everyone at location gets 1d4 extra on your checks. Blessing as needed, of course. Shirt re-roll used, Scenario : no
    Sideboard cards:

    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 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Divine: Wisdom +3
    Survival: Wisdom +2
    Charisma d6 [ ]+1 [ ] +2

    Favored Card Type: Blessing
    Hand Size: 6 [ ] +7
    Proficient with: Light Armors [ ] Weapons

    Powers: Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 [ ] +1 random cards from her discard pile into her deck.
    You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
    You may discard a spell to search your deck ([ ] or your discard pile) for an ally that has the Animal trait and put it in your hand.

    Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


    During This Adventure:

  • 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.
  • Siezed Ships: Merchantman (Olenjack), Man's Promise (Enora)
  • Acquired Loot || Ships || Summoned Banes List || Hands Summary
  • 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. (1B Reward-Olenjack)
  • When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die. (1C Reward-Olenjack)
  • You may add 1d4 to your checks against Undead banes, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character. (1E Reward-Olenjack)
  • You may bury a Swashbuckling boon to recharge 1d4 random cards from your discard pile. (Adv 1 Reward-Olenjack)

    During This Scenario: 5-1A: TIDE OF BONES

  • Man's Promise: You may discard a card from the blessings deck to explore your location.
  • Man's Promise (Wrecked): Other characters may not move with this ship.
  • All characters start at the Fog Bank and cannot move, except when moved by the power below.
  • At the end of your turn, if your location is closed, all characters move together to a random open location; if your location is open, but has no cards, add an Enemy Ship henchman to your location deck.
  • When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.
  • To win, close all locations.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  • +d4 to all checks at Maznar's location, as long as he has an Animal ally in hand.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Shackles Pirate
    Monster B

    Traits
    Human
    Pirate
    Veteran

    Check
    Combat
    9

    Powers
    The difficulty of the check to defeat is increased by the adventure deck number of the current scenario, if any.
    If the check to defeat has the Swashbuckling trait, add 1d4 to it.

    Monster 2
    Spoiler:
    Giant Frog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.

    Monster 3
    Spoiler:
    Vine Choker
    Monster 1

    Traits
    Aberration
    Plant
    Elite

    Check
    Combat
    10

    Powers
    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.

    Monster 4
    Spoiler:
    Merfolk
    Monster B

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

    Powers
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

    Monster 5
    Spoiler:
    Blood Moon Pirate
    Monster B

    Traits
    Lycanthrope
    Pirate
    Elite

    Check
    Combat
    13

    Powers
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Barrier 2
    Spoiler:
    Treasure Hunt
    Barrier C

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    Each character may attempt at a check to defeat this barrier. Each character may recharge any number of allies; for each ally recharged, add 1d4 to that character's check. Each character that succeeds may add a random item from the box to her hand. If any character succeeds at the check, the barrier is defeated; otherwise, it's undefeated

    Barrier 3
    Spoiler:
    Treasure Map
    Barrier B

    Traits
    Cache
    Basic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    6

    Powers
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Barrier 4
    Spoiler:
    Dead Man's Chest
    Barrier C

    Traits
    Cache
    Lock
    Pirate

    Check
    Dexterity
    Disable
    11
    OR
    Strength
    Melee
    13

    Powers
    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.

    Barrier 5
    Spoiler:
    Hull Damage
    Barrier 1

    Traits
    Obstacle
    Aquatic
    Veteran

    Check
    Intelligence
    Craft
    6

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Cutlass
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

    Powers
    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.

    Weapon 2
    Spoiler:
    Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Weapon 3
    Spoiler:
    Morningstar
    Weapon B

    Traits
    Mace
    Melee
    Piercing
    Elite

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
    You may play this card as if it has the Bludgeoning trait instead of the Piercing trait.

    Weapon 4
    Spoiler:
    Boarding Pike
    Weapon C

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Basic

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Weapon 5
    Spoiler:
    Boarding Axe
    Weapon C

    Traits
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait. You may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Random Spells:
    Spell 1
    Spoiler:
    Strength
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
    If you do not have either the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Instant Armor
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    3

    Powers
    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 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.

    Spell 3
    Spoiler:
    Cure
    Spell C

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Sphere of Fire
    Spell 1

    Traits
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    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. This counts as playing a spell. At the end of your turn, or when you would discard this card when playing it, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 5
    Spoiler:
    Force Missile
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Force
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Cloth Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    When you acquire this card, you may draw a card.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Armor 2
    Spoiler:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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 proficient with light armors, bury it instead.

    Armor 3
    Spoiler:
    Chain Mail
    Armor C

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Armor 4
    Spoiler:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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 proficient with light armors, bury it instead.

    Armor 5
    Spoiler:
    Magic Wooden Armor
    Armor 1

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    3

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Eye Patch
    Item B

    Traits
    Accessory
    Swashbuckling
    Basic

    Check
    Charisma
    Dexterity
    5

    Powers
    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.

    Item 2
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.

    Item 3
    Spoiler:
    Anchor
    Item B

    Traits
    Tool

    Check
    Wisdom
    Survival
    8

    Powers
    Display this card next to your character. When you would shuffle a non-villain monster into your location, you may place it on top of that location instead. At the start of each turn, roll 1d6; on a 1, bury this card. If you move, discard this card.

    Item 4
    Spoiler:
    Amulet of Life
    Item B

    Traits
    Accessory
    Magic
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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.

    Item 5
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

    Powers
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.

    Random Allies:
    Ally 1
    Spoiler:
    Carver
    Ally B

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ally 2
    Spoiler:
    Besmaran Priest
    Ally C

    Traits
    Human
    Cleric
    Pirate

    Check
    Divine
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d6 to your non-combat Wisdom or Charisma check.
    Discard this card to explore your location. Add the Swashbuckling trait to your non-combat checks during this exploration.

    Ally 3
    Spoiler:
    Captain
    Ally C

    Traits
    Human
    Captain
    Pirate
    Basic

    Check
    Constitution
    Fortitude
    4
    THEN
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ally 4
    Spoiler:
    Lookout
    Ally C

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    Reveal this card to add 1d6 to any Perception check.
    Recharge this card to examine the top card of your location deck.

    Ally 5
    Spoiler:
    Quartermaster
    Ally C

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 3
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 5
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    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.

    Turn: 7 Maznar/Chthonicthul

    Top of Blessing Discard Pile: Blessing of Besmara

    Top Blessing:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


    Blessings Remaining: 21
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 8 Agna)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 2 (Turn 9 Enora)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 10 Jirelle)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 4 (Turn 11 Olenjack)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 12 Maznar)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 13 Agna)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 14 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 8 (Turn 15 Jirelle)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 9 (Turn 16 Olenjack)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 17 Maznar)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 18 Agna)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 19 Enora)
    Spoiler:
    Blessing of Milani
    Blessing C

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 20 Jirelle)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 14 (Turn 21 Olenjack)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 22 Maznar)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 23 Agna)
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 17 (Turn 24 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 18 (Turn 25 Jirelle)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 19 (Turn 26 Olenjack)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 20 (Turn 27 Maznar)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 28 Agna)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Fog Bank
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1

    Tempest Cay Card 1:
    Captain
    Ally B

    Traits
    Human
    Captain
    Pirate
    Basic

    Check
    Constitution
    Fortitude
    4
    THEN
    Charisma
    Diplomacy
    6

    Powers
    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.

    Tempest Cay Card 2:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 3:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Tempest Cay Card 4:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine 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.

    Tempest Cay Card 5:
    Fireblade
    Spell B

    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Tempest Cay Card 6:
    Parrot
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    7

    Powers
    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.

    Tempest Cay Card 7:
    Bloodbug
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    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.

    Tempest Cay Card 8:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    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.

    Tempest Cay Card 9:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Tempest Cay Card 10:
    Marine
    Monster B

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    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.

    Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1

    Shipwreck Graveyard Card 1:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

    Powers
    If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

    Shipwreck Graveyard Card 2:
    Marine
    Monster C

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    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.

    Shipwreck Graveyard Card 3:
    Magic Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Shipwreck Graveyard Card 4:
    Dagger
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    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 your combat check.

    Shipwreck Graveyard Card 5:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    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.

    Shipwreck Graveyard Card 6:
    Treasure Hunt
    Barrier B

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    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

    Shipwreck Graveyard Card 7:
    Enemy Ship
    Henchman Barrier C

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Shipwreck Graveyard Card 8:
    Ambush
    Barrier C

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Shipwreck Graveyard Card 9:
    Arcane Armor
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Shipwreck Graveyard Card 10:
    Potion of Glibness
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location to succeed at a Diplomacy check.

    Coastline
    At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
    When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
    When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
    M:2 Ba:1 W:1 Sp:1 Ar:2 I:1 Al:1 Bl:0 ?:1

    Coastline Card 1:
    Pirate Captain
    Monster B

    Traits
    Human
    Captain
    Pirate
    Veteran

    Check
    Combat
    12

    Powers
    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.

    Coastline Card 2:
    Aid
    Spell B

    Traits
    Magic
    Divine
    Elite

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Coastline Card 3:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Coastline Card 4:
    Boatswain
    Ally B

    Traits
    Dwarf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    9

    Powers
    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.

    Coastline Card 5:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Coastline Card 6:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Coastline Card 7:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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 proficient with light armors, bury it instead.

    Coastline Card 8:
    Boarding Axe
    Weapon B

    Traits
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

    Powers
    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.

    Coastline Card 9:
    Ring of Wave Walking
    Item 1

    Traits
    Accessory
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
    Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

    Coastline Card 10:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

    Powers
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.

    Pinnacle Atoll
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    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:1 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: everyone

    Rocky Cliff Card 1:
    Smuggler
    Monster B

    Traits
    Human
    Smuggler
    Basic

    Check
    Combat
    9

    Powers
    Before you act, display a random card from your hand. If defeated, discard it; if undefeated, bury it.

    Rocky Cliff Card 2:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Rocky Cliff Card 3:
    Ruby of Charisma
    Item B

    Traits
    Object
    Magic

    Check
    Charisma
    7

    Powers
    Recharge this card to roll your Charisma die instead of the normal die on a non-combat check.

    Rocky Cliff Card 4:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

    Powers
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, 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.


  • Agna's Deck Handler

    The hour of Achaekek
    Free explore of Rocky Cliff card #1:

    Smuggler:
    Monster B
    Traits
    Human
    Smuggler
    Basic

    Check
    Combat
    9

    Powers
    Before you act, display a random card from your hand. If defeated, discard it; if undefeated, bury it.


    Random card displayed:
    1 = Erutaki Coat
    2 = Hatchet
    3 = Crow
    4 = Quarterstaff
    5 = Desna's Star

    Random card displayed: 1d5 ⇒ 5 Desna's Star displayed
    Reveal and discard Quarterstaff
    Combat 9: 1d10 + 2 + 2d6 ⇒ (6) + 2 + (4, 1) = 13 defeated, Desna's Star discarded

    Agna heads below deck to recover from the arduous task of hefting buckets and dousing flames. She hails one of the crew who appears to be digging through the gear. The man startles and pulls a knife on her and Agna realizes she doesn't recognize the man. She manages to evade his first jab, giving her enough time to bring her quarterstaff down on the man's skull. She reviews the gear he was rifling through and realizes with annoyance that he has befouled her small kit of various healing ingredients.

    Discard (recharge) Crow to explore card #2:

    Enemy Ship:

    Henchman Barrier B
    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.


    Random Ship: 1d10 ⇒ 7
    Mistmourn:

    Ship P
    Class 5

    Check to Defeat
    Wisdom
    Survival
    9
    OR
    Dexterity
    Acrobatics
    11

    When Encountered
    If any character would discard any cards during the check to defeat the Mistmourn, bury those cards instead.
    When Commanding
    Reduce Structual damage dealt to this ship by 2.
    You may discard a card from teh blessings deck to evade a bane.

    The call comes from above deck that another ship is fast approaching. Agna begrudgingly leaves her kit in a messy pile to be dealt with later. She heads above deck to see the sails of another ship piloted by an undead crew. She prepares for combat.

    Pausing turn to discuss who will be encountering the Skeletal Crew

    Skeletal Crew:
    Skeletal Crew
    Henchman Monster 1

    Traits
    Undead
    Skeleton
    ⭐Veteran⭐

    Check
    Combat 8

    Powers
    The Skeletal Crew is immune to the Mental and Poison traits.
    Before you act, each other character succeeds at a Combat check of 8 plus twice the scenario’s adventure deck number or is dealt 1d4-1 Combat damage.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check has the Piercing or Slashing trait, the difficulty is increased by 4.
    If defeated, you may immediately attempt to close the location this henchman came from.


    Agna's Deck Handler

    As per Hangouts discussion, Olenjack will encounter and evade the Skeletal Crew
    Check to defeat Mistmourn:
    Maznar reveals Crow to add 1d4, reveal Erutaki Coat to add 1
    Survival 9: 1d8 + 4 + 1d4 ⇒ (7) + 4 + (4) = 15 defeated, seize Mistmourn
    Plunder: 1d6 ⇒ 1 Weapon
    Location close: Banish Hatchet to close
    All characters move to: 1d3 + 1 ⇒ (2) + 1 = 3 Shipwreck Graveyard
    *EDIT*Location close power:
    Examine top card of random location: 1d3 + 1 ⇒ (3) + 1 = 4 Coastline
    Top card is Pirate Captain - banish as per location power

    As Agna arrives above board, Olenjack is barking instructions to the crew. It seems he has developed a plan to avoid being boarded. The crew rush to grab any large objects they can lay their hands on: shields, barrels, planks and the like. They line up along the port side as the enemy ship approaches. When the skeletal crew leaps from the Mistmourn to the Man's Promise, Olenjack roars, "NOW!" and the crew rush the rail, knocking each one of the dry bones off the deck and into the sea below. After clearing a few of the skeletal crew that remain, the Mistmourn is seized and added to the fleet.

    Reset hand and end turn
    Examine top card of Shipwreck Graveyard: Rat Swarm (Monster B)

    Agna wrote:

    Hand: Erutaki Coat, Blessing of the Elements, Fox, Blessing of the Green Faith 2, Cloud Puff,

    Displayed:
    Deck: 6 Discard: 3 Buried: 0
    Notes: Blessings available as needed. Cloud puff available (see below). Die re-roll used for 5-1A: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Melee: Strength +2
    Dexterity d8 [ ] +1 [ ] +2 [ ] +3
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d4 [ ] +1 [ ] +2
    Wisdom d8 [ ] +1 [ ] +2
    Perception: Wisdom +3
    Survival: Wisdom +3
    Charisma d6 [ ] +1 [ ] +2 [ ] +3 [ ] +4

    Favored Card: Ally
    Hand Size 5 [ ] 6
    Proficient with: Light Armors Weapons
    Powers:
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 ( [ ] +1) and that card's traits to your combat check.
    At the end of your turn, you may examine the top ( [ ] or bottom) card of your location deck.


    Blessing of Green Faith:
    (Blessing B)
    Traits: Divine, Basic
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to another character's check.
    Discard this card to explore your location.

    Cloud Puff:
    (Item B)
    Traits: Plant, Alchemical, Basic
    Bury or banish this card to allow a character to ignore a bane's powers that happen before and after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
    While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.


    During This Adventure:

  • 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.
  • Siezed Ships: Merchantman (Olenjack), Man's Promise (Enora), Mistmourn (Agna)
  • Acquired Loot || Ships || Summoned Banes List || Hands Summary
  • 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. (1B Reward-Olenjack)
  • When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die. (1C Reward-Olenjack)
  • You may add 1d4 to your checks against Undead banes, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character. (1E Reward-Olenjack)
  • You may bury a Swashbuckling boon to recharge 1d4 random cards from your discard pile. (Adv 1 Reward-Olenjack)

    During This Scenario: 5-1A: TIDE OF BONES

  • Mistmourn: Reduce Structual damage dealt to this ship by 2.
    You may discard a card from the blessings deck to evade a bane.
  • Mistmourn (Wrecked): Whenever you banish cards, banish 1 additional card from your hand.
  • All characters start at the Fog Bank and cannot move, except when moved by the power below.
  • At the end of your turn, if your location is closed, all characters move together to a random open location; if your location is open, but has no cards, add an Enemy Ship henchman to your location deck.
  • When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.
  • To win, close all locations.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  • +d4 to all checks at Maznar's location, as long as he has an Animal ally in hand.
  • Structural damage is always reduced by 1 (Jirelle)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Comozant Wyrd
    Monster C

    Traits
    Outsider
    Elemental
    Incorporeal
    Elite

    Check
    Combat
    10

    Powers
    The Comozant Wyrd is immune to the Cold, Electricity, and Poison traits. All damage dealt by it is electricity damage.
    If the check to defeat does not have the Magic trait, the Comozant Wyrd is undefeated.

    Monster 2
    Spoiler:
    Sea Hag
    Monster B

    Traits
    Hag
    Aquatic

    Check
    Combat
    11

    Powers
    Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
    When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.

    Monster 3
    Spoiler:
    Giant Rock Crab
    Monster 1

    Traits
    Animal
    Aquatic

    Check
    Combat
    13

    Powers
    If the Giant Rock Crab would be defeated, reroll the dice. The Giant Rock Crab is defeated or undefeated based solely on the result of the second die roll.
    If the check to defeat includes the Ranged trait, after you act, the Giant Rock Crab deals 1 Combat damage to you.

    Monster 4
    Spoiler:
    Sea Drake
    Monster B

    Traits
    Dragon
    Aquatic

    Check
    Combat
    14

    Powers
    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.

    Monster 5
    Spoiler:
    Pirate Captain
    Monster B

    Traits
    Human
    Captain
    Pirate
    Veteran

    Check
    Combat
    12

    Powers
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Pirate Hunting
    Barrier B

    Traits
    Task
    Pirate

    Check
    None

    Powers
    Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is not defeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
    If the summoned card is defeated, banish it; this barrier is also defeated.

    Barrier 2
    Spoiler:
    Treasure Map
    Barrier B

    Traits
    Cache
    Basic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    6

    Powers
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Barrier 3
    Spoiler:
    Swabbing the Decks
    Barrier 1

    Traits
    Task
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    7

    Powers
    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.

    Barrier 4
    Spoiler:
    Drowning Spikes Trap
    Barrier 1

    Traits
    Trap
    Aquatic

    Check
    Dexterity
    Disable
    7

    Powers
    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.

    Barrier 5
    Spoiler:
    Barroom Brawl
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Strength
    Melee
    Dexterity
    5

    Powers
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Falcata
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

    Powers
    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 not 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.

    Weapon 2
    Spoiler:
    Pistol
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Basic

    Check
    Dexterity
    Ranged
    Craft
    6

    Powers
    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.

    Weapon 3
    Spoiler:
    Cutlass +1
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic
    Elite

    Check
    Strength
    Melee
    8

    Powers
    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.

    Weapon 4
    Spoiler:
    Falcata
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Elite

    Check
    Strength
    Melee
    7

    Powers
    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 not 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.

    Weapon 5
    Spoiler:
    Harpoon
    Weapon C

    Traits
    Spear
    Ranged
    Piercing
    2-Handed
    Swashbuckling
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Frostbite
    Spell C

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    5

    Powers
    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.

    Spell 2
    Spoiler:
    Charm Animal
    Spell C

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    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.

    Spell 3
    Spoiler:
    Phantasmal Minion
    Spell C

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Speed
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
    If you do not have the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Fear
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Attack
    Mental
    Elite

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Magic Buckler
    Armor B

    Traits
    Shield
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 2
    Spoiler:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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 proficient with light armors, bury it instead.

    Armor 3
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 4
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 5
    Spoiler:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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 proficient with light armors, bury it instead.

    Random Items:
    Item 1
    Spoiler:
    Potion of Healing
    Item C

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

    Powers
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Item 2
    Spoiler:
    Archer's Bracers
    Item 1

    Traits
    Accessory
    Magic
    Elite

    Check
    Dexterity
    Ranged
    7

    Powers
    Reveal this card to add 2 to your Ranged combat check.

    Item 3
    Spoiler:
    Powder Horn
    Item C

    Traits
    Tool
    Alchemical
    Basic

    Check
    Ranged
    Intelligence
    Craft
    6

    Powers
    Discard this card to search your deck for a weapon that has the Firearm trait. Add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 8 check to recharge it instead of discarding it.

    Item 4
    Spoiler:
    Potion of Lucubration
    Item C

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location to succeed at a Craft check.

    Item 5
    Spoiler:
    Bracers of Protection
    Item B

    Traits
    Accessory
    Magic
    Basic

    Check
    Intelligence
    Arcane
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 1.

    Random Allies:
    Ally 1
    Spoiler:
    Acolyte
    Ally C

    Traits
    Human
    Elite

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ally 2
    Spoiler:
    Lookout
    Ally C

    Traits
    Elf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    Reveal this card to add 1d6 to any Perception check.
    Recharge this card to examine the top card of your location deck.

    Ally 3
    Spoiler:
    Sailor
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    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.

    Ally 4
    Spoiler:
    Dolphin
    Ally B

    Traits
    Animal
    Aquatic
    Elite

    Check
    Wisdom
    Survival
    8

    Powers
    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.

    Ally 5
    Spoiler:
    Tidepool Dragon
    Ally 1

    Traits
    Dragon
    Aquatic
    Elite

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    6

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Gorum
    Blessing C

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 3
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    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.

    Blessing 4
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 5
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

    Powers
    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.

    Turn: 9 Enora/EmpTyger

    Top of Blessing Discard Pile: Blessing of Gozreh

    Top Blessing:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.


    Blessings Remaining: 19
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 10 Jirelle)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 2 (Turn 11 Olenjack)
    Spoiler:
    Blessing of Achaekek
    Blessing B

    Traits
    Divine
    Achaekek

    Check
    Intelligence
    Craft
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a villain or henchman.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 12 Maznar)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 13 Agna)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 14 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 6 (Turn 15 Jirelle)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 7 (Turn 16 Olenjack)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 17 Maznar)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 18 Agna)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 19 Enora)
    Spoiler:
    Blessing of Milani
    Blessing C

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 20 Jirelle)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 12 (Turn 21 Olenjack)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 13 (Turn 22 Maznar)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 23 Agna)
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 15 (Turn 24 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 16 (Turn 25 Jirelle)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 17 (Turn 26 Olenjack)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 18 (Turn 27 Maznar)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 19 (Turn 28 Agna)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Fog Bank
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1

    Tempest Cay Card 1:
    Captain
    Ally B

    Traits
    Human
    Captain
    Pirate
    Basic

    Check
    Constitution
    Fortitude
    4
    THEN
    Charisma
    Diplomacy
    6

    Powers
    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.

    Tempest Cay Card 2:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 3:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Tempest Cay Card 4:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine 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.

    Tempest Cay Card 5:
    Fireblade
    Spell B

    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Tempest Cay Card 6:
    Parrot
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    7

    Powers
    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.

    Tempest Cay Card 7:
    Bloodbug
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    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.

    Tempest Cay Card 8:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    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.

    Tempest Cay Card 9:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Tempest Cay Card 10:
    Marine
    Monster B

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    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.

    Shipwreck Graveyard
    At This Location: At the start of your turn, succeed at a Wisdom or Survival 5 check or your ship is dealt 1d4 Structural damage.
    When Closing: Roll on the Plunder table; then summon and acquire a random card of that type.
    When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
    M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1
    Located here: everyone

    Shipwreck Graveyard Card 1 - Rat Swarm:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

    Powers
    If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

    Shipwreck Graveyard Card 2:
    Marine
    Monster C

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    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.

    Shipwreck Graveyard Card 3:
    Magic Chain Shirt
    Armor B

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Shipwreck Graveyard Card 4:
    Dagger
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    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 your combat check.

    Shipwreck Graveyard Card 5:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    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.

    Shipwreck Graveyard Card 6:
    Treasure Hunt
    Barrier B

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    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

    Shipwreck Graveyard Card 7:
    Enemy Ship
    Henchman Barrier C

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Shipwreck Graveyard Card 8:
    Ambush
    Barrier C

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Shipwreck Graveyard Card 9:
    Arcane Armor
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    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.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 4 check to recharge this card instead of discarding it.

    Shipwreck Graveyard Card 10:
    Potion of Glibness
    Item B

    Traits
    Liquid
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location to succeed at a Diplomacy check.

    Coastline
    At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
    When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
    When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
    M:1 Ba:1 W:1 Sp:1 Ar:2 I:1 Al:1 Bl:0 ?:1

    Coastline Card 1:
    Aid
    Spell B

    Traits
    Magic
    Divine
    Elite

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Coastline Card 2:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Coastline Card 3:
    Boatswain
    Ally B

    Traits
    Dwarf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    9

    Powers
    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.

    Coastline Card 4:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Coastline Card 5:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Coastline Card 6:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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 proficient with light armors, bury it instead.

    Coastline Card 7:
    Boarding Axe
    Weapon B

    Traits
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

    Powers
    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.

    Coastline Card 8:
    Ring of Wave Walking
    Item 1

    Traits
    Accessory
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
    Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

    Coastline Card 9:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

    Powers
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.

    Pinnacle Atoll
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Rocky Cliff
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed


  • Deck Handler // Searching For: Nothing but the occasional Spell 5!

    Olenjack begins the process of reloading his firearms after their latest engagement, quietly proud of the performance of the crew in these skirmishes. Something of a higher class of help than the thugs he had grown used to in his line of business.

    He wonders how his schemes are being run in the 'family' hands back home. They've probably made a right mess of things already. Oh well, he's patient. He'll rebuild. Maybe he'll even become a legitimate businessman one day.

    Hah. Not likely.

    Off-Turn: Olenjack recharges Shy Ratani to evade the Skeleton Crew, and displays Pirate Shade Haunt for not defeating it.

    Olenjack wrote:

    Hand: Toxic Blunderbuss +1, Blessing of the Quartermaster 2, Blessing of the Quartermaster, Pistol,

    Displayed: Pirate Shade Haunt,
    Deck: 12 Discard: 4 Buried: 2
    Notes: Both Blessings of the Quartermaster are free to be used.

    I've got a high quality discard pile, but don't bother healing me - I'll bury Pistol to heal myself next turn, most likely, with my scenario reward power.
    Sideboard cards:


    Female Halfling Arcanist/Occularium Scholar Deck Handler

    Gozreh o'clock
    Shipwreck Graveyard: Maznar reveals Fox

    WIS 5: 1d6 + 1d4 ⇒ (3) + (1) = 4
    Structural Damage: 1d4 ⇒ 2
    Mistmourn prevents 2 Structural damage

    Exploring Shipwreck Graveyard 1: Rat Swarm

    Rat Swarm:
    Monster B

    Traits
    Animal
    Swarm
    Elite
    Check
    Combat
    8
    Powers
    If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.


    Discarding Mind Thrust. Maznar reveals Fox
    Combat 8 (12): 1d12 + 3 + 1d6 + 1 + 1d4 ⇒ (2) + 3 + (2) + 1 + (4) = 12
    Maznar reveals Fox
    Arcane 9: 1d12 + 1 + 1d4 ⇒ (10) + 1 + (3) = 14
    Mind Thrust is recharged. Rat Swarm is banished

    Discarding Magical Child to explore Shipwreck Graveyard 2: Marine

    Marine:
    Monster C

    Traits
    Human
    Warrior
    Veteran
    Check
    Combat
    8
    Powers
    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.


    Recharging Flame Staff and discarding Phantom Shield. Maznar reveals Fox
    Combat 8: 1d12 + 1 + 1d8 + 1d4 ⇒ (11) + 1 + (2) + (2) = 16
    Marine is banished. Recharging Phantom Shield

    Discarding Chronicler to explore Shipwreck Graveyard 3: Magic Chain Shirt

    Magic Chain Shirt:
    Armor B

    Traits
    Light Armor
    Magic
    Swashbuckling
    Elite
    Check
    Constitution
    Fortitude
    5
    Powers
    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.


    Maznar reveals Fox
    CON 5: 1d4 + 1d4 ⇒ (1) + (3) = 4
    Magic Chain Shirt is banished

    Ending turn. Resetting hand

    (From the logbook of Enora, ship's engineer of the Mistmourn.)

    A shipwreck graveyard is just as haunting as the corporeal sort, and the tendrils of the undead hulks just as chilling. As we entered, I heard the scraping of steel across the Mistmourn's hull, but I was minimally concerned; our new ship has a toughened wood that resists splintering. The same could not be said of the nameless wreck we collided into, whose inevitable demise was hastened.

    While the structural integrity of the Mistmourn was not a concern, a greater worry were the proverbial rats, which fled onto the nearest structure: our own vessel. At which point, the magicks I had so bemoaned as useless against the undead crews could be put to a most effective use against the primitive animal awareness of the rodents, whose only motivation was running from danger. That simplest of emotions, fear, was redirected to our vessel, as I refocused the rats' panic on Maznar's fox, and the horde of rats as one reversed direction.

    The wreck had a human survivor as well, whose anger could not be similarly abated, even though his ship truly would have been no more seaworthy in our absence. With this marine being intent on battle, I had the opportunity to use some magical artillery I had mounted on the deck. More precise than a cannon, the flame staff likewise arcs a fiery projectile, but without the concern of the requisite gunpowder. From his garb and speak, I believe him to be of the Estharian navy, and while the Chronicles of Estharia do make mention of the fine magical armor of their veterans, I doubt that such weighty gear is worth disturbing his rest to dredge up.

    Enora wrote:

    Hand: Blessing of the Spellbound 1, Spellbook, Blessing of the Spellbound 3, Electrified Web, Fire Snake, Blessing of the Spellbound 2,

    Displayed:
    Deck: 6 Discard: 4 Buried: 0
    Notes: Electrified Web lets someone else at my location encounter a monster instead of Enora with +1 and Electricity and Magic
    Ask before using: 3 Blessings of the Spellbound (+1 die, recharge if Arcane/Divine)
    Can use without asking: Blessing if would recharge

    Skills and Powers:

    Skills:
    Strength d6 [] +1
    Dexterity d6 [] +1 [] +2
    Constitution d4 [] +1
    Intelligence d12 [] +1 [] +2 [] +3 [] +4
    -- Arcane: Intelligence +1
    -- Craft: Intelligence +1
    -- Knowledge: Intelligence +3
    Wisdom d6 [] +1 [] +2 [] +3
    Charisma d8 [] +1 [] +2 [] +3 [] +4

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


    Deck Handler // Tier 6.6 // 8 hero points

    Hourglass is Blessing of the Gods. Automatically succeed at start of turn Survival 5 check using Maznar's assistance (1d8+1d4+3).

    Having past the cliffs, Jirelle encounters shallow waters strewn with the wrecks of previous ships. She instructs the fleet to follow each other as she takes the lead, gently guiding their keels through an underwater maze. So far, so good, there's been some superficial scrapes but nothing damaging. Maznar's menagerie has been helpful as well in calming down and de-stressing the crew and letting them perform at their best.

    Jirelle was so intent and concentrated on the navigation that she largely paid no mind to what the rest of her crew was doing at the time. She had faith in them that they'd perform their duties admirably, as they have done so in the past. That concentration was broken when a dagger embedded itself near where she was standing.

    Dagger:
    Dagger
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    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 your combat check.

    Dexterity 3: 1d10 + 1d4 ⇒ (2) + (2) = 4 Jirelle deftly picks up the dagger and surveys the deck to see where it came from. She catches a glimpse of someone clambering down, and figured they might be the perpetrator, although she didn't quite see who exactly it was.

    Recharge Blessing of the Ancients to examine and optionally explore: Trapped Locker. Exploring. Before she could ponder too much about that or even tell some of her crew to chase after that person and bring them back up for questioning, a crewman came running up with a rather heavy locker, tarnished with age and covered in seaweed. "Cap'n! We recovered this here locker from the hold, but me mates and I think it be cursed."

    Jirelle tells them to set it down and she examines it. Not cursed as far as she can tell, but she definitely spies a trap trigger on it. Using her newfound dagger, she pokes in to try and disarm it.

    Trapped Locker:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    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.

    Reveal Bloodcrow Rapier to add Swashbuckling to the check. Maznar contributes with an animal reveal. Dexterity 9: 1d10 + 1d4 ⇒ (1) + (2) = 3 Re-rolling the 1 per character power since check has Swashbuckling. Dexterity 9: 1d10 + 2 ⇒ (7) + 2 = 9 Jirelle starts fiddling with the lock using the dagger, however she quickly surmises that the trap mechanism requires a blade that isn't quite as wide. Before the trap is set off, Jirelle jabs her rapier in there as well, and manages to open the locker without issue. Inside is a Magic Buckler, which she takes and sets down in her increasing pile of stuff next to the wheel.

    Random Armor 1 taken. Discard Standard Bearer to explore again. Enthusiastic that they found something neat in the hold, the crewman that brought Jirelle the locker then sets off to organize a treasure hunt in the hold for any other items that may be of interest. Jirelle gives him a nod, and returns to piloting the ship safely through the wreckage.

    Everyone gets a chance to succeed against Treasure Hunt to pull a random item. I have next to no chance of winning, but that's not the same as no chance so I'll go for it.

    Treasure Hunt:
    Treasure Hunt
    Barrier B

    Traits
    Cache
    Task
    Veteran

    Check
    Intelligence
    Knowledge
    7

    Powers
    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

    Reveal Bloodcrow Rapier for Swashbuckling, Maznar reveals animal. Intelligence 7+1=8: 2d4 ⇒ (3, 3) = 6 Pausing until someone beats it so I know whether or not it shuffles back in.


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    Maznar adds 1d4, Pirate Shade Haunt increases the difficulty by 1.
    Intelligence 8+1: 1d6 + 1d4 ⇒ (1) + (3) = 4 -> Failure.

    Treasure? Are the crew implying that his finances were insufficient for this expedition? A fool's errand - better suited to someone more foolish than him.


    Agna's Deck Handler

    Agna attempts to decipher the map...
    Maznar's zoo adds 1d4
    Intelligence 7+1=8: 2d4 ⇒ (3, 4) = 7 failed by 1
    Recharge Fox to add to check as per Hangouts discussion
    Intelligence 7+1=8: 3d4 ⇒ (4, 3, 2) = 9 success
    Add random item to hand: Potion of Healing (Item C)

    ...and is able to make out a few nearby landmarks.

    Recharge Fox to add 1d4 to Enora's Intelligence check against the barrier. As per Hangouts, Enora has Spellbook in hand and doesn't need Fox.

    Agna wrote:

    Hand: Erutaki Coat, Blessing of the Elements, Blessing of the Green Faith 2, Cloud Puff,

    Displayed:
    Deck: 7 Discard: 3 Buried: 0
    Notes: Blessings available as needed. Cloud puff available (see below). Die re-roll used for 5-1A: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
    Melee: Strength +2
    Dexterity d8 [ ] +1 [ ] +2 [ ] +3
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d4 [ ] +1 [ ] +2
    Wisdom d8 [ ] +1 [ ] +2
    Perception: Wisdom +3
    Survival: Wisdom +3
    Charisma d6 [ ] +1 [ ] +2 [ ] +3 [ ] +4

    Favored Card: Ally
    Hand Size 5 [ ] 6
    Proficient with: Light Armors Weapons
    Powers:
    When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
    You may recharge a card that has the Offhand trait to add 1d6 ( [ ] +1) and that card's traits to your combat check.
    At the end of your turn, you may examine the top ( [ ] or bottom) card of your location deck.


    Blessing of Green Faith:
    (Blessing B)
    Traits: Divine, Basic
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to another character's check.
    Discard this card to explore your location.

    Cloud Puff:
    (Item B)
    Traits: Plant, Alchemical, Basic
    Bury or banish this card to allow a character to ignore a bane's powers that happen before and after you act. After the encounter, you may succeed at a Craft 4 or Survival 5 check to recharge this card instead.
    While you reset your hand, reveal any number of cards that have the Plant trait to treat your hand size as 1 higher per card revealed.


    Deck Handler // Tier 6.6 // 8 hero points

    Barrier defeated and banished, others can still attempt checks if they wish. Continuing turn, discarding BotG to explore again: Enemy Ship.

    While the crew was in the hold, Jirelle spotted an Enemy Ship looping around the wreckage to cut her fleet off. She shouts out to increase speed as she hopes to break through. Discarding blessing from hourglass per Mistmourn's power to evade Skeletal Crew. Jirelle takes a Pirate Shade Haunt (unless someone else really wants it instead, but since I'm last in turn order it makes a bit more sense for me to grab it as I'll have less turns where it affects me).

    Random Ship: 1d10 ⇒ 4 Shackles Pirate Ship

    The skeletal crew leaps from the pirate ship, but due to some evasive maneuvers they splash into the water instead of landing on-deck to fight Jirelle and her crew. Now all that's left is to speed past the ship itself. Survival 6+1=7: 1d8 + 1d4 + 3 ⇒ (5) + (3) + 3 = 11 Plunder: 1d6 ⇒ 1 Weapon plunder. Choosing not to seize as I'd rather have the damage reduction for closing Shipwreck Graveyard plus the nifty evade power.

    Closing: 1d6 ⇒ 6 Choosing armor as (almost) all of them are Con/Fort to acquire and that plays nicely into my Fort skill: Random armor 2 Leather Armor. Autosucceed at check to acquire 1d6+1d4+2 vs 2+1=3

    One skeleton managed to cling onto the railings and pulled itself up. Jirelle made short work of it, and then claimed the Leather Armor it was wearing.

    Closing Structural Damage: 1d4 ⇒ 4 Mistmourn reduces by 2, I reduce by 1. Discarding newly-acquired Leather Armor for the remaining point. The distraction of the enemy cause Mistmourn to ram into a sunken mast. Jirelle quickly rushes down and plugs the hole with the armor she grabbed off the skeleton while other crew members grab planks and nails for a more permanent fix.

    Location: 1d2 ⇒ 2 Now out of the shipwreck graveyard, Jirelle heads towards the Coastline of a nearby island.

    Discarding Dagger and Magic Buckler when resetting hand.

    Jirelle wrote:

    Hand: Councilor's Ring, Rapier, Blessing of the Gods 3, Blessing of the Gods 1, Bloodcrow Rapier,

    Displayed: Gambeson, Pirate Shade Haunt,
    Deck: 6 Discard: 7 Buried: 0
    "Notes: Blessings available
    5-1A: Playmat available, Paizo reroll available"
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 ☐+1 ☐+2
    Dexterity d10 ☐+1 ☐+2 ☐+3 ☐+4
    Acrobatics: Dexterity +1
    Constitution d6 ☐+1 ☐+2
    Fortitude: Constitution +2
    Intelligence d4 ☐+1
    Wisdom d8 ☐+1 ☐+2 ☐+3
    Survival: Wisdom +3
    Charisma d8 ☐+1 ☐+2 ☐+3

    Favored Card: Ally
    Hand Size 5 ☐6 ☐7
    Proficient with: Light Armors, Weapons
    Powers:
    For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +2.
    If your check has the Swashbuckling trait (☐ or is a check to defeat a ship), you may reroll 1 die (☐ or 2 dice); you must take the second result.
    Reduce Structural damage to your ship by 1.


    Maznar too pores over the map, hopeful to be able to decipher at least a small bit...

    Intelligence 9 to defeat Treasure Hunt: 1d6 + 1d4 ⇒ (6) + (2) = 8

    ...but it is ever-so-slightly hard to read for the druid.


    During This Adventure:

  • 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.
  • Siezed Ships: Merchantman (Olenjack), Man's Promise (Enora), Mistmourn (Agna)
  • Acquired Loot || Ships || Summoned Banes List || Hands Summary
  • 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. (1B Reward-Olenjack)
  • When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die. (1C Reward-Olenjack)
  • You may add 1d4 to your checks against Undead banes, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character. (1E Reward-Olenjack)
  • You may bury a Swashbuckling boon to recharge 1d4 random cards from your discard pile. (Adv 1 Reward-Olenjack)

    During This Scenario: 5-1A: TIDE OF BONES

  • Mistmourn:[/b] Reduce Structual damage dealt to this ship by 2.
    You may discard a card from the blessings deck to evade a bane.
  • Mistmourn (Wrecked):[/b] Whenever you banish cards, banish 1 additional card from your hand.
  • All characters start at the Fog Bank and cannot move, except when moved by the power below.
  • At the end of your turn, if your location is closed, all characters move together to a random open location; if your location is open, but has no cards, add an Enemy Ship henchman to your location deck.
  • When you encounter the henchman Enemy Ship, before you act, a character at your location summons and encounters the henchman Skeletal Crew. If it is not defeated, that character displays the henchman Pirade Shade Haunt next to her character.
  • To win, close all locations.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  • +d4 to all checks at Maznar's location, as long as he has an Animal ally in hand.
  • Structural damage is always reduced by 1 (Jirelle)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Merfolk
    Monster B

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

    Powers
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

    Monster 2
    Spoiler:
    Blood Moon Pirate
    Monster B

    Traits
    Lycanthrope
    Pirate
    Elite

    Check
    Combat
    13

    Powers
    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.

    Monster 3
    Spoiler:
    Merfolk
    Monster C

    Traits
    Merfolk
    Aquatic
    Basic

    Check
    Combat
    8

    Powers
    If undefeated, each character at this location must succeed at a Constitution or Fortitude 7 check or bury the top card of his deck.

    Monster 4
    Spoiler:
    Vine Choker
    Monster 1

    Traits
    Aberration
    Plant
    Elite

    Check
    Combat
    10

    Powers
    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.

    Monster 5
    Spoiler:
    Giant Frog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    A random character at your location encounters the Giant Frog.
    If the check to defeat has the Electricity trait, add 1d8 to it.

    Random Barriers:
    Barrier 1
    Spoiler:
    Harpoon Trap
    Barrier 1

    Traits
    Trap
    Basic

    Check
    Dexterity
    Acrobatics
    9
    OR
    Disable
    6

    Powers
    If undefeated, this barrier deals 1d6 Ranged Combat damage to you.

    Barrier 2
    Spoiler:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

    Powers
    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.

    Barrier 3
    Spoiler:
    Drowning Spikes Trap
    Barrier 1

    Traits
    Trap
    Aquatic

    Check
    Dexterity
    Disable
    7

    Powers
    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.

    Barrier 4
    Spoiler:
    Taking on Water
    Barrier 1

    Traits
    Task
    Aquatic
    Basic

    Check
    Strength
    Constitution
    Craft
    7

    Powers
    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.

    Barrier 5
    Spoiler:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Random Weapons:
    Weapon 1
    Spoiler:
    Icy Boarding Pike +1
    Weapon B

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1 and add the Cold trait. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Weapon 2
    Spoiler:
    Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Weapon 3
    Spoiler:
    Rapier
    Weapon C

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    5

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 4
    Spoiler:
    Boarding Pike
    Weapon C

    Traits
    Polearm
    Melee
    Piercing
    2-Handed
    Basic

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8. Add another 1d4 if you are on a ship. If you fail this check, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Weapon 5
    Spoiler:
    Pistol +1
    Weapon B

    Traits
    Firearm
    Ranged
    Piercing
    Swashbuckling
    Magic
    Elite

    Check
    Dexterity
    Ranged
    Craft
    8

    Powers
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Cure
    Spell C

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Speed
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
    If you do not have the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Black Spot
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Discard this card to decrease the difficulty to defeat a monster by 1 plus the adventure deck number of the current scenario, if any.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Phantasmal Minion
    Spell C

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    4

    Powers
    Discard this card to give a card to another character.
    Discard this card to allow another character at your location to give you a card.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Cloth Armor
    Armor C

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    When you acquire this card, you may draw a card.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Armor 2
    Spoiler:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Armor 3
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    Recharge this card to reduce Ranged Combat damage dealt to a character at your location by 2, or Combat damage dealt to you by 2. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

    Armor 4
    Spoiler:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Armor 5
    Spoiler:
    Benevolent Buckler
    Armor 1

    Traits
    Shield
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Alchemical Glue
    Item 1

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    7

    Powers
    Banish this card to evade your encounter. Put the encountered card on top of the location deck, if it came from one.

    Item 2
    Spoiler:
    Eye Patch
    Item C

    Traits
    Accessory
    Swashbuckling
    Basic

    Check
    Charisma
    Dexterity
    5

    Powers
    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.

    Item 3
    Spoiler:
    Tot Flask
    Item C

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    When you would banish an item that has the Alchemical or Liquid trait for its power, reveal this card to bury that item instead of banishing it.
    Discard this card to search your deck for an item that has the Liquid trait, then add it to your hand and shuffle your deck. After playing this card, succeed at a Craft 9 check to recharge it instead of discarding it.

    Item 4
    Spoiler:
    Eye Patch
    Item B

    Traits
    Accessory
    Swashbuckling
    Basic

    Check
    Charisma
    Dexterity
    5

    Powers
    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.

    Item 5
    Spoiler:
    Eye Patch
    Item B

    Traits
    Accessory
    Swashbuckling
    Basic

    Check
    Charisma
    Dexterity
    5

    Powers
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Heartbreak Hinsin
    Ally B

    Traits
    Human
    Aristocrat
    Pirate

    Check
    Dexterity
    Disable
    4
    THEN
    Charisma
    Diplomacy
    7

    Powers
    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.

    Ally 2
    Spoiler:
    Quartermaster
    Ally C

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    8

    Powers
    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.

    Ally 3
    Spoiler:
    Swab
    Ally B

    Traits
    Human
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    6

    Powers
    Display this card when you are required to shuffle one or more random cards from your hand or discard pile into your deck; you choose those cards instead. Then shuffle this card into your deck when you shuffle in those cards.
    Discard this card to explore your location. Add the Swashbuckling trait to your combat checks during this exploration.

    Ally 4
    Spoiler:
    Turtle
    Ally C

    Traits
    Animal
    Aquatic
    Basic

    Check
    Wisdom
    Survival
    5

    Powers
    Reveal this card to reduce Combat damage to you by 1.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Old Salt
    Ally B

    Traits
    Human
    Veteran

    Check
    Charisma
    Diplomacy
    7

    Powers
    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.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 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.

    Blessing 2
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessing 3
    Spoiler:
    Blessing of Sivanah
    Blessing B

    Traits
    Divine
    Sivanah

    Check
    Intelligence
    Charisma
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Intelligence or Charisma check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 5
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Turn: 11 Olenjack/Yewstance

    Top of Blessing Discard Pile: Blessing of Abadar

    Top Blessing:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


    Blessings Remaining: 16
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 12 Maznar)
    Spoiler:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check that has the Swashbuckling trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 2 (Turn 13 Agna)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 3 (Turn 14 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 4 (Turn 15 Jirelle)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 5 (Turn 16 Olenjack)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 6 (Turn 17 Maznar)
    Spoiler:
    Blessing of Milani
    Blessing B

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 18 Agna)
    Spoiler:
    Blessing of Milani
    Blessing C

    Traits
    Divine
    Milani

    Check
    Dexterity
    Wisdom
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any non-combat Dexterity or Wisdom check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 19 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 9 (Turn 20 Jirelle)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any combat Strength check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 21 Olenjack)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 22 Maznar)
    Spoiler:
    Blessing of Gozreh
    Blessing C

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 12 (Turn 23 Agna)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 13 (Turn 24 Enora)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 14 (Turn 25 Jirelle)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Blessings Deck Card 15 (Turn 26 Olenjack)
    Spoiler:
    Blessing of Gozreh
    Blessing B

    Traits
    Divine
    Gozreh

    Check
    Wisdom
    Survival
    7
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to a check.
    Discard this card to add 2 dice to a check to close a location.
    Discard this card to explore your location.
    If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 27 Maznar)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

    Powers
    If you encounter this card, you automatically acquire it.
    Discard this card to add 1 die to a check.
    Discard this card to explore your current location.
    You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

    Fog Bank
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Tempest Cay
    At This Location: If this location is occupied, Structural damage to your ship at any location is increased by 1.
    When Closing: Succeed at an Intelligence or Knowledge 7 check.
    When Permanently Closed: On closing, move to a random other location.
    M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1

    Tempest Cay Card 1:
    Captain
    Ally B

    Traits
    Human
    Captain
    Pirate
    Basic

    Check
    Constitution
    Fortitude
    4
    THEN
    Charisma
    Diplomacy
    6

    Powers
    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.

    Tempest Cay Card 2:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Tempest Cay Card 3:
    Chain Shirt
    Armor B

    Traits
    Light Armor
    Swashbuckling
    Basic

    Check
    Constitution
    Fortitude
    4

    Powers
    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.

    Tempest Cay Card 4:
    Lookout Duty
    Barrier B

    Traits
    Task
    Veteran

    Check
    Wisdom
    Perception
    6

    Powers
    The difficulty to defeat this barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, you may examine 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.

    Tempest Cay Card 5:
    Fireblade
    Spell B

    Traits
    Magic
    Divine
    Attack
    Fire
    Basic

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Tempest Cay Card 6:
    Parrot
    Ally C

    Traits
    Animal
    Elite

    Check
    Wisdom
    Survival
    7

    Powers
    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.

    Tempest Cay Card 7:
    Bloodbug
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    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.

    Tempest Cay Card 8:
    Illusory Wall
    Barrier B

    Traits
    Obstacle
    Magic
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Perception
    6

    Powers
    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.

    Tempest Cay Card 9:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    Tempest Cay Card 10:
    Marine
    Monster B

    Traits
    Human
    Warrior
    Veteran

    Check
    Combat
    8

    Powers
    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.

    Shipwreck Graveyard
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Coastline
    At This Location: If you acquire a boon with the Pirate or Swashbuckling trait, you may immediately explore again.
    When Closing: Succeed at a Wisdom or Perception 6 check, or banish a card that has the Pirate or Swashbuckling trait.
    When Permanently Closed: On closing, each character at this location may recharge a card that has the Pirate or Swashbuckling trait from her discard pile.
    M:1 Ba:1 W:1 Sp:1 Ar:2 I:1 Al:1 Bl:0 ?:1
    Located here: everyone

    Coastline Card 1:
    Aid
    Spell B

    Traits
    Magic
    Divine
    Elite

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 1d6 to any check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Coastline Card 2:
    Enemy Ship
    Henchman Barrier B

    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    Coastline Card 3:
    Boatswain
    Ally B

    Traits
    Dwarf
    Pirate
    Basic

    Check
    Charisma
    Diplomacy
    9

    Powers
    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.

    Coastline Card 4:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Coastline Card 5:
    Magic Leather Armor
    Armor B

    Traits
    Light Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    2

    Powers
    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.

    Coastline Card 6:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

    Powers
    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 proficient with light armors, bury it instead.

    Coastline Card 7:
    Boarding Axe
    Weapon B

    Traits
    Axe
    Melee
    Slashing
    Swashbuckling
    Basic

    Check
    Strength
    Melee
    6

    Powers
    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.

    Coastline Card 8:
    Ring of Wave Walking
    Item 1

    Traits
    Accessory
    Magic
    Aquatic
    Elite

    Check
    Constitution
    Fortitude
    6

    Powers
    Reveal this card to add 3 to your Constitution or Fortitude check; this cannot be a check to acquire a boon.
    Recharge this card to add 3 to a Constitution or Fortitude check attempted by a character at your location; this cannot be a check to acquire a boon.

    Coastline Card 9:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

    Powers
    The difficult fo the check to defeat is increased by the scenario's adventure deck number.

    Pinnacle Atoll
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Rocky Cliff
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed


  • Female Halfling Arcanist/Occularium Scholar Deck Handler

    (During Jirelle’s turn)
    Revealing Spellbook. Maznar reveals Fox

    Knowledge 7+1=8: 1d12 + 3 + 1d4 + 1d4 ⇒ (7) + 3 + (2) + (2) = 14
    Drawing Archer’s Bracers

    Archer's Bracers:
    Item 1

    Traits
    Accessory
    Magic
    Elite
    Check
    Dexterity
    Ranged
    7
    Powers
    Reveal this card to add 2 to your Ranged combat check.

    (From the logbook of Enora, ship's engineer of the Mistmourn.)

    Estharians are not known for their riddles, as shown in the simplicity of their treasure maps. The casting of Fox’s Cunning, with Maznar contributing some material components, was likely unnecessary to reveal the out-of-place panel in the remains of the wreckage. Yet while the Estharians might not be especially clever, they were renowned for their archery, as demonstrated by the value they ascribed to a magic pair of bracers.

    Enora wrote:

    Hand: Blessing of the Spellbound 1, Spellbook, Blessing of the Spellbound 3, Electrified Web, Fire Snake, Blessing of the Spellbound 2, Archer’s Bracers,

    Displayed:
    Deck: 6 Discard: 4 Buried: 0
    Notes: Electrified Web lets someone else at my location encounter a monster instead of Enora with +1 and Electricity and Magic
    Ask before using: 3 Blessings of the Spellbound (+1 die, recharge if Arcane/Divine)
    Can use without asking: Blessing if would recharge

    Skills and Powers:

    Skills:
    Strength d6 [] +1
    Dexterity d6 [] +1 [] +2
    Constitution d4 [] +1
    Intelligence d12 [] +1 [] +2 [] +3 [] +4
    -- Arcane: Intelligence +1
    -- Craft: Intelligence +1
    -- Knowledge: Intelligence +3
    Wisdom d6 [] +1 [] +2 [] +3
    Charisma d8 [] +1 [] +2 [] +3 [] +4

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


    Deck Handler // Searching For: Nothing but the occasional Spell 5!

    Olenjack starts his turn.
    Blessing of Abadar discarded from the blessings deck.

    Olenjack cannot move, and takes his free exploration.

    Coastline Card 1: Aid:

    Spell B
    Traits
    Magic
    Divine
    Elite

    Check
    Wisdom
    Divine
    6

    Powers
    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.

    As always, Maznar adds 1d4.
    Wisdom 6+1: 1d6 + 1d4 ⇒ (5) + (1) = 6 -> Disappointing. Fail due to the Haunt.
    Aid banished.

    Olenjack steps back up onto the deck of the ship, examining the new coastlines as they sail past and smoking his pipe. It's not an unpleasant sight, he supposes, tipping some ash overboard and leaning on the railing. He sees one of the crewmen almost tripping over themselves as they chase a page (presumably torn from some book) around the deck as it flutters along in the breeze. Olenjack recognizes him as a would-be apprentices of the magical arts; at least he'd like to think so, and others might even accept him as one if he had any shred of genuine talent to work with.

    The page flits by Olenjack's head and overboard, into the ocean. Olenjack hides a smirk, pretending not to have seen the silly scrap of paper, gently puffing on his pipe as the crewman bemoans his fate, watching the sheet of minor magic wash away.

    Olenjack discards Blessing of the Quartermaster 2 to explore again.

    Coastline Card 2: Enemy Ship:

    Henchman Barrier B
    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    BYA: The scenario summons Skeletal Crew for a character...
    Skeletal Crew:
    Skeletal Crew
    Henchman Monster 1

    Traits
    Undead
    Skeleton
    ⭐Veteran⭐

    Check
    Combat 8

    Powers
    The Skeletal Crew is immune to the Mental and Poison traits.
    Before you act, each other character succeeds at a Combat check of 8 plus twice the scenario’s adventure deck number or is dealt 1d4-1 Combat damage.
    The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check has the Piercing or Slashing trait, the difficulty is increased by 4.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Olenjack chooses to encounter the Skeletal Crew.
    Olenjack discards Blessing of Besmara from the blessings deck in order to evade the Skeletal Crew with Mistmourn's power. Olenjack displays a second Pirate Shade Haunt.

    A call from the lookout - can Olenjack not get a moments peace from these pirates!? He begins to check his pistols, removing his pipe to cry orders to the crew to prepare to repel boarders, until a higher authority bellows from the ship's helm.

    "Belay that! Adjust the sails; this ship will outspeed them!" Jirelle calls out, as crewmen rush to obey. Olenjack rushes to the other side of the ship and finds that the captain is right - whilst the enemy ship may have come at an angle to head them off, they've underestimated the Mistmourn's speed. At this rate, they'll be no threat at all.

    Olenjack summons and encounters a random Ship from the Enemy Ship's power.
    Random Ship: 1d10 ⇒ 5

    Man's Promise:
    Man's Promise
    Ship 1
    Class 1

    Check to Defeat
    Wisdom
    Survival
    6
    OR
    Charisma
    Diplomacy
    8

    When Encountered
    If any check to defeat the Man's Promise has the Swashbuckling trait, add 2 to it.
    When Commanding
    You may discard a card from the blessings deck to explore your location.

    Check to Repair
    Craft
    6

    When Commanding (Wrecked)
    Other characters may not move with this ship.

    Perfect!
    Olenjack recharges Blessing of the Quartermaster to add a die to the check to defeat.
    Agna recharges Blessing of the Green Faith to add a die to the check to defeat.
    Maznar adds 1d4.

    Diplomacy 8+2: 3d10 + 2 + 1d4 ⇒ (5, 3, 6) + 2 + (3) = 19 -> Pass.
    Man's Promise defeated.
    Olenjack seizes the Man's Promise.

    Plunder Table: 1d6 ⇒ 5 -> Olenjack stashes an Ally.

    Minutes pass as the crew bark orders and fight to keep the speed up, Olenjack standing back and keeping his eyes on the enemy ship. Their heading changes; they've noticed they won't be able to catch the Mistmourn, and they're trying to adjust their angle to intercept faster, moments before their ship keels over dramatically, freezing in spot.

    "Shoals." Jirelle explains to the surprised Olenjack, a smile on her face. Olenjack harrumphs, amused, supposing that the eyeless undead make for poor navigators. With the ship having all but beached itself; perhaps they could send out a scouting party to recover the vessel later, or at least plunder it for any goods?

    Enemy Ship defeated. Olenjack closes the Coastline by banishing Pistol.

    Olenjack ends his turn.
    Everyone moves to the last remaining open location; Tempest Cay.
    Olenjack resets his hand.

    Under Jirelle's leadership, the crew makes their way past the small chain of islands... but a storm seems to be brewing in the distance. Jirelle holds her bearing, and Olenjack's heart sinks. He knows what she's doing - the Undead appear to be avoiding the storm, which may make it the best means of throwing off their pursuit.

    Doesn't mean the dwarf will like it. Olenjack carefully packs his pipe away now that he has the chance, then heads below decks to fetch an appropriately warmer coat.

    Olenjack wrote:

    Hand: Toxic Blunderbuss +1, Alchemical Cartridges, Master Cartman, Frostbite, Embalming Fluid,

    Displayed: Pirate Shade Haunt, Pirate Shade Haunt 2,
    Deck: 9 Discard: 5 Buried: 2
    Notes: See below.

    After the start of the next turn, Olenjack displays Alchemical Cartridges.

    Olenjack wrote:

    Hand: Toxic Blunderbuss +1, Master Cartman, Frostbite, Embalming Fluid,

    Displayed: Pirate Shade Haunt, Pirate Shade Haunt 2, Alchemical Cartridges,
    Deck: 9 Discard: 5 Buried: 2
    Notes: Olenjack has no support to offer, but will happily take a Skeletal Crew encounter and recharge Master Cartman to evade it.

    Still willing to accept any leftover boons players have.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1 [ ]+2
    Dexterity d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
    Disable: Dexterity +1
    Constitution d6 [ ]+1 [ ]+2 [ ]+3
    Intelligence d8 [ ]+1
    Wisdom d6 [ ]+1 [ ]+2
    Perception: Wisdom +2
    Charisma d10 [ ]+1 [ ]+2 [ ]+3
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size 5 [ ] 6 [ ] 7
    Proficient with: Light Armor // [ ] Weapons
    Powers:
    You may recharge an ally to evade a bane.
    When you attempt a check, you may display any number of allies; for each ally displayed, add 1 ([X] 2) to the check. Return the displayed allies to your hand before you reset it.
    On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.

    ADDITIONAL REWARDS:

    Spoiler:

    Die Bumps remaining: 2
    5-1B Reward: 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.
    5-1C Reward: When you make a Survival check, you may bury a boon to roll your Strength, Constitution, or Intelligence die instead of the usual die.
    5-1E Reward: You may add 1d4 to your checks against banes that have the Undead trait, and you may bury a boon to banish a Pirate Shade Haunt displayed next to your character.
    5-1 Reward: You may bury a boon that has the Swashbuckling trait to recharge 1d4 random cards from your discard pile.

    Agna recharged Blessing of the Green Faith.
    A blessing was discarded from the blessings deck.


    Turn 12: Maznar/Blessing of Besmara
    Hand Burst Bonds to Olenjack
    Explore Tempest Cay Card #1: Captain

    All of this switching of ships mildly confuses the druid, who is having a hard time keeping track of all the terms of art of maritime craft. Give Maznar a good old notebook and a new species to catalog, and he is happy as a clam... but this is a never-ending parade or rules and regulations. An official-looking man strides up to him demanding to know what Maznar is doing on the deck. The naturalist stammers something about his job, hoping this new person will be mollified.

    Fortitude 5 to acquire Captain, revealing Crow: 1d8 + 1 + 1d4 ⇒ (3) + 1 + (2) = 6
    Charisma 7 to acquire Captain, revealing Crow: 1d6 + 1d4 ⇒ (1) + (2) = 3 Banished

    At first it seems as if this new officer might be impressed by Maznar, but soon she stalks off, muttering.

    Cure on self, who seems to have the biggest discard: 1d4 + 1 ⇒ (3) + 1 = 4
    Cured card #1: 1d6 ⇒ 1 Blessing of Gorum 2
    Cured card #2: 1d5 ⇒ 5 Dog
    Cured card #3: 1d4 ⇒ 2 Frigid Blast
    Cured card #4: 1d3 ⇒ 2 Masterwork Tools
    Divine 9 to recharge Cure, revealing Crow: 1d10 + 3 + 1d4 ⇒ (1) + 3 + (4) = 8 Nope, discarded. Pirate Haunts suck.
    Since we have plenty of turns left, Maznar will stop at the one explore. Reset hand and end turn

    Maznar wrote:

    Hand: Crow, Blessing of Iomedae, Blessing of Gorum 3, Quarterstaff, Holy Light, Blessing of Desna,

    Displayed: Pirate Shade Haunt,
    Deck: 6 Discard: 3 Buried: 0
    Notes: If I have an ally in hand, everyone at location gets 1d4 extra on your checks. Blessing as needed, of course. Shirt re-roll used, Scenario : no
    Sideboard cards:

    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 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Divine: Wisdom +3
    Survival: Wisdom +2
    Charisma d6 [ ]+1 [ ] +2

    Favored Card Type: Blessing
    Hand Size: 6 [ ] +7
    Proficient with: Light Armors [ ] Weapons

    Powers: Instead of the first exploration of your turn, you may bury a card that has the Divine trait to choose a character at your location and shuffle 1d4 [ ] +1 random cards from her discard pile into her deck.
    You may reveal an ally that has the Animal trait to add 1d4 to any check by a character at your location.
    You may discard a spell to search your deck ([ ] or your discard pile) for an ally that has the Animal trait and put it in your hand.

    Deck Handler: https://docs.google.com/spreadsheets/d/1eAA0DoZL8aOUkB7D9phQDJCSiTqD3X5jQDC D2dij984/edit#gid=1691583861


    Agna's Deck Handler

    Start of turn: the hour of the Gods

    The surrounding waters of Tempest Cay do not appear as threatening as the undead ship infested waters the crew had previously traversed. However, as little as Agna knew about sailing, she knew that shallow sand bars can pose just as great a risk as skeletal crews. She heads up to the wheel of the ship and hands Jirelle a bottle of warm liquid. It's easy at times like these its easy to forget about oneself while watching the ship and the crew. Thankful for a seasoned captain, she does her part by keeping her eyes pealed on the horizon for any additional threats.

    Banish Potion of Healing to shuffle cards from Jirelle's discard into her deck:
    Random cards from discard: 1d4 ⇒ 1 huh
    Free explore of TC card #1:

    Enemy Ship:

    Henchman Barrier B
    Traits
    Skirmish
    Aquatic

    Check
    None

    Powers
    Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
    If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated, and you may immediately attempt to close the location this henchman came from.

    As if the gods were answering her vigilance with new threat after new threat, dark sails approach from off the bow.

    Pausing to strategize


    Agna's Deck Handler

    Enemy Ship encounter:
    BYA Power - Olenjack encounters and evades Skeletal Crew by recharging an ally
    Random ship encounter (ignoring Man's Promise): 1d10 ⇒ 9

    Dominator:
    Dominator
    Ship B
    Class 6

    Check to Defeat
    Wisdom
    Survival
    8
    OR
    Dexterity
    Ranged
    11

    When Encountered
    If the Dominator was summoned by a card that has the Captain trait, the difficulty of your check to defeat the Dominator is increased by 2. This ship cannot be seized.
    When Commanding
    You may discard a card from the blessings deck to automatically succeed at your check to defeat a barrier that has the Task trait.

    Check to Repair
    Craft
    7

    When Commanding (Wrecked)
    Remove the Swashbuckling trait from all of your checks.


    Request Blessing of the Gods from Jirelle, Maznar's Crow adds 1d4
    Survival 8: 2d8 + 3 + 1d4 ⇒ (6, 6) + 3 + (3) = 18 defeated
    The Dominator cannot be seized
    Plunder: 1d6 ⇒ 4 Item
    Location close check:
    Request Blessing of the Gods from Jirelle, Blessing of the Spellbound from Enora, discard Blessing of the Elements, add 1d4 for Maznar's Crow
    Intelligence 7: 5d4 ⇒ (3, 4, 4, 4, 2) = 17 Success!

    "Ship off the starboard bow!" Agna shouts as she heads back down from the rigging. Jirelle was well aware and was already making evasive maneuvers. The only thing standing between the Man's Promise and open water was the Dominator and a bit of creative sailing. The skeletal crew had one last chance to claim their ship, crew and booty and they brought their best ship to do it. The desperation in the air was palpable.

    Jirelle began barking orders to the crew, white knuckles gripping the helm. It was all hands, paws and talons on deck as the crew pulled lines, drew sails and heaved dead-weight overboard to make the ship as stream-lined as possible.

    The skeletal captain swung his ship about in an attempt to cut off the Man's Promise between the cay and present the Dominator's guns to her port side. Forseeing the pincer-move forming, Jirelle threaded the needle between two sand bars and escaped the skeletal crew, leaving them beached in the shallow waters. A cheer erupted from the crew as they sailed past the cay and free of the grip of the pirates.

    All locations closed!


    DEVELOPMENT:
    Maneuvering between the islands, you manage to lose the undead crew. The seas are calm and the sun is shining once more. Returning the way you came seems to be a dangerous proposition. Your best bet is to continue forward in hope of finding a way to return to familiar territory.

    Your ship lumbers on through a small channel as if it were already tired of this journey. But you get the feeling the Feathered Devil’s voyage has just begun. And yet, there’s no chance it’s going to see a familiar shipyard again without a little extra effort. Sails up!

    SCENARIO REWARD:
    For the rest of the Adventure Path, when setting up each scenario, each character may temporarily replace 1 blessing in his deck with the blessing Blessing of Besmara. At the end of each scenario, return that card to the game box.

    Blessing of Besmara:
    Blessing of Besmara
    Blessing 1

    Traits
    Divine
    Besmara

    Check
    Dexterity
    Divine
    5

    Powers
    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.

    TIER REWARD:
    Characters who have completed their first scenario at this tier gain a Skill feat.

    ACQUIRED CARDS:
    Weapon C Cutlass +1
    Weapon B Dagger
    Weapon 1 Pepperbox
    Weapon B Pistol
    Weapon B Sap
    Spell B Arcane Armor
    Spell C Buoyancy
    Spell B Detect Magic
    Spell B Frostbite
    Armor B Cloth Armor
    Armor C Leather Armor
    Armor B Magic Buckler
    Armor C Magic Chain Shirt
    Item 1 Archer's Bracers
    Item B Potion of Healing
    Item B Topaz of Strength
    Ally C Master-at-Arms
    Blessing C Blessing of Achaekek
    Blessing B Blessing of Pharasma

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