BR Mork |
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.
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.
BR Mork |
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.
BR Mork |
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:
BR Mork |
During This Adventure:
During This Scenario: 5-1A: TIDE OF BONES
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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
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 ?:
Maznar - Chthonicthul |
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:
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:
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
Olenjack, the Measured |
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.
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:
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:
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.
Enora WotR-EmpTyger |
(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.
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)
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 - WilderRedbeard |
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.
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:
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.
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.
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.
skizzerz - Jirelle |
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.
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:
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.
Olenjack, the Measured |
{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 - WilderRedbeard |
(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.
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:
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.
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.
BR Mork |
During This Adventure:
During This Scenario: 5-1A: TIDE OF BONES
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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 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 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 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.
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 1
Traits
Trap
Basic
Check
Dexterity
Acrobatics
9
OR
Disable
6
Powers
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 B
Traits
Book
Check
Wisdom
Survival
7
Powers
At the end of a turn, recharge this card to move. Movement restrictions still apply.
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 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 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 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 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.
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 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 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 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 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
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
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 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 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 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.
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 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 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 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 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.
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 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 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.
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 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 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 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 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 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 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 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.
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 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 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 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 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 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 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 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 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
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.
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.
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.
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.
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.
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.
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.
Barrier 1
Traits
Trap
Basic
Check
Dexterity
Acrobatics
9
OR
Disable
6
Powers
If undefeated, this barrier deals 1d6 Ranged Combat damage to you.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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 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.
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.
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.
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 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
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.
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.
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.
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
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.
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.
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.
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.
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.
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 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.
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.
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.
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
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 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.
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.
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.
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.
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.
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.
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 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.
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
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
Olenjack, the Measured |
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.
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.
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.
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 of Pharasma acquired.
Olenjack discards Blessing of Pharasma to explore again.
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.
Treasure Map defeated, and Olenjack examines the next card of the Fog Bank.
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.
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
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.
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.
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.
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.
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.
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.
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:
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:
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.
Olenjack, the Measured |
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!
Maznar - Chthonicthul |
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
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:
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
Enora WotR-EmpTyger |
(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.
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)
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.
BR Mork |
During This Adventure:
During This Scenario: 5-1A: TIDE OF BONES
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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
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
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 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.
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 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 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 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 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.
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 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 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.
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 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 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 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 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 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 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 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.
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 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 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 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 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 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 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 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 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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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 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.
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.
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.
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 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
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.
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.
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.
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
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.
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.
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.
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.
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.
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 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.
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.
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.
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
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.
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.
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.
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.
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.
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 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.
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
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.
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.
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.
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.
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.
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 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.
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.
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.
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 - WilderRedbeard |
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:
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:
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:
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
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:
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.
skizzerz - Jirelle |
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.
BR Mork |
During This Adventure:
During This Scenario: 5-1A: TIDE OF BONES
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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 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 1
Traits
Animal
Aquatic
Elite
Check
Combat
11
Powers
The Tiger Shark may not be evaded.
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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 1
Traits
Accessory
Magic
Elite
Check
Dexterity
Ranged
7
Powers
Reveal this card to add 2 to your Ranged combat check.
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.
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 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 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 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 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.
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 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 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 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 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
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
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.
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 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 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 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 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.
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 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 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.
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 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 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 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 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 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 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 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.
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 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 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 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 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 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 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 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 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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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 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.
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.
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.
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 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
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.
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.
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.
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
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.
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.
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.
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.
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.
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 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.
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.
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.
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
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.
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.
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.
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 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.
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
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
Enora WotR-EmpTyger |
Gods o'clock
Exploring Pinnacle Atoll 1: Enemy Ship
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
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
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.
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)
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.
Olenjack, the Measured |
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.
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:
BR Mork |
During This Adventure:
During This Scenario: 5-1A: TIDE OF BONES
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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
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
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 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 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.
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 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 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.
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 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 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 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 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 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 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 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.
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 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 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 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 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 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 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 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 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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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 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.
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.
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.
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 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
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.
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.
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.
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
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.
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.
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.
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.
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.
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 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.
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.
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.
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
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
skizzerz - Jirelle |
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.
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.
Hand: Blessing of the Gods 2, Carver, Magnifying Glass, Bloodcrow Rapier,
Displayed: Gambeson,
Deck: 10 Discard: 0 Buried: 0
Notes: Blessings available
Sideboard cards:
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 - WilderRedbeard |
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.
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:
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.
skizzerz - Jirelle |
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 - Chthonicthul |
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.
Enora WotR-EmpTyger |
(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.
skizzerz - Jirelle |
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.
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:
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.
Olenjack, the Measured |
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.
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.
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.
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:
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:
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.
Maznar - Chthonicthul |
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
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:
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
BR Mork |
During This Adventure:
During This Scenario: 5-1A: TIDE OF BONES
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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
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
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.
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 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 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.
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 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 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 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 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 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 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 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.
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 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 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 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 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 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 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 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 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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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 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.
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.
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.
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 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
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.
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.
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.
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
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.
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.
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.
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.
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.
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 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.
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.
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.
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
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.
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.
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.
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 - WilderRedbeard |
The hour of Achaekek
Free explore of Rocky Cliff card #1:
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.
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:
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
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
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 - WilderRedbeard |
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)
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:
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.
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.
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.
BR Mork |
During This Adventure:
During This Scenario: 5-1A: TIDE OF BONES
You may discard a card from the blessings deck to evade a bane.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 1
Traits
Accessory
Magic
Elite
Check
Dexterity
Ranged
7
Powers
Reveal this card to add 2 to your Ranged combat check.
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 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 B
Traits
Accessory
Magic
Basic
Check
Intelligence
Arcane
3
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
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 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 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 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 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.
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 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 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 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 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
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
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 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.
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 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 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 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 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 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 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 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.
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 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 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 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 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 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 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 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 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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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 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.
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.
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.
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 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
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.
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.
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.
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
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.
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.
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.
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.
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 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.
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.
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.
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
Olenjack, the Measured |
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.
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:
Enora WotR-EmpTyger |
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
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
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
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.
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
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.
skizzerz - Jirelle |
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.
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.
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.
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.
Olenjack, the Measured |
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 - WilderRedbeard |
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.
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:
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.
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.
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.
skizzerz - Jirelle |
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.
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:
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.
BR Mork |
During This Adventure:
During This Scenario: 5-1A: TIDE OF BONES
You may discard a card from the blessings deck to evade a bane.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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.
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 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 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 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 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
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
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 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 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 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 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 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 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.
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 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 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 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 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 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 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 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 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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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 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.
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.
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.
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
Enora WotR-EmpTyger |
(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
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.
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
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.
Olenjack, the Measured |
Olenjack starts his turn.
Blessing of Abadar discarded from the blessings deck.
Olenjack cannot move, and takes his free exploration.
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.
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.
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.
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 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
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.
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.
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.
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:
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:
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.
Maznar - Chthonicthul |
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
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:
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 - WilderRedbeard |
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:
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 - WilderRedbeard |
Enemy Ship encounter:
BYA Power - Olenjack encounters and evades Skeletal Crew by recharging an ally
Random ship encounter (ignoring Man's Promise): 1d10 ⇒ 9
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!
BR Mork |
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 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